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    posted a message on Creating One-Shot Actor Animations

    I feel like this would have an easy solution but I can't seem to find it. I want to create a one-shot visual effect at a point, similar to how the effects could be called in Warcraft 3, where if you create a Holy Light effect and destroy it, it'll appear, go through its full animation, and disappear.

    More specifically, I'm looking to use the impact visuals of photon cannons and impact visuals of Yamato cannons (for now at least). I tried calling their respective impact actors but nothing seemed to happen.

    Posted in: Triggers
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    posted a message on New data types in patch 1.5

    Comparing User Types and variable arrays, which would you say is better? I personally despise the data editor and am probably going to stick with the trigger editor for everything except making units and a few other things. I heard that they take up data space instead of script space, which would also be an added bonus. Also, are they automatically attached to units or do I have to use indexes for arrays?

    Posted in: Data
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    posted a message on Efficient Data Storage Method?

    I'm not sure if I'm understanding User Types correctly. Is it similar to custom values that allow more types than just fixed? Can it be modified for units on individual bases or does it have a static "global" value? Or do I have to stick to the messy variables with huge arrays?

    Posted in: Triggers
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    posted a message on Galaxy++ editor

    For some reason, the function UnitGroupSearch(string, int, point, fixed, unitfilter, int) doesn't work in Galaxy++.
    That is, if I use this function, the compiler doesn't recognize this as a native function and gives me an error.

    Posted in: Third Party Tools
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    posted a message on Is there a convenient list of limitations for a map?

    Just found a new limit. Not sure if this is already known (wasn't to me anyway). There seems to be a soft-cap on upgrade levels. You can't set the maximum level of an upgrade higher than 127. The hard-cap is 255 but going beyond 127 causes errors (for me, I couldn't set the level via triggers. The level stayed at 0). If you're planning on using lots of levels for your upgrades, increment accordingly.

    Posted in: General Chat
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    posted a message on Setting Upgrades Via Triggers

    That may be the case if I was checking for the effects of the upgrade, but right now, the debug is only returning the level of the upgrade. I'm getting some inconsistent results with this. Sometimes it works, sometimes it doesn't (on different files).

    EDIT: Solved

    Posted in: Triggers
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    posted a message on Setting Upgrades Via Triggers

    No. It's at 200 something... I checked that already. I also tried setting the upgrade to 1. Still doesn't work.

    Posted in: Triggers
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    posted a message on Setting Upgrades Via Triggers

    Is this not supported in 1.5 editor, or am I just overlooking something ? I could've sworn this worked before.

    fdsa
        Events
            Game - Player Any Player types a chat message containing "blah", matching Partially
        Local Variables
        Conditions
        Actions
            Tech Tree - Set Range upgrade level to 10 for player 1
            Debug - Display (Text((Range count for player 1, counting Queued Or Better))) as debug output using Type 01, and Do display it in the game window

    The debug keeps returning 0. Not sure what exactly is wrong.

    EDIT: I found the issue. Apparently, there's a sort of "maximum" for upgrades that isn't hard-coded into the data editor. Going to do some experimenting to find this soft-cap.

    EDIT 2: Found it. The maximum is 127. Going beyond it will leave the upgrade at 0.

    Posted in: Triggers
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    posted a message on Is there a convenient list of limitations for a map?

    Don't forget the 28-string/text one. Can't combine more than 28 strings/texts at once. If you save a few substrings into different variables, it seems to work. But then again, I also tried combining into one long string using 5 or 6 different lines of code and it didn't work. Even tried setting another variable to see if that'd work. Had some weird, inconsistent outcomes trying to make dynamic tooltips.

    Posted in: General Chat
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    posted a message on General solution to triggering abilities via dialogs

    I'm afraid there is no UnitAddAbility function in Starcraft 2 like there was in Warcraft 3. I believe that there is a way to link dialogs and other data (such as items) in 1.5 that is currently being looked into, most of the progress done by Renee I believe in this post. Maybe you'll have better luck with this than I did.

    Posted in: Triggers
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    posted a message on 1.5 UI stuff demo 1: Control built-in UI stuff with trigger and Alway-Open inventory container panel

    Is it possible to use the items via hotkeys rather than clicking them individually by mouse? I'm having difficulty understanding the actual mechanism for this. Like Renee mentioned in OP, this would be able to simulate the Add Ability function from Warcraft3, which is essentially what I'm trying to accomplish. Or is that what's going to be in parts 2-4?

    Posted in: General Chat
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    I managed to hide the command panel, but I'm getting error messages saying "Unable to resolve frame layout of "CommandPanel" for side(s): [Top][Left][Bottom][Right]" in red. How would I solve this?

    This is my XML for the command panel.

    	<Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer" file="GameUI">
    		<Frame type="CommandPanel" name="CommandPanel">
    			<Anchor side="Top" pos="Max" offset="500" relative="$Parent" />
    			<Anchor side="Bottom" pos="Max" offset="0" relative="$this" />
    			<Frame type="CommandButton" name="CommandButton00">
    				<Anchor side="Top" pos="Max" offset="500" relative="$Parent" />
    				<Anchor side="Bottom" pos="Max" offset="0" relative="$this" />
    			</Frame>
    			<Frame type="CommandButton" name="CommandButton05">
    				<Anchor side="Top" pos="Max" offset="500" relative="$Parent" />
    				<Anchor side="Bottom" pos="Max" offset="0" relative="$this" />
    			</Frame>
    			<Frame type="CommandButton" name="CommandButton10">
    				<Anchor side="Top" pos="Max" offset="500" relative="$Parent" />
    				<Anchor side="Bottom" pos="Max" offset="0" relative="$this" />
    			</Frame>
    		</Frame>
    	</Frame>
    

    EDIT: Never mind. I fixed it.

    Posted in: Tutorials
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