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    posted a message on Black Mask Texture Change

    This topic could probably go in a number of development forums, but I think this is the most appropriate place.

    I'm trying to change the texture of the black mask from solid black to a colored pattern. By replacing the default "ui_ingame_blackmask.dds" texture with my pattern I can see it in greyscale when I open my menu, but in the normal game world I still see solid black. I've fiddled with a few other textures and alpha masks, but there are so many possibilities I thought I'd ask before I wasted any more time.

    What do I need to change so that I can see my black mask texture in game?

    Posted in: Data
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    posted a message on Remove Behavior Ability Error

    @DrSuperEvil: Go I'll try changing the Arc and see what happens. The error is just an alert with no icon. Red text that says "Error" and a short buzz. I've tried narrowing it down by checking the Error - Alert (possibly swapped, I don't have the editor in front of me) on all the related objects, but they all default to none, so it is difficult to troubleshoot. If there is a way to go into a debug mode or record error details and see what generated the error I would definitely do it. Is that possible?

    -Update-

    It turns out that I needed the effect set anyway. I later realized that I was causing errors that didn't become apparent until now by setting my mod as a dependency in the same map I am using to test. I copied the test map and made some tweaks so that I can continue testing this way. It's a lot quicker in the long run to have the separate map so I can keep a current save without closing SC and my open map with the mod dependency. Before finding all that out, I did test the arc, and no help. It's possible that if I tested the remove behavior it will work, but I've wasted enough time stuck on this part of my map so I must move on.

    Posted in: Data
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    posted a message on Remove Behavior Ability Error

    I have an ability of type Effect - Target. It points to an effect of type Remove Behavior. The rest of the 'basics' are set up to test it's functionality, but upon clicking the button in the command card with the ability assigned to it, I get a red ' Error ' message/tone.

    Extra info: The only changes from default for the ability is Arc:360, Range:10, Target Filters+: () [All allowed], The effect has a behavior and all else is default.

    I can come up with a work around, but I'm trying to keep things simple and clean, and I'm stumped on why this isn't working. "Error" doesn't tell me where the problem is at... :(

    Posted in: Data
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    posted a message on Additive Train/Research Speed Change

    @Photoloss: Go I was real excited about that at first, and that's why I mentioned upgrades, the only problem is I also need to be able to remove the boost. It will change several times throughout a game, both up and down. Also, even though the number of unique units per type per player shouldn't be too large, it would still be rather messy to use upgrades. I'm stumped on finding a better way.

    Posted in: Data
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    posted a message on Additive Train/Research Speed Change

    I already have a solution in place, but it's messy. I'd like to be able to dynamically change the research/train speed of a unique unit of a single unit type without changing it for the whole type.

    My current solution is to have an ability that applies a buff behavior. The buff behavior increases the max energy (which starts at 0, and i don't need energy for anything else on the map) of the training unit (i.e. barracks) to the desired "training time", lets say 100. There is a validator that removes the behavior when the energy fills up and runs the final effect (i.e. creating a marine). Using energy I can give the barracks a stackable +1 to energy regen buff to modify how fast training occurs at that barracks.

    Problem: in a perfect world I could just use either time scale or rate multiplier to use the queue for research and training and have the default progress bar function nicely, but the rate multiplier, as its name suggests, is multiplicative, and therefore, exponential when stacked. (i.e. when i want the unit to train 2 times as fast i can, but when i want it to train 3 times as fast, it goes 4 times as fast. when i want 5 times as fast it goes 16 times as fast.)

    Is there an efficient way to do this without creating several different abilities/buffs/effects/upgrades to represent each level of speed i want?

    [EDIT]

    I may have found a working solution. I will implement it for now and see if it causes problems for my other map aspects. I created a veterancy that takes 1 xp per level and sets the queueable rate multiplier to the level. with this i can easily apply permanent and temporary multipliers as well as flat changes to the speed. I'll post back on my results.

    Posted in: Data
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    posted a message on Enabling Terrazine Usage

    @Wraith367: Go

    Same problem here. Data and triggers don't use terrazine properly. I submitted a bug report to Blizzard. Though a fairly simple issue, if it is to be fixed, feel free to bump another post at Blizzard with the same problem or post your own bug report on Blizzard's forums.

    Posted in: Data
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    posted a message on Custom AI attack waves, some questions.
    Quote from Seanrinox: Go

    1. Do you know how to use "AI Advanced - Wave add Info"? I'd like to add a zergling to a specific wave, but I have to enter a STRING instead of a unit type.

    I think you are looking for

     AI Advanced - Wave Add unit
    
    Quote from Seanrinox: Go

    2. I expect when I get everything to work, I can send each wave from "AI Advanced" seperately, that means zerglings gather in front of entrances etc. So I do not have a big wave attacking from one direction, instead having multiple smaller ones. Does that work?

    I don't have any experience with AI and attack waves, but I think

    AI - Run Attack Wave
    

    or

    AI - Send Attack Wave
    

    should satisfy your needs.

    Posted in: Triggers
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    posted a message on Where are default element values?
    Quote from JademusSreg: Go

    If you mean default in the sense of every value for every element extracted from every frame in standard layouts, that'd be kinda pointless, since one can just look at the layout files, but I have that too.

    I'm afraid it's the pointless one. I'm glad your post got stickied, and I've actually bookmarked it for myself as well. I guess I'm just ignorant to where the values I'm looking for are. You might have to break it down Barney style for me. Exactly what I'm looking for is the exact values that the actors use for the frame with status bars . i.e. Health, Heath+Shields, Energy, Cargo, Ammo, etc...

    I know that individual unique units get their own values assigned for their current and max values. I don't need that. I'm talking about the texture background, size, position, the reason that they show up blocky, etc...

    If I need to clarify further I gladly will.

    Posted in: UI Development
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    posted a message on Trouble with data : I can't do nothing...

    @Truestar: Go

    Not sure I understand exactly what your root problem is, but to get rid of those prefixes you need to turn off "View Raw Data"

    The default shortcut key is [Ctrl + D]

    Posted in: Data
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    posted a message on Can you select a unit with the Data Editor?

    I've been sifting through the data editor trying to find anything that hints at the ability to use data-only to select a unit for the player to no avail.

    The scenario is that I have an invisible add-on stacked on an otherwise normal building. The add-on connection works, but I want the ability to be able to select the add-on from the command card without a trigger interjecting. For that matter, without searching can the trigger editor detect attachments?

    Posted in: Data
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    posted a message on Where are default element values?

    Forgive me if this is posted somewhere on the site, but I've looked high and low across tutorials, forums, Google, and the mpq files, but I can't find default values anywhere. There is a post in this forum listing all the frame types and frame element types which is very useful, but I would like to see what the defaults are before I go changing things unnecessarily. Specifically, I am working on a custom status bar and I would like to see what the default bars use before I create mine.

    Posted in: UI Development
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    posted a message on Trouble with lowered door

    @gillanpolyanskiy: Go

    It's been a while since I messed with gates, but check that the lowered gate unit has "Stats: Boosted Cliff Level" set to 0.

    Posted in: Data
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    posted a message on [Solved] Custom Add-Ons with multiple locations?

    [Solved] by putting a Buff Behavior on the improvement building that is disabled during construction. When enabled it Creates a Persistent and Destroys it when the Buff is removed. The Persistent has an infinitely repeating 1s period. Each period a Search Area Effect is run to look for nearby cities. Filtered targets have an Apply Behavior Effect that that Validates that it is a CC. The applied Behavior is a stack-able 1s buff indicating how many improvements are nearby.

    Posted in: Data
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    posted a message on [Solved] Custom Add-Ons with multiple locations?

    @DrSuperEvil: Go

    I was afraid so. I will implement that now and see if it will work for all the other functions I plan to implement. I will repost on my success (or failure if I run into anything).

    Posted in: Data
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    posted a message on [Solved] Custom Add-Ons with multiple locations?

    I'm open to suggestions on this, but what I'm working on a Civilization 5 remake. I want the ability for "workers" (i.e. SCVs) to build "improvements" (i.e. Tech Lab - type add ons) that associate with a "city" (i.e. Command Center). I got stuck on the part of trying to make the add-on locations flexible. I can't think of a way for the add-on to search for the host city without creating several copies of an add on with all possible locations. There is probably a better way to go about it, and that's why I'm here.

    I am trying to go for a simple and clean set up. I will probably have to break down and create a buff aura on each add on that applies it to cities which then gain the improvement advantages if they have population that can work the add on exclusive of another nearby city.

    If you need any more information or clarification on what I'm trying to go for, please ask. Thoughts?

    Posted in: Data
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