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    posted a message on Crop minimap

    Solved my problem after a while playing around with the Ctrl+Alt+F12 overlay and found a flag called ClipCameraToViewport. In case someone else has the same problem here is the fixed code which needs to be inside the MinimapPanel frame:

    <Frame type="Minimap" name="Minimap">
        <Frame type="Model" name="PingFrame">
            <ClipCameraToViewport val="false"/>
        </Frame>
    </Frame>
    
    Posted in: UI Development
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    posted a message on Crop minimap

    My minimap doesn't have the usual dimensions thus I have really big black bars. I've tried to move the Minimap frame in the MinimapPanel to the top so the upper bar is gone which causes a really big bar at the bottom of the frame. Then I've moved the MinimapPanel frame down, so the black background moves off the screen. It's working so far but the PingFrame which is part of the Minimap frame won't move off the screen. Instead the PingFrame becomes less high and stretched.

    Some code to demostrate my problem:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="MinimapPanel" name="GameUI/UIContainer/ConsoleUIContainer/MinimapPanel" template="MinimapPanel/MinimapPanelTemplate" file="GameUI">
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="150"/>
        </Frame>
    </Desc>
    

    The code should work with any map. The whole MinimapPanel moves, but the PingFrame just acts weird. Maybe it's because it's a model? Is there a flag to disable this behavior? Any other ideas? I know I can hide the minimap background by setting the color and alpha channel but it would be clickable.

    Posted in: UI Development
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    posted a message on Use Warcraft UI

    @ksnumedia: Go

    I didn't see any that would help. There are functions to hide UI frames but I don't think there is anything that could do what I want.

    Posted in: UI Development
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    posted a message on Use Warcraft UI

    No ideas?

    Posted in: UI Development
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    posted a message on Use Warcraft UI

    I want to replace the Terran/Protoss/Zerg Console Panel with a Warcraft Console. There are textures in Blizzard's Warcraft mod included. They even changed the command card layout to 5x3 instead of the standard Warcraft 3 4x3. And the texture already looks like it would be ready to use for Starcraft 2 at different resolutions. The file I want to use is called war3_humanconsole_diff.dds. I have no idea how I can change this. I already looked into the Game UI Data and Races tabs of the Data editor but I couldn't find a field that would help. Does anyone else know how to do this? The texture looks like Blizzard wanted to make this easy but I have absolutely no idea how.

    Posted in: UI Development
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    posted a message on Damage Response causes unit to die twice
    Quote from Photoloss: Go

    The question was, does applying more than one damage effect via Persistent/Set generate more than one extra kill? This probably won't affect the possible solutions, but there's a difference between the damage response sneaking in and registering the unit twice and every effect generating its own "kill" within that window.

    I tested a set with multiple damage effects but it won't add extra kills. So I guess only the damage response adds an extra kill.

    Quote from Photoloss: Go

    Also try applying an effect that prevents kill credit in either attack chain and check the number of kills, that could help identify which effect is processed first.

    I'm not sure what you mean. How do I do that?

    edit: I've found another way doing that because of your set idea. I created a set for the units that could have this behavior. I put in both damage effects and an apply behavior to add the cooldown of the extra damage effect. Then I've added validators to check if this effect is on cooldown/has the dummy cooldown behavior and if the unit has the behavior to use this effect.

    Posted in: Data
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    posted a message on Damage Response causes unit to die twice

    Instantly applying the damage via persistent still generate additional kills. Adding a delay does help. This isn't the best solution because you can see the delay but I couldn't find a better solution. Thanks for your help. And if anyone knows a better way without a delay replies are still welcome.

    Posted in: Data
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    posted a message on Damage Response causes unit to die twice

    @Photoloss: Go

    I tested both effects but it didn't change anything.

    Posted in: Data
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    posted a message on Damage Response causes unit to die twice

    I have a behavior that uses the Damage Response field. It applies a damage effect when the unit attacks. Everything works as intended unless the damage effect of the damage response kills the enemy unit. In this case the unit seems to die twice. It grants double experience, increases the unit's kill count by 2 and causes unit dies triggers to run twice.

    I guess it's because you apply two damage effects at the same time (the normal weapon damage + the damage response effect). Any ideas how to solve this problem? Maybe a validator or a kill/death field I didn't see?

    It's very easy to reproduce this issue: Create a Buff behavior, set Damage Response chance to 1, location to Attacker and Handled to Kill (Generic Kill Command) and add this behavior to any unit.

    Posted in: Data
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