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    posted a message on Play custom maps on Official battle.net custom games

    "It should be noted that a hero's inventory does not work right now, as the Battle.net friends and microphone buttons override the inventory buttons." Haha, yeah, first thing that struck me when I saw the inventory buttons locations. ^^

    I don't know if you are still testing, but if you are you could assign a hotkey to the inventory and align it left (container, not icons), that would probably make it work. In GameStrings.txt Button/Hotkey/InventoryStorage=I

    And in abildata.xml

    	<CAbilInventory id="HeroInventory">
    		<Range value="2"/>
    		<MaxDropRange value="5"/>
    		<InfoArray>
    				<EmptyFace value="InventoryStorage"/>
    				<Alignment value="Right"/>
    				<Container value="ContainerStorage"/>
    				<Hotkey value="Button/Hotkey/InventoryStorage"/>
    		</InfoArray>
    	</CAbilInventory>
    
    Posted in: Miscellaneous Development
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    posted a message on Any swedish here?
    1. sc2mapster @ chat.freenode.net irc://chat.freenode.net/sc2mapster
    Posted in: Off-Topic
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    posted a message on Any swedish here?

    Clearly, you need to join IRC and help with the friendly takeover!

    Posted in: Off-Topic
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    posted a message on Hotkeys for Item-spells

    I have checked but have not yet found any way to do this. The only thing we know how to do for the moment is to open the inventory itself with a hotkey, but not use the actual items. With that I'm not saying it is impossible for the moment being, it's just that no one knows how to do it. :)

    Posted in: Miscellaneous Development
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    posted a message on Any swedish here?

    Welcome to this place of wonders! There are a few swedes lying around. :)

    Posted in: Off-Topic
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    posted a message on Items and Heroes

    Great job greg. Will check into that later when Im done with the stuff im doing!

    Update on my tutmap: Image 1 - Shows the ghost without any weapon equipped and therefor no damage or attack (see infopanel) InventoryTutorial2 Full image: http://img27.imageshack.us/img27/6173/inventorytutorial2.png

    Image 2 - Shows the ghost with kerrigans riflle equipped. Unlike the basic rifle that can be seen in the inventory this one has attackspeedbonus, rangebonus and increased damage. InventoryTutorial3 Full image: http://img519.imageshack.us/img519/8003/inventorytutorial3.png

    Not that much visible progress today, although you can see the Powerup-container on the screenshots (the protoss gas vessel) and this will probably be working alongside with the new items tomorrow. A tutorial of this will probably be something to bite into :p

    Files that has been edited at the moment if you want to take a look: GameStrings.txt, AbilData.xml, ActorData.xml, ButtonData.xml, EffectData.xml, Item*.xml, ModelData.xml, Objects, UnitData.xml and WeaponData.xml.

    Map download link: Link Removed: http://www.mediafire.com/download.php?zmzizt2z4gd

    Posted in: Miscellaneous Development
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    posted a message on Blizzard Bugs - Report them

    Item Bugs (?)

    • If you have two identical items that are stackable (Itemcode at bottom) with max charge of 5. Then make sure you have a setup of say 3 & 2 charges in each and try to stack them on eachother.They wont stack no matter what you do. Might not be a bug since we know little about the structure of items but still weird worth mentioning.
    • If you have two items that use the same behavior, for example PermanentCloak or PersonalCloaking and then remove one of them, the cloak will be disabled until you toggle the item with the cloak ability in your inventory.

    Code for item where Bug #1 appears

    	<CItemEffectTarget  id="CalldownMULE">
    		<Face value="CalldownMULE"/>
    		<Flags index="CanDrop" value="1"/>
    		<Flags index="KillWhenDepleted" value="1"/>
    		<Class value="WeaponClass"/>
    		<Container value="BaseInvCont"/>
    		<Level value="10"/>
    		<CarryBehaviorArray value="PermanentlyCloaked"/>
    		<CarryWeaponArray Link="BattlecruiserG"/>
    		<EquipBehaviorArray value="PermanentlyInvulnerable"/>
    		<EquipWeaponArray Link="BattlecruiserA"/>
    		<Effect value="CalldownMULECreateUnit"/>
    		<!--<EffectCost><Vital index="Energy" value="100"/></EffectCost>-->
    		<EffectCost>
    		    <Charge>
                    <CountMax value="5"/>
                    <CountStart value="5"/>
                    <CountUse value="1"/>
    			</Charge>
    		</EffectCost>
    		<EffectFlags index="Transient" value="0"/>
    		<RefundFraction>
    			<Resource index="Minerals" value="-1"/>
    			<Resource index="Vespene" value="-1"/>
    			<Resource index="Terrazine" value="-1"/>
    			<Resource index="Custom" value="-1"/>
    			<Charge value="-1"/>
    			<Cooldown value="-1"/>
    		</RefundFraction>
    		<Range value="500"/>
    	</CItemEffectTarget>
    

    Bug #2

    	<CItem id="ItemAncientCharm">
            <Face value="ItemAncientCharm"/>
            <Flags index="CanDrop" value="1"/>
            <Class value="AccessoriesClass"/>
            <Level value="1"/>
    		<CarryBehaviorArray value="PermanentlyCloaked"/>
            </CItem>
    

    Official bug report - None for the moment

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on CBehaviorBuff - Modification indexes

    Alright, updated with that info, it was my bad. :) Also added the others iggy had dug up.

    Posted in: Miscellaneous Development
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    posted a message on CBehaviorBuff - Modification indexes

    The indexes that has bold has been tested and is working unless italics is there. Comments afterwards. Found them in sc2.exe. Leaving these here so that people can test, don't have the time for the moment. Will update first post if someone tests and reply with either fail or success so we know which is usable. If you find something missing, just let me know.

    • ShieldArmorMultiplier
    • ShieldArmorBonus
    • LifeArmorMultiplier value="X" - Works, increases the unit lifearmor value by X times
    • LifeArmorBonusvalue value="X" - Works, works, lifearmor is increased by X
    • DamageDealtMinimum
    • DamageDealtMaximum
    • DamageDealtUnscaled
    • DamageDealtFraction
    • DamageDealtScaled
    • WeaponMinRange
    • WeaponRange value="x" - Increases range by X
    • AttackSpeedMultiplier value="x" - Increases attackspeed baseattack * X
    • SnareMultiplier
    • DecelerationMultiplier
    • DecelerationBonus
    • AccelerationMultiplier
    • AccelerationBonus
    • MoveSpeedMultiplier value="X" - Works
    • MoveSpeedBonus
    • MoveSpeedMinimum
    • MoveSpeedMaximum
    • WeaponArray Link="Weapon" - Works great
    • WeaponDisableArray value=""- Worksl
    • Food
    • Range
    • QueueCount
    • QueueSize
    • DetectFilters
    • RadarFilters
    • TimeScale
    • SightMaximum
    • SightMinimum
    • Sight
    • SightBonus value="X" - Works
    • Height
    • AbilLinkDisableArray
    • AbilLinkEnableArray
    • AbilClassDisableArray
    • AbilClassEnableArray
    • BehaviorClassDisableArray
    • BehaviorClassEnableArray
    • BehaviorLinkDisableArray
    • BehaviorLinkEnableArray
    • DamageDealtMaximum
    Posted in: Miscellaneous Development
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    posted a message on Items and Heroes

    InventoryTutorial To see full pic just go to this url http://img163.imageshack.us/img163/9342/inventorytutorial.png Pics from the tutorialmap im working on. Will spend tomorrow adding some more basic items. Drone is going to have another model and be a powerup.

    The map itself for those who wanna fiddle around: Link Removed: http://www.mediafire.com/download.php?u1yrdrzyzow Note: I dont think everything I edited is commented at the moment but hey - 6 am ;p

    Posted in: Miscellaneous Development
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    posted a message on Items and Heroes

    Alevice, catch greg on IRC, apparently he succeeded in making it. I'm moving along to POWERUP soon. Just have to finish up the items.

    Posted in: Miscellaneous Development
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    posted a message on Items and Heroes
    Quote from Alevice: Go

    Yeah, I hope CABilPawn does sell/buy shit. Anyone has an idea if the item class thing works at all? I'll be checking itemloot and shit later today too.

    Also, for anyone trying my mod, I put some preplaced items for protoss, for the heroes to pick up. Look in the ground for orange shards.

    It does, in fact, Renee has already tried it out (sell stuff though pawn), http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39732.html&rurl=translate.google.com&twu=1&usg=ALkJrhhTdkRC-6tq8B0pF_pLnLvXYYXqyg

    There is also some update on the revive ability from chilled here http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39737.html&rurl=translate.google.com&twu=1&usg=ALkJrhgyJehhG_4idiSh4BqU8AL5nMfULw

    We also have the POWERUP-type http://translate.googleusercontent.com/translate_c?hl=en&sl=zh-CN&tl=en&u=http://bbs.islga.org/read-htm-tid-39729.html&rurl=translate.google.com&twu=1&usg=ALkJrhiiscJv_JQxNLJhlUCP2h5u9ulsLQ which I guess acts like runes did in WC3:TFT. So we have a lot to try out. But I'm still working on the items.

    A quick note regarding the items, if create one inventory for Equipment and one for Inventory, then set Equip value="0" for all slots in inventory and 1 for the equipment you can have some sort of rpg-ish gameplay. Just put armor and weapons to have EquipBehaviors only.

    <CarryBehaviorArray value="PermanentlyCloaked"/> Active no matter what <CarryWeaponArray Link="BattlecruiserG"/> Active no matter what <EquipBehaviorArray value="PermanentlyInvulnerable"/> Active if placed in a slot where Equip is 1 <EquipWeaponArray Link="BattlecruiserA"/> Active if placed in a slot where Equip is 1

    You can also make potions for onetime use if you set the <Flags index="KillWhenDepleted" value="1"/> on your item. Havent found a way to have charges yet though. Also, it would be nice if one could have a slot assigned to an item or so. Will experiment around with it and update with findings.

    Posted in: Miscellaneous Development
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    posted a message on Items and Heroes

    Charges shuold be possible I take it, but I dont know how, tried a few times. :D

    I'll look into the CAbilPawn later as it seems interesting for maps.

    Posted in: Miscellaneous Development
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    posted a message on Items and Heroes

    Got some basics working after following the info from the boards, now to fiddle and see what can be done. Credits to chilled and renee

    Map with inventory + the relevant datafiles: http://www.megaupload.com/?d=8LW5HQ3U

    Will post more info tomorrow when im not as tired and have looked through the different aspects.

    Posted in: Miscellaneous Development
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    posted a message on A colorizer, any takers?

    It looks great, this tool will be helpful. Was going to ask for a way to clear a color but noticed you use rightclick in order to do that.

    Posted in: Miscellaneous Development
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