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    posted a message on Behavior start count?

    Maybe use unit custom value then?

    Posted in: Data
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    posted a message on Dialog under UI

    @MasterWrath: Go

    In case somebody else needs it:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameUI" name="GameUI" file="GameUI">        
            <Frame type="Frame" name="UIContainer">            
                <Frame type="Frame" name="FullscreenLowerContainer">
                    <Frame type="Frame" name="UIDialogHook">
                        <Anchor relative="$parent"/>                
                        <RenderPriority val="0"/> 
                    </Frame>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    
            Dialog - Hooks up an existing Panel in the standard UI called "UIContainer/FullscreenLowerContainer/UIDialogHook"
            Variable - Set HookupDialogItem = (Last created dialog item)
            Dialog - Create a Image within the Dialog Item HookupDialogItem
    
    //and continue with last created dialog item
    

    Thanks for help!

    Posted in: Triggers
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    posted a message on Removing parts of the Message Log?

    Trigger can only hide message log once it's open, but I guess even with timer player could spot who they can't mute.

    Here is the code that removes social frame from message log (frame that contains report, mute button etc.):

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Frame" name="MessageLogDialogTemplate\BackgroundFrame" file="MessageLogDialog">
            <Frame type="SocialManagementPanel" name="SocialManagementPanel">
                <Anchor side="Bottom" relative="$parent/BorderImage" pos="Max" offset="5000"/>
            </Frame>
    
            <Frame type="HelpPanel" name="MessageLogPanel">
                <Anchor side="Bottom" relative="$parent/BorderImage" pos="Max" offset="-70"/>
            </Frame>
        </Frame>
    </Desc>
    

    Go to UI tab, create new file and put it inside. I guess you can combine hiding BorderImage with 'hide message log winow' trigger. However there is still button in the menu. Hope this helps ;)

    Posted in: UI Development
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    posted a message on Dialog under UI

    Is it possible to render dialog under game UI (dialog created with create dialog)?

    I would accept also rendering all dialogs below UI (mb it's possible with some layout changes)?

    Posted in: Triggers
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    posted a message on Issue order ability

    Hello, I'm have transistent autocast ability with issue order effect to use other (transistent too) ability on unit. Abilities are similar, except effects and autocast settings (only issue order is autocasted and cost use 2 seconds).

    The problem is: Issue order effect doesn't work. Autocast is done correctly, just it won't execute (even no cooldown is added, I can't cast it manually and there is no error). Ability is set to effect - target, but there is no targeting mode after I manually click it - nothing happens.

    Also I tried to add this issue order effect as part of weapon impact effect, and it doesn't work either. What I'm doing wrong?

    Field   Issue Order Effect
    (Basic) Effect: Ability	Unit - Target Ability
    (Basic) Effect: Ability Command	0
    (Basic) Effect: Chance	1
    (Basic) Effect: Command Flags +	
    (Basic) Effect: Player +	(None):Source
    (Basic) Effect: Unit +	(None):Source
    (Basic) Target: Target +	(None):Target Unit
    

    And autocaste ability:

    (Basic) Ability: Arc	360
    (Basic) Ability: Commands +	(TestAbility|(None)):((Disabled|Disabled|Enabled|Disabled)|(Disabled|Disabled|Disabled|Disabled)):(Available|Available):(None|None)
    (Basic) Ability: Name	TestAbility
    (Basic) Ability: Target Filters +	(Excluded: Self, Ally, Neutral, Massive, Missile, Item, Dead, Invulnerable)
    (Basic) Ability: Tracking Arc	360
    (Basic) Effect: Effect +	(Issue Order Effect)
    (Basic) Cost: Cost +	((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|0)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/TestAbility):(Ability):(0.0000):(0.0000):(Abil/TestAbility):(Ability):(0.0000):(2.0000)
    (Basic) Stats: Flags +	Allow Movement, Auto Cast, Auto Cast Initially On, Transient, Wait To Spend
    (Basic) Stats: Range +	(7)
    Ability: Arc Slop	360
    Ability: Auto Cast Filters	Required: Ground, Structure; Excluded: Self, Ally, Neutral, Air, Massive, Missile, Item, Dead, Invulnerable
    Ability: Auto Cast Range	7
    
    Posted in: Data
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    posted a message on Removing parts of the Message Log?

    Enemies in Thing can spot thing by mute button? ^^

    Posted in: UI Development
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    posted a message on Map lighting is broken

    No falloff, no spray, just on/off. Also can't remove lighting (can be only region red/green/yellow/blue). What the hell?

    Not mentioning viper bugs: http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/65397-using-abduct-on-unit-fires-unit-dies-event/#p1

    Posted in: General Chat
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    posted a message on how do i publish it so that when i join a public game, it goes into a lobby, not just "lookinh for game"

    Disable hide lobby (or enable show lobby) option.

    Posted in: Data
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    posted a message on Color beam if caster has buff

    @Spoolofwhool: Go

    Apparently not. Maybe behavior don't proc caster or what?

    Posted in: Data
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    posted a message on Color beam if caster has buff

    Yep, but whole problem is to discover when buff is on ;)

    There is no At term in behavior event.

    Posted in: Data
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    posted a message on Color beam if caster has buff

    Hah, that's the problem, detect when buff is active ;) I've remade whole ability to have 2 versions, with buff and without - not good, but working.

    Posted in: Data
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    posted a message on Color beam if caster has buff

    Problem is that Behavior.blah.On event don't have At term.

    Tried something like (and many others, but this imo should work) -ActorCreation -ValidateUnit (validator checking if caster have buff) -SetTint color but validator fails

    Posted in: Data
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    posted a message on The Texture Shop (request icons and textures)

    I need some grenades Icons: Gas Canister Molotov Cocktail Flashbang

    Raynor and Tychus icons already used for HE and fragmentation grenade. Can somebody help?

    Posted in: Art Assets
  • 0

    posted a message on Color beam if caster has buff

    I've tried validate unit, but don't know what event put there (attacking unit doesn't work - it's weapon).

    Posted in: Data
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