Dialog-HooksupanexistingPanelinthestandardUIcalled"UIContainer/FullscreenLowerContainer/UIDialogHook"Variable-SetHookupDialogItem=(Lastcreateddialogitem)Dialog-CreateaImagewithintheDialogItemHookupDialogItem//and continue with last created dialog item
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 ;)
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?
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
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Maybe use unit custom value then?
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@MasterWrath: Go
In case somebody else needs it:
Thanks for help!
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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.):
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 ;)
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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)?
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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?
And autocaste ability:
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Enemies in Thing can spot thing by mute button? ^^
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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
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That's weird. Example map: https://dl.dropboxusercontent.com/u/12185236/Viper%20abduct%20kill.SC2Map
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Disable hide lobby (or enable show lobby) option.
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@Spoolofwhool: Go
Apparently not. Maybe behavior don't proc caster or what?
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Yep, but whole problem is to discover when buff is on ;)
There is no At term in behavior event.
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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.
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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
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I need some grenades Icons: Gas Canister Molotov Cocktail Flashbang
Raynor and Tychus icons already used for HE and fragmentation grenade. Can somebody help?
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I've tried validate unit, but don't know what event put there (attacking unit doesn't work - it's weapon).