I discovered a bug. The select creep mode voting screen remained visible for me. I was a bit slow with voting and the other playes voted already I think. The screen did not disappear after two rounds.
Plants vs Zombies is cool :D. I tried to create such kind of map also as my first SC2 map. But it didnt end up quite well. Among others, I had some problems with creating lanes. With the knowledge I have now I could probably make something better of it if I wanted.
You say zerglins keep spawning? Aren't those zerglings triggering the trigger again? So you should exclude that with a condition. Also if you want it to happen only once, run the trigger off action. Something like this works for me:
The thing you mention in your startpost that the select target shows up wrong can be fixed in the CommandTargetName element in the CommandPanel file. If you change for example the offset of the left Anchor to -200 if shows up nicely to the left of it:
And as many more people have mentioned before, the <Visible val="false"/> doesn't work all the time, maybe this has something to do with the templates?
Have you ran it in debug mode? Then you can see which triggers take up much processor time and maybe fix it. Although debug mode itself will make it lag even more probably.
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I discovered a bug. The select creep mode voting screen remained visible for me. I was a bit slow with voting and the other playes voted already I think. The screen did not disappear after two rounds.
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Plants vs Zombies is cool :D. I tried to create such kind of map also as my first SC2 map. But it didnt end up quite well. Among others, I had some problems with creating lanes. With the knowledge I have now I could probably make something better of it if I wanted.
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You say zerglins keep spawning? Aren't those zerglings triggering the trigger again? So you should exclude that with a condition. Also if you want it to happen only once, run the trigger off action. Something like this works for me:
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Great looking models, keep up the good work
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The lack of a way to remove all text tags without storing them in variables
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It might not be an option, but you could flag everything else as unselectable. That way your hero can't be deselected.
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Anyone has found a solution to this yet?
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@malkavianVision: Go
For abilities/commands you can change the tooltip position with the CommandTooltip element in the CommandPanel file
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@Helral: Go
Ok nice :)
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@Helral: Go
The thing you mention in your startpost that the select target shows up wrong can be fixed in the CommandTargetName element in the CommandPanel file. If you change for example the offset of the left Anchor to -200 if shows up nicely to the left of it:
<Anchor side="Left" relative="$parent/CommandTargetImage" pos="Max" offset="-200"/>
And as many more people have mentioned before, the <Visible val="false"/> doesn't work all the time, maybe this has something to do with the templates?
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Here is mine: http://nexius22.deviantart.com/ Starcraft II art included :D
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Check this out: http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/ And especially the part "Player attributes, picking your hero in the lobby"
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Nice tutorial, thanks!
I noticed that when using the following code in combination with your UI files caused most parts of the UI to remain hidden. Looks like an editor bug?
CinematicMode(true, (PlayerGroupAll()), c_transitionDurationImmediate)
CinematicMode(false, (PlayerGroupAll()), c_transitionDurationDefault)
I had this in my map to have a nice transition from a hidden UI to a normal UI. Ofcourse its not neccesary anymore now.
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You can look at how it is implemented here: http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/
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Have you ran it in debug mode? Then you can see which triggers take up much processor time and maybe fix it. Although debug mode itself will make it lag even more probably.