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    posted a message on Retrieving "Upgrade Effects" by catalog

    Confused about what field path I'm supposed to use. Viewing raw data didn't help at all (Upgrade Effects is still called Upgrade Effects when viewing raw data), so I opened up the xml and got:

      <Catalog>
         <CUpgrade id="ThisUpgrade">
            <EffectArray Operation="Set" Reference="Unit,Zealot,Acceleration" Value="50.000000" /> 
            <EffectArray Operation="Set" Reference="Unit,Marine,CostResource[Minerals]" Value="55" /> 
            <MaxLevel value="3" /> 
         </CUpgrade>
      </Catalog>
    

    "EffectArray" seems to have no indexes identified, so I'm a little confused. Specifically, if I wanted to use CatalogFieldValueGet to retrieve the Value of 55, what would I use as my field path?

    Posted in: Triggers
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    posted a message on Changing unit's radius dynamically

    Bump. Anybody?

    Posted in: Data
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    posted a message on Changing unit's radius dynamically

    Behaviours, effects and actors don't seem to give the option to alter radius/collision size. Is it impossible, or have I just missed something?

    Posted in: Data
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    posted a message on Resizing an inserted image in text (text editor)?

    The text editor (including stuff like Alert Tooltip fields for buttons) allows you to insert images in the text, but I can't seem to find a way to control the size of the image. So basically, is there a way to resize those images?

    (What I'm talking about is, <img path="Assets\Textures\icon-energy-protoss.dds"/> , for example.)

    Posted in: Miscellaneous Development
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    posted a message on Hiding game UI, then showing timer windows

    I have a question, as described in thread title; how do you show timer windows (or specific game UI items) after hiding game UI? The forum's search function has yielded little but the 'show/hide UI frame' function, which doesn't seem to contain anything related to timer windows. The only other method I can think of is making a custom timer window through dialogs... but obviously, I'd take a simpler method if one exists.

    Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Using, altering and referring to attributes - how?

    @obliviron: Go

    Now that I reread my posts, I think I was a little unclear. I didn't mean to make it seem like referring to the attribute values (through triggers) as my main problem; my main problem is the convoluted-ness of making a buff effect that alters attributes. For that kind of attribute system, you have a buff that gives +1 to the attribute. As I'd have to use the stack count function, that "+1 buff" must then essentially be treated as (a representative of) the attribute.

    The thing is, what if I wanted a buff that granted +5 of an attribute? I can't just adjust the value to +5, because I can't directly refer to the attribute through triggers, nor can my new buff add 5 stacks of the +1 buff (they're both buffs, and last time I checked a buff behavior cannot add another buff behavior). Therein lies my problem. I can work around it by using the method I described in my opening post, but that method seems a little convoluted and could lead to more problems, so I want to know if there are better methods to doing this.

    Thanks for replying, though.

    Posted in: Triggers
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    posted a message on Using, altering and referring to attributes - how?

    @dudeim: Go I believe that get catalog function returns the value as set in the data editor, so it wouldn't help if I was looking for how much of a certain attribute the unit had.

    @obliviron: Go Yeah, that's essentially how I'm doing it. Attributes do alter the stats of the unit they're placed in proportional to how many attributes the unit has. The problem is the way I'm working with attributes does not use those fields in the data editor, but instead they're used as values in triggers of the various systems in my map. This means I have to somehow refer to the current value of an attribute on a unit in a map with buffs that are supposed to alter attributes, the problems with which I've described in the opening post.

    Posted in: Triggers
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    posted a message on Using, altering and referring to attributes - how?

    Basically, how would you do an attribute system? With the lack of a 'get attribute points' function, it seems the only way to create and refer to (through triggers) custom attributes would be through stackable buffs.

    If an attribute system is done like so, how would you alter attributes through behaviors, then be able to refer to the amount of attribute points through the trigger editor? A behavior can alter attributes, yes, but it's the referring part that has problems.

    The method I'm using now involves not using the attribute behavior type at all and instead using stackable, 0 duration (permanent) buffs which can be referred to through the stack count function. This feels really messy when I want to make a buff that alters these 'attributes' (which are not strictly attributes). You cannot use another buff behavior to alter the stack count of a behavior on a unit (can you..?), meaning it's very frustrating and convoluted when you want a buff effect to change a unit's custom attributes.

    At the moment, my method of doing that is having a trigger that fires off when that buff behavior is placed on a unit. Through that trigger, I add to the stack a number 'attribute' behaviors, then run a while loop that removes that same number of 'attributes' when that buff disappears. It feels like there has to be a better way, so is there?

    Posted in: Triggers
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    posted a message on Action Actor's launch and impact effects not differentiated

    Bump.

    Posted in: Data
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    posted a message on Action Actor's launch and impact effects not differentiated

    I made an actor for an effect with different launch/impact effects. The ONLY event on that actor was Effect.(MyEffect).Start, At Caster, Create, ie. there's no ActionImpact in sight. Despite this, both my launch and impact effects are playing whenever the effect is used. From my understanding, you need to have the ActionImpact message for the impact effect to occur. So what am I doing wrong?

    I don't think the ability itself is relevant, but I'll post about it anyway. It's an ability that creates a persistent effect. This effect has an initial effect and a periodic effect. The periodic effect searches a small area and deals damage to units in the area. The initial effect deals damage to the source unit. The actor's create message is from that initial effect. The ability is linked to no other actors, and the actor is linked to no other effects.

    Posted in: Data
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    posted a message on Cutting off unit animations?

    EDIT: Gah, nevermind. I think I have it figured out.

    EDIT2: GAH, definitely nevermind.

    Posted in: Miscellaneous Development
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    posted a message on Cutting off unit animations?

    Is it possible, without using a 3rd party program, to only use a section of a unit's animation? For example, if you want a unit's ability to play only the first 1 second of a unit's specific animation, or if you wanted it to skip the first 1 second.

    Posted in: Miscellaneous Development
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    posted a message on Messing with missiles - problems and questions

    Bump!

    Is nobody able to help me? I've spent quite some time looking around the data editor and messing with values, but with no avail.

    (I hope I'm not bumping this too frequently; I can't find a rules thread.)

    Posted in: Miscellaneous Development
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    posted a message on Messing with missiles - problems and questions

    Bump.

    Still unable to solve my problem, but I did find out something. It turns out that my missile's attack actor had the Impact Sound field accidentally set to 'mammoth fossils'. When I set my ability to fire the 'launch missile' effect directly, mammoth fossils spawned at the targeted points. These fossils did not spawn when I was originally testing the ability (the ability fired the missile through a 'create persistent' effect, which ran the 'launch missile' effect with an offset), therefore I think that firing the missile through a 'create persistent' effect ignores some elements of impact. I don't really know what that implies, though.

    Posted in: Miscellaneous Development
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    posted a message on Messing with missiles - problems and questions

    @InsanitySektor: Go

    I didn't watch all of it, but that custom weapon tutorial doesn't seem to suit my needs. It mainly uses trigger editor, and I want to be able to do this with the data editor.

    Thanks anyway though.

    Posted in: Miscellaneous Development
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