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    posted a message on Add cooldown to ability

    @abvdzh: Go

    You copied the Transfusion ability, but you didn't set the Cooldown data for the copied ability.

    See the image I attached. The "Cost: Cost - Cooldown - Link" is set to "(Transfusion)", which is the string you need to set in your trigger (without the parenthesis).

    Posted in: Triggers
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    posted a message on Remove cloak when attack

    @DrSuperEvil: Go

    The unit must be able to do the following while the Cloak is active, and without the Cloak buff being removed:

    • Cast the Cloak ability itself (needed, otherwise the behavior is removed instantly as it is applied)
    • Move

    Any other Orders should remove the Cloak buff at any time.

    Down the line Orders like "Stop", "Hold Position", and "Patrol" should be allowed as well, but let us keep it simple at first and allow just the two Orders above.

    The Validators (madness!):

    ------------------------------------------------------------------------------------------------------
    BEHAVIOR: Special Spell - Invisibility
    
    Behavior: Validators (Remove)	(Invisibility: Or)
    
    ------------------------------------------------------------------------------------------------------
    VALIDATOR: Invisibility: Or
    
    Editor: Editor Comment
    Editor: Editor Description   
    Editor: Editor Name                 Invisibility: Or
    Editor: Editor Prefix
    Editor: Editor Suffix
    Validator: Combines                 (Invisibility: Unit Ordered to cast Invisibility|Invisibility: Unit Ordered to Move|Caster Has No Orders)
    Validator: Ignore While Channeling  0
    Validator: Negate                   Disabled
    Validator: Result - Failure         Error
    Validator: Type                     Or
    
    ------------------------------------------------------------------------------------------------------
    VALIDATOR: Invisibility: Unit Ordered to cast Invisibility
    
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name                 Invisibility: Unit Ordered to cast Invisibility
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Target: Target - Effect             (None)
    Target: Target - Value              Unknown
    Validator: Ability                  Special Spell - Invisibility
    Validator: Ability Command          0
    Validator: Failure Result           Must target unit
    Validator: Ignore While Channeling  0
    Validator: Other Unit - Effect      (None)
    Validator: Other Unit - Value       Unknown
    Validator: Result - Failure         Error
    Validator: Unit - Effect            (None)
    Validator: Unit - Value             Caster
    
    ------------------------------------------------------------------------------------------------------
    VALIDATOR: Invisibility: Unit Ordered to Move
    
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name                 Invisibility: Unit Ordered to Move
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Target: Target - Effect             (None)
    Target: Target - Value              Unknown
    Validator: Ability                  Move
    Validator: Ability Command          0
    Validator: Failure Result           Must target unit
    Validator: Ignore While Channeling  0
    Validator: Other Unit - Effect      (None)
    Validator: Other Unit - Value       Unknown
    Validator: Result - Failure         Error
    Validator: Unit - Effect            (None)
    Validator: Unit - Value             Caster
    
    ------------------------------------------------------------------------------------------------------
    VALIDATOR: Caster Has No Orders
    
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name                 Caster Has No Orders
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Validator: Ability Command Index    0
    Validator: Ability Link             (None)
    Validator: Compare                  Equal To
    Validator: Failure Result           Must target unit
    Validator: Ignore While Channeling  0
    Validator: Other Unit - Effect      (None)
    Validator: Other Unit - Value       Unknown
    Validator: Result - Failure         Error
    Validator: Unit - Effect            (None)
    Validator: Unit - Value             Caster
    Validator: Value                    0
    

    The Validators "Invisibility: Unit Ordered to cast Invisibility" and "Invisibility: Unit Ordered to Move" work. The "Caster Has No Orders", which is a default Validator, doesn't seem to work.

    Posted in: Miscellaneous Development
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    posted a message on Add cooldown to ability

    @abvdzh: Go

    1. The cooldown in seconds, e.i.: 0.325 (Value)
    2. The ability cooldown link found in the ability you want to add a cooldown to, e.i.: Transfusion (Value)
    3. The link to the cooldown, e.i.: Queen - Transfusion (Value)
    4. The unit having the ability you want to add the cooldown to

    The cooldown link can be changed, for instance if you want to make one single cooldown for several abilities, like Global Cooldown in WoW. You can find it under "Cost: Cost - Cooldown - Location". If you made a custom ability, click the "Add" button and enter a new name (a string) for the cooldown. This string is the one you refer to in the Trigger.

    Posted in: Triggers
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    posted a message on Custom Progress Bar in Gem TD

    @BasicGear: Go

    I actually don't know if there's a inate progress bar in the Trigger Editor (don't have the SCII Editor here atm), but you're definitely on to something.

    Example:

    1. Create Dialog ProgressBar (height: 32; width: 200)
    2. Create Dialog Item ProgressBarCurrent (height: ProgressBar.height - 8; width: 0; offset-left: 4; anchor: left)
    3. OnProgressUpdate: ProgressBarCurrent.width = Ceiling( ((ProgressBar.width - 8)/100) * (CurrentCount/MaxCount*100) )

    CurrentCount and MaxCount being variables containing the values (e.g. integers) for the items you load, where CurrentCount <= MaxCount. The "minus 8" is room for the border on the Dialog - 4 on either side.

    Posted in: Triggers
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    posted a message on [solved]dialog asset question

    @BasicGear: Go

    Go to any Trigger and insert an Action "Set Dialog Background Image". Click the image part and your computer will stall for 2-10 sec as all images are loaded.

    Try searching for "frame" and "background". Once you find an image that looks like e.g. the Terran dialog background, right-click this image and export it. Notice: The corners of the image are not necessarily located in [North-West, North-East, South-East, South-West], as they appear in the game.

    The exported image should give you all the informations you need concerning dimensions and placement of the elements (corners, etc.) in the background image. If you are using GIMP or Photoshop, plugins for reading and writing DDS files exist.

    Posted in: Triggers
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    posted a message on Remove cloak when attack

    @DrSuperEvil: Go

    I simply can't get this to work properly using the "Behavior: Validators (Remove)" on the Behavior with the Validators:

    Field	Invisibility: Or
    Validator: Combines	(Invisibility: Unit Ordered to cast Invisibility|Invisibility: Unit Ordered to Move|Caster Unit has no Orders)
    
    Field	Invisibility: Unit Ordered to cast Invisibility
    Validator: Ability	Special Spell - Invisibility
    
    Field	Invisibility: Unit Ordered to Move
    Validator: Ability	Move
    
    Field	Invisibility: Caster Unit has no Orders
    Validator: Compare	Equal To
    Validator: Value	0
    

    Which boils down to (programically):

    if (Order == Invisibiliy || Order == Move || OrderCount == 0) {
        return true;
    } else {
        return false; // Will remove the behavior
    }
    

    That should work, yes? If the unit has ANY orders in it's queue, and the orders aren't Invisbility or Move, the buff should be removed. However, it does not work. E.g. casting a simple buff on the unit itself does not remove the Invisibility buff. The "Invisibility" and "Move" checks work - I can confirm that much - so the problem seems to lie with the Order Count check.

    Posted in: Miscellaneous Development
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    posted a message on Remove cloak when attack

    @DrSuperEvil: Go

    The thing is, I'm talking about Abilities with no damage component. So listening for a damage component won't work. I want this to work in "Any case", but without eating a bucketload of system resources.

    How and where would you attach the "Order Validator", so that it fires in the correct context?

    @Zolstice: Go

    I did end up doing this in the Trigger Editor. However, you can't do a trigger event listening for "Any Ability", so I had to do it with the "A Unit Is Ordered To" event, disallowing orders like "Move", Stop", "Patrol", "Hold Position", etc. in the Conditions. But this will generate a lot of network traffic all the time, as it listens for "Any Unit" and "Any Order". So, my solution was 3 triggers:

    1. Trigger listening for when Invisibility is used. This Trigger will activate Triggers 2 and 3 below, and will start a One-shot Timer (10 sec).
    2. (Initially Turned Off) Event: "Unit is Ordrered" - Conditions: Order != "Move", "Stop", "Hold Position", etc. - Action: Cancel the Invisibility buff.
    3. (Initially Turned Off) Event: One-shot Timer expires - Action: Turn Triggers 2 and 3 off.

    Whenever a unit uses Invisibility the above triggers will be active for 10 sec, possibly more as they can overlap, restarting the timer at 10 sec. This means the high number of "Unit Was Ordered" checks only occur during this time.

    It is still not a rock-solid solution, so I would love to hear if anyone else can think of a better solution.

    Posted in: Miscellaneous Development
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    posted a message on I need the escape key to not bring up the menu!

    @XratedSippycup: Go

    I haven't done a lot of work with sounds, but I suppose you can just do something like:

            Sound - Play Sound Link for (Player group(1)) (at 100.0% volume, skip the first 0.0 seconds)
            Variable - Set MovieSound[1] = (Last played sound)
    

    And then make a trigger listening for Esc press. When that event fires, do:

            Sound - Pause MovieSound[(Triggering player)]
    

    And unpause the sound, when Esc is pressed again.

    Posted in: Triggers
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    posted a message on Remove cloak when attack

    (Necro! Google's fault)

    In line with the Windwalk speculations in this thread. If you copy another of the Blademater's abilities - Mirror Image - the unit will still be cloaked after casting Mirror Image. Obviously, you can add a "Remove Behavior" to the Mirror Image ability, removing the Windwalk buff. But what then if you want to add 10/20/30 more abilities to the same unit? Then you must do the "Remove Windwalk Behavior" on every single ability that doesn't inflict any damage.

    It would be great if someone could conjure up some method for removing the Cloak buff - not only when being attacked or attacking - but also when using any ability. Preferably something triggered from the Windwalk (cloak) buff.

    Posted in: Miscellaneous Development
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    posted a message on Slow effect when a unit dies

    @DrSuperEvil: Go

    I encountered the same problem as CosmaOne.

    The behavior gets applied, no problems there. Then I made a simple Effect "test" and a trigger which listens for the Effect "test" being used, and then outputting a debug message.

    "Combat: Damage Response - Handled: test" and "Combat: Damage Response - Exhausted: test" do absolutely squat. And that is with:

    • Combat: Damage Response - Chance: 1
    • Combat: Damage Response - Fatal: Enabled
    • Combat: Damage Response - Modify Minimum Damage: Enabled
    • Combat: Damage Response - Location: Defender

    (And the behavior is on - the "buff" icon appears on the unit).

    I, personally, need this to remove the Behavior containing the damage response check; the Behavior being an Invisibility buff which should be removed upon taking damage. I would very much like to avoid using a "damage taken" trigger for this purpose.

    Any ideas why the damage response doesn't call the effect?

    Posted in: Miscellaneous Development
  • 0

    posted a message on I need the escape key to not bring up the menu!

    @XratedSippycup: Go

    The Esc key will take over the actions of the F10 key whenever the map is in some kind of "fullscreen mode" or if the "Menu Panel" is turned off using a trigger. You cannot override this, but you can do a clever workaround.

    If you don't want certain elements to appear in the UI, e.g. the Menu Panel, but you still want the F10 key to be the key bringing up the menu, then you have to do this via custom SC2Layout files. For the menu panel, which is something like 30 pixels in height, you can simply set the Y-offset to "-40", moving the panel outside the top of the screen effectively hiding it.

    Example:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
    	<Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
    		
    		<Frame type="MenuBar" name="MenuBar" template="MenuBar/MenuBarTemplate">
    			<BatchImages val="true"/>
    			<BatchText val="true"/>
    			<Anchor side="Top" relative="$parent" pos="Min" offset="-40"/>
    			<Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
    			<Width val="1200"/>
    			<Height val="30"/>
    		</Frame>
    
    	</Frame>
    
    </Desc>
    
    Posted in: Triggers
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    posted a message on (Solved) Appearance/Location of minerals being carried

    @iHaveReturnd: Go

    Yes. You have to use to Site Operation actors for that. E.g. change SOpAttachCenter to SOpAttachOverhead in the actor for the item being carried. Or created your own Local Offset Site Operation, if overhead doesn't cut it, where "Actor: Local Offset (0.000000,0.000000,0.000000)" is (X,Y,Z).

    Posted in: Data
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    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    @Kafoso: Go

    Added a video of the map to the first post.

    Posted in: Map Feedback
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    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    @Mozared: Go

    Indeed the basic spell system is based on the one found in Magicka. :)

    In the Magicka license Arrowhead write that it is allowed to make derivatives of the system, which I did. Quite complex systems actually, but really fun to work with at the same time.

    @zeldarules28: Go

    @rpc190: Go

    So far the map is only a beta (but live) and it still needs some testing, and will only be available in EU. When the first rounds of "do'h!" bugs have been corrected, I will publish it in US too.

    Posted in: Map Feedback
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    posted a message on Text in italics?

    @Kueken531: Go

    All text formatting is part of the fonts used, e.i. normal/bold, left/center/right alignment, and italic.

    So if you want italic you have to make a custom font which is italic as default and use that style in your Text area.

    Posted in: Data
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