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    posted a message on In-game Chat Windows

    For the record, I've put together my mod and am interested in feedback. It's published publicly as "Chat Windows Demo" on Bnet and here on SC2mapster (as Chat Windows).

    Posted in: Triggers
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    posted a message on Can only call Players on Team for team 1

    @eliek: Go

    It only works for player 1 because of the "triggering player from players on team 1" condition. For example, let's say that player 2 is the first player on team 2. The condition will check: (2 == player 2 from team 2). Since player 2 is the 1st player in team 2, the condition will fail. You'll want to replace that condition with "player is in player group".

    Posted in: Triggers
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    posted a message on In-game Chat Windows

    @Taintedwisp: Go

    Apparently Alt + enter allows you to communicate directly with other players (or so I've been told, I haven't tried it yet). I believe that shift + enter is the "chat to all" command.

    Posted in: Triggers
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    posted a message on In-game Chat Windows

    @patrickwobben: Go

    Thanks for the link.

    If anybody knows of a more involved project which would render my proposed work unnecessary, I would be glad to hear of it. Otherwise, I'll probably take a crack at it after I finish off my current to-do list.

    Posted in: Triggers
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    posted a message on Scrollable Dialogs :) finally did it

    @masterkiwa: Go

    Is it just me, or do the scroll bars not work?

    Posted in: Triggers
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    posted a message on In-game Chat Windows

    I'm thinking of putting together some triggers which create an in-game version of Battle.net chat windows with the intention of allowing players to easily communicate with any other individual or groups of players in game, regardless of alliances. Before I start, does anyone know of another simple solution to this problem or an extant system?

    Posted in: Triggers
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    posted a message on Make issue order intelligent?!

    @DrSuperEvil: Go

    Depends on whether he wants the scarab to use ground pathing as it did in SC1.

    Posted in: Data
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    posted a message on Make issue order intelligent?!

    @Kabelkorven: Go

    What's the scarab's mover? Try changing it to "ground" and see what happens.

    Posted in: Data
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    posted a message on Simple Healing

    @ChedderCheese21: Go

    For the healing effect, you'll want a buff with a periodic search effect which uses a "modify unit" effect to heal all units that it finds.

    For the range indicator, take a look at the sensor tower. You'll want to create a similar actor to the range actor attached to that unit.

    Posted in: Data
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    posted a message on Make research buttons disappear after clicked?

    @furzball: Go

    You need to create a requirement and attach it to your upgrade. Your requirement should be set to show the button if the appropriate upgrade is not queued or better.

    Posted in: Data
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    posted a message on Quick validator question

    @Bilxor: Go

    "Unradarable" is the flag I had in mind. It looks like it's an option in behavior modifications, but not unit modifications. It might just be an alternative way of saying "Not on radar", but it would probably be worth it to try out.

    Posted in: Data
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    posted a message on Dialog Buttons w/ Images

    @viridiansky: Go

    I know this is a rather old thread, but I encountered the same problem and figured out the solution:

    If you place a button under an image, the image will prevent the button from being clicked if the image has a tooltip. If the image has no tooltip, the button will be clickable just as if the image wasn't there. If a tooltip is desired, it needs to be placed upon the button instead of the image.

    Posted in: Miscellaneous Development
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    posted a message on Unit Behavior:Response & Combat Acquire Level
    Quote from DrSuperEvil: Go

    Then just use a Buff with a damage response that uses Issue Order to order it to attack.

    If you'd like to have the unit chase the attacker forever, issue the attack order targeting the unit. Otherwise, issue the attack order targeting the unit's position

    Posted in: Data
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    posted a message on Quick validator question

    @Bilxor: Go

    I thought there was an "un_able" flag that might fit. I'd have to check.

    A possible workaround, if you're only working with two teams, would be to add a behavior to the unit which causes it to be "cloaked" and "buried" and is disabled by a validator whenever an enemy unit is in visual range.

    Posted in: Data
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    posted a message on Passive Five-Level Ability

    It could be easier to simply add 5 behaviors to your unit, each of which has a validator which searches for a specific number of units.

    i.e.:
    Behavior (level 1)
    - Validator (disable): 1 nearby enemy
    Behavior (level 2)
    - Validator (disable): 2 nearby enemies
    etc.

    Posted in: Data
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