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    posted a message on Some questions...

    Thanks for your help ! I will try all this tomorrow !! :)

    Posted in: Miscellaneous Development
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    posted a message on Some questions...

    Hey,

    I wrote down some questions that came up while working on my map.

    1. Is it possible to display an effect over a unit while it is carrying a specific item ? So the effect should disappear when the item is dropped. If so, how does it exactly work ?

    2. Is there any ability which I can use as a base that can do damage without the need to turn the unit in the target direction or even stop the unit ? I have a unit that should start firing rockets when enemies come in a certain radius, but it should not cancel orders or even turn around, just shoot.

    3. Is there a way to limit the amount of selection groups you can have in the game ? Actually you can make up to 10 groups, but can I limit it to let´s say 5 groups ?

    Thanks in advance for the help ! :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Inventory Tutorial - 6 Slots, always open

    @Kueken531: Go

    I wanted to make a tutorial as so many in the forum wanted to know how it exactly works. See the "How to adjust" Thread of Helral. So yea, seems it was a mystery ;)

    And the Widescreen thing, well, yes, this occurs when having no widescreen resolution...but...most use wide so...you can adjust it how you want in the layout file anyways.

    Posted in: Tutorials
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    posted a message on SC2Layout

    For everyone who wonders how to create a "I´m always open" inventory, see here:

    http://forums.sc2mapster.com/general/wiki-discussion/20160-custom-inventory-tutorial-6-slots-always-open/

    Posted in: Wiki Discussion
  • 0

    posted a message on Custom Inventory Tutorial - 6 Slots, always open

    Hi,

    After some trial and error I found out (finally!) how to create an always open "WarCraft III - like" Inventory. As some of you asked in Helral´s Layout Thread about how to do this, I decided to write a step by step tutorial about it.

    Some of may have noticed, that you can´t customize the inventory by triggers.

    So we have to:

    1. Create the ability with the right options set to make it look like it´s always open.

    2. Create a Custom Layout file to handle positioning and size of slots and the whole inventory itself.

    Create the Ability:

    First thing we have to do is creating the ability.

    • Go to the "Abilities" Tab in the Data Editor and create a new ability of type "Inventory". Double Click on "Ability - Info+"
    • At the top, add 6 containers to the list and set all slots (Container,Item, Empty Face, Requirements) to "None" in every inventory slot.
    • You can change the "Classes" (These are the item-classes, that are allowed in the specific slot) to anything you want. The "Alignment" doesn´t matter, it will always be at the right side of your screen (at least without having a custom layout file).
    • Now go to your hero unit in the "Units" Tab and add the new created inventory ability to your unit.

    Short explanation what we did exactly with these steps: Normaly you create an "Inventory" ability AND an "Item Container". In the Info+ Tab of the ability you normally add only one container, as the "Item Container" itself defines the Count of Item Slots you can have. But if you don´t add a specific Item Container, the button, that normally opens the inventory, will BECOME the Item Slot. So we added 6 containers and didn´t define the container in the "Container" Tab, so we have 6 different inventories here, each with only one slot. However, the game will recognize this and also link it with the NumPad correctly. Sadly, it´s not possible to add more than 6 inventories to the ability here so...I hope Blizzard will extend this.

    Create the Custom Layout File:

    I rearranged the inventory so that it is next to the unit portrait in the black area, as it´s the best position for my map. However, you can reposition it as you like.

    • Right-click on desktop and create a new .txt file
    • Now open the file and copy/paste these commands:
    <Desc>
      <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
        <Frame type="CommandTooltip" name="InventoryTooltip">            
          <Anchor side="Bottom" relative="$parent" pos="Max" offset="-230"/>            
          <Anchor side="Left" relative="$parent" pos="Mid" offset="300"/>            
          <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>        
        </Frame>               
    
        <Frame type="InventoryContainer" name="InventoryButtons">
          <Anchor side="Bottom" relative="$parent" pos="Max" offset="10"/>
          <Anchor side="Left" relative="$parent" pos="Mid" offset="640"/>            
          <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>                      
    
          <Frame type="CommandButton" name="Button05">               
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="-20"/>                
            <Width val="76"/>                
            <Height val="76"/>            
          </Frame>            
    
          <Frame type="CommandButton" name="Button04">               
            <Width val="76"/>                
            <Height val="76"/>            
          </Frame>            
    
          <Frame type="CommandButton" name="Button03">
            <Width val="76"/>
            <Height val="76"/>            
          </Frame>            
    
          <Frame type="CommandButton" name="Button02"> 
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="-106"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="-20"/>    
            <Width val="76"/>            
            <Height val="76"/>     
          </Frame>
       
          <Frame type="CommandButton" name="Button01">
            <Width val="76"/>
            <Height val="76"/>
          </Frame>  
    
          <Frame type="CommandButton" name="Button00">                
            <Width val="76"/>               
            <Height val="76"/>
          </Frame>          
    
          <Frame type="Frame" name="ContainerSizeFrame">               
            <Anchor side="Top" relative="$parent/Button00" pos="Min" offset="-180"/>               
            <Anchor side="Bottom" relative="$parent/Button00" pos="Max" offset="20"/>               
            <Anchor side="Left" relative="$parent/Button00" pos="Min" offset="-20"/>
            <Anchor side="Right" relative="$parent/Button05" pos="Max" offset="20"/>
          </Frame>
                          
          <Frame type="Image" name="BackgroundImage">
            <Anchor side="Top" relative="$parent" pos="Min" offset="15"/>                
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="2"/>
            <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>                
            <Texture val="@@UI/RevealPanelBorder"/>
            <TextureType val="Border"/>
            <RenderPriority val="500"/>
          </Frame>        
    
        </Frame>    
      </Frame>    
    </Desc>
    
    • Now save the file as >whateveryouwant<.SC2Layout and go to the Import Manager (Modules -> Import).
    • In the Import Manager, go to Data -> Import Files and select your .SC2Layout file you just created.
    • Set the Import Path to: Base.SC2Data/CustomUI/ and confirm.
    • Save your map (important!) and the custom UI file will be added to your map.
    • Now go to the "Data Editor" and find the "Game UI Data" Tab
    • Click on "Default SC2 UI Settings" and disable the "Show Table View" Tab, so you can see the Tab with "UI" and click on it.
    • Now scroll down until you find "Custom Layout Files" and add a new value. If you set the path in the import manager correctly, it should automatically select your custom UI file. Click on it and confirm.

    Save your map, click on your hero and have fun with your 2x3 Inventory of type "I´m always open!" :).

    For the repositioning of your inventory: You can rename your just created UI file back to .txt and play around with the values of the different lines. It was a bit time consuming to find out which line affects which slot or border.

    I found out:

    <Frame type="CommandButton" name="Button00">

    • This is the first slot of the inventory, all entries will affect this specific slot. So Height and Width Value can be changed here. Of course, Button01 is the second slot and so on...

    <Frame type="CommandTooltip" name="InventoryTooltip">

    • All entries refer to the position of the Inventory Items Tooltip.

    <Frame type="InventoryContainer" name="InventoryButtons">

    • All entries refer to the position of the whole inventory

    <Frame type="Frame" name="ContainerSizeFrame">

    • This line customizes the "visible" field for the inventory. I found out that this line is necessary as I deleted it at first and could only see my inventory partially.

    <Frame type="Image" name="BackgroundImage">

    • All entries here are necessary to create a nice racial-based border around the inventory.

    So have fun customize your own 6 slot inventory ! :) Thanks to Helral and Grimshad for help with customizing the UI ! And sorry for my baaaaad english :) If you have any further questions, just send me a PM.

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    I tried to change the position of the unit portrait, but without success. This is what I added to the layout file so far:

    <Frame type="PortraitPanel" name="GameUI/UIContainer/ConsoleUIContainer/PortraitPanel" file="GameUI">

    <Anchor side="Top" relative="$parent" pos="Min" offset="40"/>

    <Anchor side="Right" relative="$parent" pos="Max" offset="-40"/>

    <Anchor side="Bottom" relative="$parent" pos="Min" offset="380"/>

    <Anchor side="Left" relative="$parent" pos="Max" offset="-380"/>

    <Width val="320"/>

    <Height val="320"/>

    <Frame type="PortraitPanel" name="PortraitPanelTemplate">

    <Frame type="Image" name="Background">

    <Anchor side="Top" relative="$parent" pos="Min" offset="40"/>

    <Texture val="@@UI/BlankPortraitBackground" layer="0"/>

    </Frame>

    <Frame type="Portrait" name="Portrait">

    <Anchor side="Top" relative="$parent" pos="Min" offset="40"/>

    </Frame>

    </Frame>

    </Frame>

    I played a bit with the anchors, but nothing seems to change anything. Any ideas ?

    Thanks in advance !

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them
    Quote from felixed: Go

    Is there any way to edit GameUI.SC2Layout or InventoryPanel.SC2Layout so that the inventory is open by default?

    About 3 people have the same question. Did anyone find out how to make it being open all the time ? Like in Sotis...

    Posted in: Tutorials
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    posted a message on 1.3 broke your map? Join the club.

    @Kueken531: Go

    To get rid of the blue icon in the upper right corner, try to hide the complete resource panel. Worked for me. Seems they screwed something up with the new "hide resource" triggers...

    Posted in: General Chat
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    posted a message on 1.3 broke your map? Join the club.

    Can´t find a fix for

    unit scope Warning: more than one CActorUnit persisting in the same unit scope:

    either...

    UPDATE

    When testing the map online, the Warning message doesn´t show up anymore...strange thing...

    Posted in: General Chat
  • 0

    posted a message on 1.3 broke your map? Join the club.

    Yes, same here.

    I get an error message that says: unit scope Warning: more than one CActorUnit persisting in the same unit scope:

    Also I noticed the following:

    • Not all Hero Icons work. The hero portrait of Nova is blue, but other ones work.
    • random blue icon appears in the top right corner of the UI (seems it is the supply icon but without image, only the border ?)

    Gaining a level works fine, also I didn´t see any differences concerning lags. Repicking a hero also works fine.

    Oh man...

    Posted in: General Chat
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    posted a message on [Trigger, Misc] Lobby to In-game team setup

    Ok, thanks to Grimshad´s trigger I got it working properly. I needed some minor additions tho, to keep a clear head about all that trigger stuff. So for everyone out there who has a similiar Team Setup like I have: here is, what i did. I have a 6vs6 map, each team with a Computer as an ally. So it´s actually 7vs7, although the computer only has a few units.

    Player Properties:

    Only define, which player is supposed to be "User" and "Computer" Controller, leave everything else as it is by default

    Game Variants:

    I created a new game variant (6vs6), with max team size 2, and in the Attributes Tab, I changed the following:

    - 2 Teams (Locked)

    - Color: one color for every player, each is locked

    - Controller: Player 1-12 User (Unlocked), 13 and 14 Closed (Locked)

    (13,14 are the computer allies, I closed those slots in here to make them invisible in the lobby. Because I had problems with these slots, as players could drag their slot over the one of the computer ally and then the AI switched teams)

    I also wanted to lock the races, but the problem is: as soon as you are in the lobby and change team, the locked races will follow the players, so...you can´t lock races to teams...and I couldn´t find a way to change the UI ingame by trigger. So every player can decide which UI he wants to have.

    Anyways, I also added some triggers to have a clear overview of my teams. I also locked each team to a specific Hero Selection Region.

    Here is what I added to Grimshads Trigger under "Variable - Set OnTeam[Player] = Team"

    New Action: Player Group - For each player Player in (Active Players) do (Actions)

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If: OnTeam[Player] == 1

    Then: Player Group - Add player Player to Terran

    Else: Player Group - Add player Player to Protoss

    New Action: Player Group - Add player 13 to Terran

    New Action: Player Group - Add player 14 to Protoss

    New Action: Make all Players in Terran treat each other as Ally with Shared Vision

    New Action: Make all Players in Protoss treat each other as Ally with Shared Vision

    New Action: Make player (Number of players in Terran) and player (Number of players in Protoss) treat each other as Enemy

    So I could easily define the teams and I can join team 1 or team 2 as Player 1: I will always be on the Terran Team in Team 1 and Team 2 will always be the Protoss team. It works until now, I will post if something goes wrong :)

    Sorry for my bad english !

    Posted in: Tutorials
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