Okay thanks for the help i figured it out now
all i had to do was name my image the same as icon-energy-protoss.dds
Then import it to Assets/Textures
So it would look like in total Assets/Textures/icon-energy-protoss.dds
Then it just Over Wrote the old image
i got more help from this thread: http://www.sc2mapster.com/forums/development/map-development/2251-resource-icons/
Hello everyone,
Im trying to figure out the correct XML for changing VitalIcon2 Which is the Energy Icon that appears in tooltips
I am having a hard time trying to change the icon to something else.
The path in the UI editor is:
CommandButton->CommandTooltipTemplate->VitalIcon2
or if you prefer
CommandButton/CommandTooltipTemplate/VitalIcon2
Im just trying to put an new icon instead of this one.
Everytime i try to make it work i get some XML errors and i cant figure them out
any help would be greatly appreciated
Okay so after a long time of trial and error and then finally figuring out that to find the names of status bars you must open up the beta editor for HOTS and press ALT+CTRL+F12.
The names are
UnitStatusBar - for a generic one
UnitStatusHealthBar - for the health bar
UnitStatusEnergyBar - for the energy bar
UnitStatusShieldedHealthBar - for a combination of the health and shield bar
Here is a map with the following working hope it can be of some help for some one
So i have my status bars almost working right but how do you make a statusbar use the energy and shield values.
for health it seems its just StatusHealthBar
How did you find this type?
I tried StatusEnergyBar and StatusShieldBar but they dont seem to work
So i have a bar showing up when its frame type is
StatusHealthBar
but i want to create my own so i name is something else like StatusExhaustionBar
so how would i set the current, minimum, and maximum value
I tried doing it like a regular dialog progress bar but it does not like it.
Also how did you find the frame named StatusHealthBar?
Is it possible to have multiple custom bars on 1 unit?
say Energy,Health,Shield, and is it possible to create a custom bar for attributes?
say to keep track of how high the attribute is for gas or hunger systems?
from what i have tried it is hard to get the footprint to show up when placing the unit. In my original map i was using a Target Item type But it would not allow you to place the structure if you have a working example i would love to see what you mean.
This will allow an item to fake being built when created from an item
It figured it out from exploring the Infestor - Infested Marine ability.
This will create an item that you can place on the ground using a footprint once placed it will take 7 seconds before the building is considered complete
Once the Morph is over the building is the new one.
The last link you posted uses the
Actor +Events portion of the actor.
It checks to see if a specific Behavior is On and if On it plays the animation
You can use Animation Bracket Start when behavior on
make sure the model you are using has the animation named the same as one of the animation options like A-Z 0-9
So in your case i would have the trigger add a Buff to the unit when the player presses the left button down.
When the buff is on the run animation will be activated
When the player presses the left button up have it remove the buff
Here are some of the requests everyone has asked for i did not do them all.
Some models crash the exporter such as this one.
"coilfang_floor_light.m3"
@TassadarCW: Go
I have completed 1,2, and 3
The Ancients all have textures of 1024 by 1024
@Arcanis0: Go
I could not locate the Model perhaps if you can find a picture i can locate it better.
@Enexy: Go
The NPC questions and exclamation marks are finished
@robin374: Go
For Models like Dwarves and other Character Models it is tricky to do:
Because there are a whole bunch of animations and its tricky to sift through them all and decide what ones you might need.
So this is why i did not do any dwarf models.
It is much more time consuming but i can do it but will need to know all the animations you would require
Note:
For the NPC exclamation mark and question mark models their Textures must go in Assets/Textures
for all other models the Textures must go in Textures in the SC2 Map Editor
The folders have the correct paths pay attention to them
Hey,
I would be more than happy to just export the model but i dont have dawn of war 2
this website has an exporter for 3d studio max.
This would allow you to have any model from the game.
Just a thought for anyone who might have both 3d studio max and dawn of war 2 http://www.moddb.com/games/dawn-of-war-2/downloads/santos-tools-2-v4
0
Okay thanks for the help i figured it out now
all i had to do was name my image the same as icon-energy-protoss.dds
Then import it to Assets/Textures
So it would look like in total Assets/Textures/icon-energy-protoss.dds
Then it just Over Wrote the old image
i got more help from this thread:
http://www.sc2mapster.com/forums/development/map-development/2251-resource-icons/
0
Hello everyone,
Im trying to figure out the correct XML for changing VitalIcon2 Which is the Energy Icon that appears in tooltips
I am having a hard time trying to change the icon to something else.
The path in the UI editor is:
CommandButton->CommandTooltipTemplate->VitalIcon2
or if you prefer
CommandButton/CommandTooltipTemplate/VitalIcon2
Im just trying to put an new icon instead of this one.
Everytime i try to make it work i get some XML errors and i cant figure them out
any help would be greatly appreciated
0
Another Solution might be to change the
Animation: Walk Animation Movement Speed Field in the Actor of the unit
instead of the events unless it is necessary for it to be there
By adding a value to the | Animation: Walk Animation Movement Speed |
it will increase or decrease the speed of the walk animation
0
Okay so after a long time of trial and error and then finally figuring out that to find the names of status bars you must open up the beta editor for HOTS and press ALT+CTRL+F12.
The names are
UnitStatusBar - for a generic one
UnitStatusHealthBar - for the health bar
UnitStatusEnergyBar - for the energy bar
UnitStatusShieldedHealthBar - for a combination of the health and shield bar
Here is a map with the following working hope it can be of some help for some one
0
So i have my status bars almost working right but how do you make a statusbar use the energy and shield values.
for health it seems its just StatusHealthBar
How did you find this type?
I tried StatusEnergyBar and StatusShieldBar but they dont seem to work
0
So i have a bar showing up when its frame type is
StatusHealthBar
but i want to create my own so i name is something else like StatusExhaustionBar
so how would i set the current, minimum, and maximum value
I tried doing it like a regular dialog progress bar but it does not like it.
Also how did you find the frame named StatusHealthBar?
0
Is it possible to have multiple custom bars on 1 unit?
say Energy,Health,Shield, and is it possible to create a custom bar for attributes?
say to keep track of how high the attribute is for gas or hunger systems?
0
@DrSuperEvil: Go
from what i have tried it is hard to get the footprint to show up when placing the unit. In my original map i was using a Target Item type But it would not allow you to place the structure if you have a working example i would love to see what you mean.
0
Description
Sample Map
Download Map
What we will need
NOTE:
You will need a unit with an inventory
to use the item i will not be covering that
Creating the Effects
1
2
3
Creating the Behaviour
1
Creating the Abilities
1
2
Creating the Item
1
Creating the Models
1
2
Creating the Unit
1
2
3
Creating the Actors
1
2
3
Behaviors
Setting up the ConstructionUnitMorphSmallTentBuff
Effects
Setting up the ApplyMorphOrderSmallTentEffect
Setting up the ConstructionUnitMorphToSmallTentEffect
Setting up the CreateSmallTentEffect
Abilities
Setting up the BuildSmallStructureAbility
Setting up the ConstructionUnitMorphSmallTentAbility
Items
Setting up the BuildTentItem
Units
Setting up the BuildHuntersTentUnit
Setting up the ConstructionSmallUnit
Setting up the HunterTentUnit
Models
Setting up the ConstructionModel
Setting up the TentModel
Actors
Setting up the BuildHuntersTentActor
Source Name: BuildHuntersTentUnit
Sub Name: (Any)
Source Name:BuildHuntersTentUnit
Sub Name: (Any)
Setting up the ConstructionSmallActor
Source Name: (Any)
Sub Name: Finish
Source Name: ConstructionSmallUnit
Sub Name: (Any)
Source Name: ConstructionSmallUnit
Sub Name: (Any)
Setting up the HuntersTentActor
Source Name: (Any)
Sub Name: Finish
Source Name: HunterTentUnit
Sub Name: (Any)
Source Name: HunterTentUnit
Sub Name: (Any)
Pictures To Come
0
Thought this was a cool video on Ants i think it fits!
0
@tr3mur: Go
With the house building kit you refer to were the buildings and objects 3 dimensional or flat planes?
0
The last link you posted uses the
Actor +Events portion of the actor.
It checks to see if a specific Behavior is On and if On it plays the animation
You can use Animation Bracket Start when behavior on
make sure the model you are using has the animation named the same as one of the animation options like A-Z 0-9
So in your case i would have the trigger add a Buff to the unit when the player presses the left button down.
When the buff is on the run animation will be activated
When the player presses the left button up have it remove the buff
0
still workingon the Gilneas Homes but here is a Gilneas Cathedral and Bridge
0
Here are some of the requests everyone has asked for i did not do them all.
Some models crash the exporter such as this one.
"coilfang_floor_light.m3"
@TassadarCW: Go I have completed 1,2, and 3
The Ancients all have textures of 1024 by 1024
@Arcanis0: Go I could not locate the Model perhaps if you can find a picture i can locate it better.
@Enexy: Go The NPC questions and exclamation marks are finished
@robin374: Go For Models like Dwarves and other Character Models it is tricky to do:
Because there are a whole bunch of animations and its tricky to sift through them all and decide what ones you might need.
So this is why i did not do any dwarf models.
It is much more time consuming but i can do it but will need to know all the animations you would require
Note:
For the NPC exclamation mark and question mark models their Textures must go in Assets/Textures
for all other models the Textures must go in Textures in the SC2 Map Editor
The folders have the correct paths pay attention to them
0
Hey,
I would be more than happy to just export the model but i dont have dawn of war 2
this website has an exporter for 3d studio max.
This would allow you to have any model from the game.
Just a thought for anyone who might have both 3d studio max and dawn of war 2
http://www.moddb.com/games/dawn-of-war-2/downloads/santos-tools-2-v4