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    posted a message on [Solved] [UI] Vital Icons in Tooltip

    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/

    Posted in: UI Development
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    posted a message on [Solved] [UI] Vital Icons in Tooltip

    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

    VitalIcon2

    Posted in: UI Development
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    posted a message on Having some trouble changing animation speed

    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

    Posted in: Data
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    posted a message on [UI]A sample map for Customized Health Bar

    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

    Posted in: General Chat
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    posted a message on [UI]A sample map for Customized Health Bar

    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

    Posted in: General Chat
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    posted a message on [UI]A sample map for Customized Health Bar

    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?

    Posted in: General Chat
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    posted a message on [UI]A sample map for Customized Health Bar

    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?

    Posted in: General Chat
  • 0

    posted a message on [Data] Constructing a Building from an Item

    @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.

    Posted in: Tutorials
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    posted a message on [Data] Constructing a Building from an Item

    Description

    • 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.

    Sample Map

    Download Map

    Tutorial Map Image

    What we will need

    • 3 Units
    • 3 Actors
    • 2 Models
    • 1 Item
    • 2 Abilities
    • 3 effect
    • 1 behaviour

    NOTE:
    You will need a unit with an inventory
    to use the item i will not be covering that


    Creating the Effects


    1

    Name:ApplyMorphOrderSmallTentEffect
    EffectType:Apply Behavior
    Parent:Default Ability (CEffectApplyBehvior)


    2

    Name:ConstructionUnitMorphToSmallTentEffect
    EffectType:Issue Order
    Parent:Default Effect (CEffectIssueOrder)


    3

    Name:CreateSmallTentEffect
    EffectType:Create Unit
    Parent:Default Effect (CEffectCreateUnit)


    Creating the Behaviour


    1

    Name:ConstructionUnitMorphSmallTentBuff
    BehaviorType:Buff
    Parent:Default Behavior (CBehaviorBuff)


    Creating the Abilities


    1

    Name:BuildSmallStructureAbility
    AbilityType:Effect - Target
    Parent:DefaultAbility (CAbilEffectTarget)


    2

    Name:ConstructionUnitMorphSmallTentAbility
    AbilityType:Morph
    Parent:Default Ability (CAbilMorph


    Creating the Item


    1

    Name:BuildTentItem
    ItemType:Ability
    Parent:CItemAbil(Unnamed)


    Creating the Models


    1

    Name:ConstructionModel
    ModelType:Generic
    Parent:CModel


    2

    Name:TentModel
    ModelType:Generic
    Parent:CModel


    Creating the Unit


    1

    Name:BuildHuntersTentUnit
    UnitType:Generic
    Parent:Default Settings(Unit)


    2

    Name:ConstructionSmallUnit
    UnitType:Generic
    Parent:Default Settings(Unit)


    3

    Name:HuntersTentUnit
    UnitType:Generic
    Parent:Default Settings(Unit)


    Creating the Actors


    1

    Name:BuildHuntersTentActor
    ActorType:Unit
    Parent:GenericUnitStandard


    2

    Name:ConstructionSmallActor
    ActorType:Unit
    Parent:GenericUnitStandard


    3

    Name:HuntersTentActor
    ActorType:Unit
    Parent:GenericUnitStandard


    Behaviors


    Setting up the ConstructionUnitMorphSmallTentBuff

    Effect: Expire EffectConstructionUnitMorphToSmallTentEffect
    Stats: Duration0.5000


    Effects


    Setting up the ApplyMorphOrderSmallTentEffect

    Effect: BehaviorConstructionUnitMorphSmallTentBuff


    Setting up the ConstructionUnitMorphToSmallTentEffect

    Effect: AbilityConstructionUnitMorphSmallTentAbility


    Setting up the CreateSmallTentEffect

    Effect: Effect - SpawnApplyMorphOrderSmallTentEffect
    Effect: Spawn UnitConstructionSmallUnit
    Target: Location +(None):Target Point


    Abilities


    Setting up the BuildSmallStructureAbility

    Ability: Commands -
    Ability: Execute -
    Ability: Default ButtonBuild ArmoryYou can pick any default button
    Ability: Place UnitConstructionSmallUnit
    Ability: Produced UnitConstructionSMallUnit
    Effect: Effect +CreateSmallTentEffect
    Stats: Range5


    Setting up the ConstructionUnitMorphSmallTentAbility

    Ability: Commands -
    Ability: Execute -
    Ability: Default ButtonBuild ArmoryYou can pick any default button
    Ability: Info -
    Ability: Index 0 -
    Ability: Collision Range5
    Ability: Sections -
    Ability: Abilities -
    Ability: Duration -
    Ability: Delay7
    Ability: Actor -
    Ability: Duration -
    Ability: Delay7
    Ability: Stats -
    Ability: Duration -
    Ability: Delay7
    Ability: UnitHuntersTentUnit
    Stats: Flags -
    Stats: Show ProgressEnabled


    Items


    Setting up the BuildTentItem

    Basic: AbilityBuildSmallStructureAbility
    Basic: FaceBuild Armory
    Basic: Flags +Can Drop, Destroy When Depleted


    Units


    Setting up the BuildHuntersTentUnit

    Stats:ItemBuildTentItem


    Setting up the ConstructionSmallUnit

    Ability:Abilities +ConstructionUnitMorphSmallTentAbility
    Movement: Collide +Ground, Structure
    Movement: Pathing FootprintFootprint 1x1
    Movement: Pathing Footprint - PlacementFootprint 1x1


    Setting up the HunterTentUnit

    Movement: Collide +Ground, Structure
    Movement: Pathing FootprintFootprint 1x1
    Movement: Pathing Footprint - PlacementFootprint 1x1

    Models


    Setting up the ConstructionModel

    Art: ModelAssets\Textures\CustomBuildAnimation7.m3This will be the placement model


    Setting up the TentModel

    Art: ModelAssets\1Tents\gnolltent02.m3This will be the Building that gets built


    Actors


    Setting up the BuildHuntersTentActor

    Art: ModelShapeDiamond
    Art: Model (Build)ShapeDiamond
    Art: Model (Editor)(None)
    Art: Model (Placement)ShapeDiamond
    Art: Model (Portrait)(None)
    Event: Events +UnitBirth.BuildHuntersTentUnitMsg Type: Unit Birth
    Source Name: BuildHuntersTentUnit
    Sub Name: (Any)
    -Create
    UnitDeath.BuildHuntersTentUnitMsg Type: Unit Death
    Source Name:BuildHuntersTentUnit
    Sub Name: (Any)
    -Destroy


    Setting up the ConstructionSmallActor

    Art: ModelConstructionModel
    Art: Model (Build)ConstructionModel
    Art: Model (Editor)(None)
    Art: Model (Placement)ConstructionModel
    Art: Model (Portrait)(None)
    Event: Events +abilMorph.*.FinishMsg Type: Ability Morph
    Source Name: (Any)
    Sub Name: Finish
    ->MorphTo HuntersTentUnit
    -Destroy
    UnitBirth.ConstructionSmallUnitMsg Type: Unit Birth
    Source Name: ConstructionSmallUnit
    Sub Name: (Any)
    -Create
    UnitDeath.ConstructionSmallUnitMsg Type: Unit Death
    Source Name: ConstructionSmallUnit
    Sub Name: (Any)
    -Destroy


    Setting up the HuntersTentActor

    Art: ModelTentModel
    Art: Model (Build)TentModel
    Art: Model (Editor)(None)
    Art: Model (Placement)TentModel
    Art: Model (Portrait)(None)
    Event: Events +abilMorph.*.FinishMsg Type: Ability Morph
    Source Name: (Any)
    Sub Name: Finish
    ->MorphTo HuntersTentUnit
    ->MorphFrom ConstructionSmallUnit
    -Create
    UnitBirth.HuntersTentUnitMsg Type: Unit Birth
    Source Name: HunterTentUnit
    Sub Name: (Any)
    -Create
    UnitDeath.HunterTentUnitMsg Type: Unit Death
    Source Name: HunterTentUnit
    Sub Name: (Any)
    -Destroy

    Pictures To Come

    Posted in: Tutorials
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    posted a message on The Thread of Science, Technology, Engineering, and Mathematics

    Thought this was a cool video on Ants i think it fits!

    Embed Removed: https://www.youtube.com/v/Z-gIx7LXcQM?fs=1
    Posted in: Off-Topic
  • 0

    posted a message on WoW Model-Pack Requests

    @tr3mur: Go

    With the house building kit you refer to were the buildings and objects 3 dimensional or flat planes?

    Posted in: Art Assets
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    posted a message on Alternating unit Walking and Running

    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

    Posted in: Triggers
  • 0

    posted a message on WoW Model-Pack Requests

    still workingon the Gilneas Homes but here is a Gilneas Cathedral and Bridge

    Posted in: Art Assets
  • 0

    posted a message on WoW Model-Pack Requests

    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

    Posted in: Art Assets
  • 0

    posted a message on (Doodad) Temple watch tower

    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

    Posted in: Requests
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