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    posted a message on Hide inventory hotkey tooltip and remove Army/Idle button

    For the second point: I solved it myself - hidable via triggers (dont know why i didnt see them).

    What I still could not figure out:

    • Hide hotkeys for inventory buttons above the command card (its enough to just not display them)
    • Is it possible to add a background image to an inventory? So not a model but a simple image?
    Posted in: UI Development
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    posted a message on Find an inventory item via container and slot

    Hm no i dont know the idexes i guess!?

    I solved the problem by scanning the inventory first and saving which slots are occupied. then I move the item only if the slot is empty.

    Posted in: Triggers
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    posted a message on Player names over heroes
    Quote from Stormahawk: Go

    Text Tag - Create a text tag with the text (Text (Name of player (Picked player)) with color (Color((Current player (Picked player) color)))) for (All players), using a font size of 24, at ((Last created unit) attachment point ("Status Bar")) and height offset 1.0, initially Visible, and fog of war enforcement set to True

    Text Tag - Attach (Last created text tag) to (Last created unit) with height offset 9.0

    Text Tag - Set visibility type to Fog Of War for (Last created text tag)

    I hope this helps some. Additionally, if you want to store the text-tag, use the following:

    Unit - Store text tag (Last created text tag) for unit (Last created unit) at index (Owner of (Last created unit))

    Why is it initially attached to an attachement point and then reattached to the unit? And how exactly does this unit-store text tag work??

    Posted in: UI Development
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    posted a message on Multiple weapons on one unit

    yes.. just saw it.. seams I overlooked it all the time :-D

    Posted in: Data
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    posted a message on Making AI target heroes without weapons

    Hi there,

    is there a possibility to force the target priority of the AI for some units? On my map heroes have no weapons and are therefore considered to be less dangerous by the AI as it seams. All ai troops and turrets target the normal minions first and priorize them over the heros. Is there a way to simply set the same thread level to all units?

    Posted in: Miscellaneous Development
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    posted a message on Multiple weapons on one unit

    Even with triggers: how can i reset an upgrade level? But that's probably off topic now.

    @Stormahawk: GoI am not that skilled in data editing. So maybe we could help each other out. Maybe shoot a pm at me.

    and what do you mean with behavior for a single unit?

    Posted in: Data
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    posted a message on Does your map need a youtube video?

    @Fullachain: Go

    no hurry, there are some final ui changes planned anyway in near future. The map is online at eu and na

    Posted in: General Chat
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    posted a message on Find an inventory item via container and slot

    No ideas?

    Posted in: Triggers
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    posted a message on Player names over heroes

    Great. That worked! thx

    Posted in: UI Development
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    posted a message on Tester here if you need feedback

    @Scbroodsc2: GoThx again for the detailed feedback.

    Posted in: Map Feedback
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    posted a message on Does your map need a youtube video?

    @Fullachain: GoI think you did a good job. Like ScorpSCII mentioned, the crossover between the topic could be a bit more.. dont know.. motivated or fancy :-D

    It would be really great if you could make such a video for my map. Not right now because some UI changes will happen in near future though. If you are interested just shoot me PM - would be great.

    Posted in: General Chat
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    posted a message on (Solved) Increasing number of inventories beyond 6

    In fact you are already using 6 item containers. What the aiur chef workaround (thats the UI override you are using I guess) does is having 6 item containers with one slot each, moving this buttons to the middle and putting a border around them. I suggest you familiarize yourself with the sc2 inventory concept before changing something ;)

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @TyaStarcraft: GoSounds great. A last question regarding catalogs: As far as I understand, its the case that every player has its own catalog. And values edited (eg the damage of a damage effect) is changed for this player and for all his units that use this specific effect. So its like I change the effect in the data editor but only applied for one player and only for one game!? But this way it is not possible to change e.g. the period of a behaviour for just a single unit!?

    Posted in: Data
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    posted a message on Making behaviours modify the actual vitals

    Followed Ahli634's way now and solved it via triggers. Not the "clean" version I would have liked but at least it works now.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @TyaStarcraft: GoOh you programmed Cityscape? Good job :) And thx for the inspiration for "dropping" landers. :) The map was a bit to trigger and double-data heavy for my taste but really great over all. I have not worked with catalogs until now - whats the benefit? Could you give an example or know a good tutorial?

    @Stormahawk: GoOf course - if there is something we could help each other out with, why not. Whats your main profession in mapping? Short explanation on the weapon system: behaviour -> periodic search effect -> launch/damage effect. This method has pros and cons. Its completely data-driven but works not as "original" weapons, so e.g. the effect searches in fix intervalls for targets, no matter if there is an enemy or not so it could lead to some odd behaviour when the period is quite long.

    Posted in: Data
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