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??
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?
@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.
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 ;)
@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!?
@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.
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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:
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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.
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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??
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yes.. just saw it.. seams I overlooked it all the time :-D
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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?
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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?
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@Fullachain: Go
no hurry, there are some final ui changes planned anyway in near future. The map is online at eu and na
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No ideas?
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Great. That worked! thx
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@Scbroodsc2: GoThx again for the detailed feedback.
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@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.
0
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 ;)
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@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!?
0
Followed Ahli634's way now and solved it via triggers. Not the "clean" version I would have liked but at least it works now.
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@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.