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    posted a message on Health % based Triggers
     

    You could also use a unit takes dmg event, and condition if heatlh of triggering unit is < 75 percent, 

     

    then inside the trigger: use the 'Stop Trigger' action to end trigger X and 'run trigger' to run trigger Y.

     
    Posted in: Triggers
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    posted a message on Is this a good way to detect activation of multiple beacons?
     

    In reply to jchardin64:

     

    I think that setup looks fine. If you didn't want to use periodic you could use something like this:

    *Just not sure if your player 10 unit dies (instead of exiting the range of the beacon point) if the Leave trigger will fire.

     

     

    Posted in: Triggers
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    posted a message on [Solved] UI Refresh

    I wasn't able to use my mod for this so instead I added the layout file to my Map's BaseSCII Data >UI>Layout folder (or right click in UI editor Module and select 'Add Layout'). I edited this layout and then launched the test document. Then i opened the generated Test Document's Map Layout found under a similar file path as above just in C drive now in SCII install folder > Maps> and I edited this layout in VSCode then saved, then tabbed back in-game where the Test Document was running: now UI Refresh hotkey showed any changes made to the layout (Cntrl+Alt+F11). You just need to remember to transfer any changes made in the Test Document's Layout file back to your actual Layout file in your Map's folder.

    Posted in: UI Development
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    posted a message on [Solved] UI Refresh

    I can't get my changes to my layout files to show up when I use the UI Refresh hotkey in-game while testing my map. The changes are only size/position changes and I saved the layout file in VSCode and my Map (and layouts) are in the SCII install folder on C drive. Any ideas?

    Posted in: UI Development
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    posted a message on [Solved] [Hotkey] Disabling Unit Hotkey

    In reply to alan_rogers:

     That unit was actually a Hero type (Raynor) so it was a hotkey to select Hero: I changed the type to the proper Unit type of Marine.

    Posted in: UI Development
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    posted a message on [Solved] [Hotkey] Disabling Unit Hotkey

    How do you disable/hide this hotkey towards the bottom right of my screen with the marine's face on it? It's set as f3 for me in-game and selects my marine unit. Hotkey is circled in red in the attached image.

    Posted in: UI Development
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    posted a message on [Solved] [UI] Disabling Scroll Wheel

    In reply to alan_rogers:

     Found this in an earlier forum post: It's in the Data module under the Cameras tab: click on Default Camera and find Zoom Layers and expand the submenus to show the fields Distance and Angle of Attack: set Modify: Disable this field for each Zoom Layer in Camera Default in the Cameras Tab under Data Module.

    Posted in: Data
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    posted a message on Need help with on simple thing, i think.

    If I understand you correctly, that you don't want the player to be able to move the unit and/or attack with the unit causing it to move then maybe you can try the Action 'Make Unit Uncommandable'. This would allow the player to click on their unit and see its abilities etc but the unit will only 'do' something when an enemy comes within range of it.

    Posted in: Data
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    posted a message on [Solved] [UI] Disabling Scroll Wheel

    How do you disable scrolling (zooming in or out) with the mouse wheel?

    Posted in: Data
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