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    posted a message on Simple Tooltipp/Infopanel Issues

    Changing the number "0" is done in the upgrade data tab, the Upgrade: Effects + to be exact.

    You have to add an effect that allows levels (which is only with weapons as far as I know). For example, when you click the red plus button, you then select a weapon, click on the "Level" field (in the Field box) set operation to add/subtract/divide/multiply (whatever your doing) and make the value whatever your aiming for. This will make it so that every time you click the "upgrade" button it will do the math and change the number info panel button.

    Your picks are in german text and you don't go into detail about what that button actually does. Provide more details and I may be able to help you more.

    I'm just going to go ahead and guess that you are wanting that number to reflect the amount of marines you are building? If thats the case then you'd have to find a way to make the build button tie into an upgrade of some sort...that would be my guess.

    Posted in: Data
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    posted a message on Docking Bay 13

    A full description of what the map is about along with feature and planned features can be found here.....

    http://www.sc2mapster.com/maps/docking-bay-13-beta/

    Docking Bay 13 has been in production (on and off) for some time now. I have been able to play test it online and the map wasn't received very well and mainly I think that it was due to balancing issues. The game becomes far to easy once you get the idea of killing Nydus worms quickly. I have recently added a few new visuals and art that I need tested for players 2,3 and 4. Beyond that, I am looking for general feedback about what can make this map better.

    Current problems I feel the map has:

    • Players have to drag their units around the map too much, and its fairly large
    • Balancing issues (obvious)
    • Some random events make the map feel odd and/or broken
    • Depending on players graphics setting, some random events cant be seen.

    It's highly suggested that you read the strategy on the project page before starting or you will be completely lost. I am looking for ANY sort of feedback, positive or negative (so long as its constructive). Any help will be appreciated.

    Posted in: Map Feedback
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    posted a message on (solved)Team victory/defeat trigger help

    That all depends. If team 1 isn't alive, are they still in the game? Do they have any units? You need to set up some kind of system to determine a player state. Off the top of my head (and without going into more detail about whats going on in your map) I would say you need to set up a Boolean variable for each team that is set on map initialization.

    Map Initialization

    Variable - Team 1 Alive = True <Boolean>
    Variable - Team 2 Alive = True <Boolean>
    Variable - Team 3 Alive = True <Boolean>
    Variable - Team 4 Alive = True <Boolean>
    

    Then, place whatever your condition is for a team being dead in a trigger and set the action to set the variables to False.

    Team Dead/Alive
        Events
            Unit - Any Unit Enters (Entire map)
        Local Variables
        Conditions
            And
                Conditions
                    (Owner of (Triggering unit)) == 1
                    (Owner of (Triggering unit)) == 2
                    (Owner of (Triggering unit)) == 3
        Actions
            Variable - Set Team Alive[0] = False
            Variable - Set Team Alive[1] = False
            Variable - Set Team Alive[2] = False
    

    You would also have to create a trigger that assigns players to a Player Group Variable.

    Set up Player Groups
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            ------- Team 1
            Player Group - Add player 1 to Player Groups[0]
            Player Group - Add player 2 to Player Groups[0]
            Player Group - Add player 3 to Player Groups[0]
            ------- Team 2
            Player Group - Add player 4 to Player Groups[1]
            Player Group - Add player 5 to Player Groups[1]
            Player Group - Add player 6 to Player Groups[1]
            ------- Team 3
            Player Group - Add player 7 to Player Groups[2]
            Player Group - Add player 8 to Player Groups[2]
            Player Group - Add player 9 to Player Groups[2]
            ------- Team 4
            Player Group - Add player 10 to Player Groups[3]
            Player Group - Add player 11 to Player Groups[3]
            Player Group - Add player 12 to Player Groups[3]
    

    Then do your trigger for Victory/Defeat.

    Team Vicotry/Defeat
        Events
            Timer - Every 5.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            ------- Player 2 Wins
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            Team Alive[0] == False
                            Team Alive[2] == False
                            Team Alive[3] == False
                Then
                    Game - End game in Victory for player (Number of players in Player Groups[1]) (Show dialogs, Show score screen)
                    Game - End game in Defeat for player (Number of players in Player Groups[2]) (Show dialogs, Show score screen)
                    Game - End game in Defeat for player (Number of players in Player Groups[3]) (Show dialogs, Show score screen)
                    Game - End game in Defeat for player (Number of players in Player Groups[0]) (Show dialogs, Show score screen)
                Else
    

    This is just a rough outline of triggers that I threw together and wont work if you plug them in. Hopefully you know enough about triggers to understand what it is I am trying to explain. If you need more help I can elaborate.

    Posted in: Triggers
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    posted a message on Variable has right value - Equation using variable returns wrong value

    Don't have time to go in depth and really look and I am not completely sure what your trying to do with this trigger. Ill try to help later when I get off of work.

    Taking a quick look however, you set UnitsofTeamInsideRegion (and all of Booleans and other variabls) to 0 every .8 seconds, then you try to modify it by +1 and/or True/False. Are you only trying to count the number of units in a region for .8 seconds? If not, those will become 0 (or true/false) every .8 seconds not matter what so it doesn't make sense to try to modify them.

    Posted in: Triggers
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    posted a message on [Solved]Leaderboard Insanity - Wont open/close per player

    Wow, wtf...finally solved the problem. As it stands, you CAN NOT show/hide a leaderboard for an individual player. However, you can minimize for an individual player. In order for it to look like its hidden you have to disable the title.

    Leaderboard - Disable Show Title state for Killboard for (All players)
    

    Now, when you do the following trigger

            Leaderboard - Minimize Killboard for (Player group(1))
    

    It looks as if you have hidden the leaderboard.

    Posted in: Triggers
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    posted a message on [Solved]Leaderboard Insanity - Wont open/close per player

    I've tried both setting it to triggering player and player group(1), both without any changes....a new bug perhaps?!? Oh, also, the default leaderboard doesn't allow me to change "all leaderboards" to any other variable. It will only show "Hide/Show all leaderboards" with no option to change the variable leaderboard....even though I have the leaderboard saved in a variable.

    Posted in: Triggers
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    posted a message on [Solved]Leaderboard Insanity - Wont open/close per player
    Quote from nevjmac: Go

    Firstly you are creating a Dialog leaderboard in the first trigger then you are trying to hide a "leaderboard" in the second trigger, so you need to use the Hide dialog "leaderboard", if that makes sense

    There are 2 types of leaderboards, one is the leaderboard which is simple and generic and then there are dialog made ones that you can customize a lot further and add more functionality.

    No Im not. The first bit of triggers I posted is part of my custom UI. It is basically an image I made in photoshop with a transparent dialog item(button) on top of the image. The button dialog is basically my open/close button for the leaderboard. I understand how you could have gotten mixed up though as I completely forgot to post my leaderboard trigger.

    Also, the UI just so works out that I can hide the leaderboard title, so minimizing and maximizing works fine for now. Odd how show/hide still doesn't work. Is there a way to disable the leaderboard title?

    Posted in: Triggers
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    posted a message on [Solved]Leaderboard Insanity - Wont open/close per player

    Going insane trying to figure out why this isn't working. I can only get my leaderboard to open and close if I do it for All Players, anyother value I use....is ignored. I have a custom open/close button setting on top of an image. The button is set to 100% transparency. The button works, here is the actions in the Map Initialization trigger that sets up the button.

            Dialog - Create a Modal dialog of size (300, 150) at (0, 40) relative to Top of screen
            Variable - Set Leaderboard DialogUI Image = (Last created dialog)
            Dialog - Show (Last created dialog) for (All players)
            Dialog - Hide the background image of Leaderboard DialogUI Image
            Dialog - Create an image for dialog (Last created dialog) with the dimensions (300, 150) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image SCStuff\SCStuff\DB13LeaderBoardUI.tga as a Normal type with tiled set to False tint color Gray and blend mode Normal
            Dialog - Set (Last created dialog item) Accept Mouse flag to True for (All players)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (180, 50) anchored to Top with an offset of (-10, 50) setting the tooltip to "" with button text "" and the hover image set to ""
            Variable - Set Leaderboard Button = (Last created dialog item)
            Dialog - Fade Leaderboard Button to a transparency of 100.0% over a period of 0.0 seconds for (All players)
            Dialog - Show (Last created dialog item) for (All players)
    

    Now here is the trigger for the button control. At one point I had a boolean set up to deal with open and closing check and it worked fine (so long as it show/hid for All players). But when I tried to set it up to only open/close for specific players, nothing happens.

    Open/Close Leaderboard
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Used dialog item) == Leaderboard Button
        Actions
            Leaderboard - Hide all leaderboards for (Player group((Triggering player)))
    

    Here is the leaderboard trigger

    Create
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Leaderboard - Create a leaderboard with 2 columns and 5 rows, with the name "", and using (100%, 100%, 100%) color.
            Variable - Set Killboard = (Last created leaderboard)
            Leaderboard - Set (Last created leaderboard) item text at column 1 and row 1 to (Name of player 1)
            Leaderboard - Set (Last created leaderboard) item text color at column 1 and row 1 to (Color((Current player 1 color)))
            Leaderboard - Set (Last created leaderboard) item text at column 1 and row 2 to (Name of player 2)
            Leaderboard - Set (Last created leaderboard) item text color at column 1 and row 2 to (Color((Current player 2 color)))
            Leaderboard - Set (Last created leaderboard) item text at column 1 and row 3 to (Name of player 3)
            Leaderboard - Set (Last created leaderboard) item text color at column 1 and row 3 to (Color((Current player 3 color)))
            Leaderboard - Set (Last created leaderboard) item text at column 1 and row 4 to (Name of player 4)
            Leaderboard - Set (Last created leaderboard) item text color at column 1 and row 4 to (Color((Current player 4 color)))
            Leaderboard - Set (Last created leaderboard) item text at column 2 and row 1 to (Text(Kills[0]))
            Leaderboard - Set (Last created leaderboard) item text at column 2 and row 2 to (Text(Kills[1]))
            Leaderboard - Set (Last created leaderboard) item text at column 2 and row 3 to (Text(Kills[2]))
            Leaderboard - Set (Last created leaderboard) item text at column 2 and row 4 to (Text(Kills[3]))
            Leaderboard - Set (Last created leaderboard) item text at column 1 and row Header to "Player"
            Leaderboard - Set (Last created leaderboard) item text at column 2 and row Header to "Kills"
            Leaderboard - Hide Killboard minimize button for (All players)
    

    I have no idea wtf is going on. Changing (Player group((Triggering player))) to All Players and it works, anything else and I get nothing.

    Posted in: Triggers
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    posted a message on [Solved]Setting Up Timer in Custom Dialog

    I am trying to get my timer to show up in a custom dialog box and have been unsuccessful so far. For reference, I have the timer shown just under the dialog where I want it to show. Also, I am trying to avoid setting up layer values because I need to change the text style of the timer as well.The following trigger is set up in a "Map Initialization" event and it isn't displaying the correct time (stuck at 0). I even added a test trigger to update (every second) the text for the dialog item to reflect the remaining time left on the timer. Can someone point out my error?

       Timer - Create a timer window for Timer, with the title "", using Remaining time (initially Visible)
            Variable - Set Game Timer Window = (Last created timer window)
            Timer - Anchor Game Timer Window to the Top of the screen, offset by (0, 50)
            Timer - Hide border for (Last created timer window)
            Variable - Set Timer Time = (Text((Remaining time of Timer)) with Any Precision decimal places)
            Dialog - Create a Modal dialog of size (600, 100) at (0, 0) relative to Top of screen
            Dialog - Hide the background image of (Last created dialog)
            Dialog - Create an image for dialog (Last created dialog) with the dimensions (600, 100) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image SCStuff\DB13Timer001.tga as a Normal type with tiled set to False tint color White and blend mode Normal
            Dialog - Create a label for dialog (Last created dialog) with the dimensions (200, 50) anchored to Top with an offset of (200, 50) with the text (Text((Remaining time of Timer)) with Any Precision decimal places) color set to Automatic text writeout set to False with a writeout duration of 0.0
            Variable - Set Timer UI Item = (Last created dialog item)
    
    Posted in: UI Development
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    posted a message on How do I create a UI bar across the top of the screen

    So, I haven't done anything with UI since before Blizzard implemented the layout overrides. I've managed to go through the painstaking task of creating a custom dialog box with a box where I need it but the problem is that it does not scale with screen resolution. So I figured I must be doing something wrong. What is the best method for getting a UI bar to span across the entire top of the screen regaurdless of screen resolution.

    The best reference image I can find is this one from the map TOFU. How do I create a bar similar to the one in TOFU? I have my images made and ready to go, but putting them in my custom made dialog box's isn't going to work :(. UI bar example

    Posted in: UI Development
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    posted a message on Docking Bay 13 - Beta [Needing Feedback]

    1-4 Players (Spawns stop if a player leaves).
    Average Game Time: Varies but usually about 45 minutes.

    Current Status: Online

    Docking Bay 13 is played by picking a handful of units initially and kill the on coming flying air units. Enemies will spawn wave after wave, becoming stronger and stronger each wave. Periodically a random even will occur. Anything from a nuke to spawning enemy ground forces. All of the players units are very squishy and can be killed in 1-2 hits by enemy ground forces. In a team based map, one could decide to build units for taking out ground forces and completely ignore air enemies. Or, one could go a pure damage dealing route and build only the highest damage output units. Or, play it safe and go for a healthy mix of defenders and attackers and attempt to 'hold your own'. The idea is to keep your units mobile and at the same time establishing footholds to increase you steam of income by killing more units faster.

    So I finally got around to getting one of my maps in a presentable form and have it published on Battle.net. I am needing some feedback on how enjoyable it is, someone to point out the bugs they find and basically any thoughts, ideas and suggestions anyone might have. I actually wasn't sure if I should put this is the suggestion forum, recruitment, or this one.

    Right now I have a general idea on how I want to beautify it but I lack the time to do so at a pace I would like. I would like to get a few custom images in the game and just make it more presentable overall. So I am looking for a graphic artist who has some free time to do a few small pics for me (mainly a loading screen and some in game notification images for a few dialogs i've made). Also, on a side note, I am looking for someone who can add to the scenery in the map. I have a good idea on what I want going on but would like someone to be able to speed up the process. Right now my focus is almost entirely on balance. While I can do all of the above on my own, I would prefer to have a few kind souls helping out to speed up the whole thing. Anyone interested just PM me here or on battle.net

    I can provide a reference image for the images I would like made and if you use photoshop I can go into more detail about what I want. Should only need about 4-6 small images. The loading screen is the only thing that is up in the air. I can provide a rough sketch of what I would like but its ok if you take it and run with it. If your seeking payment, I could probably work something out via paypal, around $20 for the small images and another $20 for the loading screen (of course it depends on quality). However, I am not looking for professional work so I would rather not deal with paying.

    As the week goes on Ill be adding to this thread, posting screenshots and maybe a video at a later time.

    You can check out the full project details here. And you can find the game on battle.net by searching for Docking Bay 13 ("other" category).

    Posted in: Map Feedback
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    posted a message on In game UI editor, how do I move stuff around?

    Only progress I've been able to make so far is by pressing F9....I think it unlocks everything (the outline changes from red to blue), but alas, nothing moves :(.

    Posted in: UI Development
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    posted a message on In game UI editor, how do I move stuff around?

    Im trying out the in game UI editor and I must say I am completely lost on how to move stuff around. The only thing I have managed to do is resize things through manually typing out values in the desc section. I can highlight the individual pieces of each part of the UI and its highlighted by red lines to show what I am mousing over. The mouse cursor changes to the cross hairs for moving and the diagonal lines for resizing but when I try to move or resize nothing happens. What am I doing wrong?

    Posted in: UI Development
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    posted a message on How to show multiple weapons?

    Is there any way to modify the tooltip of the weapon that is already there?

    I've done a little dabbling with the layout files and I have narrowed down that the info I need to add is done in the InfoPanel. I can move it and everything but I have no idea what I need to do to add elements to it (the icon and tooltip).

    Posted in: Data
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    posted a message on How to show multiple weapons?

    I am using a dark templar with 2 weapons in the Combat - Weapons . It has both my weapons listed (Warp Blades and the Archon - Psionic Shockwave). However, I have added a custom attribute and veterancy to the unit as well. Could that be causing issues?

    Posted in: Data
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