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    posted a message on [Campaign] The Ghost Crew

    In reply to TChosenOne:

     Done.
    Posted in: Project Workplace
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    posted a message on [Campaign] The Ghost Crew

    Thanks for the support, guys, btw I've already updated the project to fix some reported issues and will support it for a good while.

     

    Quote from bummknallpeng >>

    Hi there, just watched the trailer and I have to say that I really admire the triggering and the mechanics at play. Fully voice acted to? Yes please! :-)

    I am gonna give this one a shot when I am back from my vacation.

    Feel free to let me know if you need any help. I am pretty good with terraining and UI stuff and I know that publishing your first campaign can be pretty tricky at times.

     

    Best wishes from Bulgaria!

    BKP

     

    Nice, I can't wait to hear what you think of the project. I'm not sure when I might get started on the next mission in the campaign but I'll remember your offer and consider working with others.
    And thank you, I'm actually right across the border to the north, best wishes to you.
     
    Posted in: Project Workplace
  • 0.951305575158786

    posted a message on [Campaign] The Ghost Crew

    Hello everyone, I've just finished the first 3 missions of my micro-focused campaign, it's quite a dynamic affair with lots of triggers to it and a focus on fast and challenging gameplay above all, so I invite you to have a look at the project page and the trailer for more details.

     

    https://www.sc2mapster.com/projects/the-ghost-crew

     

    Posted in: Project Workplace
  • 0

    posted a message on "Create Saved Game" action

    👌🏾

    Posted in: Triggers
  • 0

    posted a message on "Create Saved Game" action

    👌🏾

    Posted in: Triggers
  • 0

    posted a message on "Create Saved Game" action

    I tried using this, figuring that eight years later it might have been fixed and we're authorized to autosave for the player, the way you can even in Warcraft 3.

    But it's still the way it was before, you're blocked completely.

     

    Has anyone found a workaround for this in eight years? Something that lets you autosave maybe through custom script?

    Posted in: Triggers
  • 0

    posted a message on Bliz, plx...

    Blizzard is amazing.

    Posted in: General Chat
  • 0

    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    Yep this is fixed, thanks for the tip That thing in UI Data only controls the colors of the text and the wireframe that you see in the unit info panel looks like...I can edit the status bar on the unit actor and just have 3 colors in there no problem..

    Posted in: UI Development
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    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    Well the main thing is disabling the interpolation, so you don't see a reddish-orangish color for a unit with 40% hp, you still see orange. It's important because certain effects take place at certain HP percentages like 66/33. If you can just set something on actors to disable the color interpolation then that's the answer, but I'll have to check to make sure.

    Posted in: UI Development
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    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    How would you do this? As the unit takes damage the bar switches from green to yellow to red without interpolation, it's simple but sadly you can't do even something this simple with the UI Data settings. Also note that it has to be the default behavior for all units, not a custom demo-ish behavior for one unit.

    Posted in: UI Development
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    posted a message on Validator that only matches units hit by unit's weapon effect?

    Kind of though it's more like an aura really, so I can't block an ability cast like that, it needs to be a Validator you can put on an effect, something with Markers or something like that though I couldn't get it to work. Also can't use a behaviour unless the behavior can be personalized somehow to only link two specific units? Don't think you can do that.

    Posted in: Data
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    posted a message on Validator that only matches units hit by unit's weapon effect?

    I'm making an ability/weapon where a unit creates a persistent effect between itself and the enemy unit constantly, and I can't find a way to later create different effects from the first unit that can only target that specific enemy unit, basically only my unit and the targeted enemy unit can run these new effects and nothing else, any help?

    Posted in: Data
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    posted a message on Detect when interceptors are returning or have returned to Carrier?
    Quote from abvdzh: Go

    you need to use iterate magazine effect and put desired effect in "effect internal+ " field, then u need to create persistent on ammo launch and make this iterate magazine periodic, so it will check if unit is internal or not. But it will be firing for every ammo unit inside, so u most likely need to apply behaviour on launch to make external ammo different from internal and then use validator for your desired effect which must be executed when ammo has returned to host. For detection the process of returning you can manualy return it with "return magazine" effect and fire some additional effect that you need in this moment.

    Very cool ideas, thanks.

    Posted in: Data
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    posted a message on Detect when interceptors are returning or have returned to Carrier?

    Do you think this is possible to reliably "detect" in Data?

    Posted in: Data
  • 0

    posted a message on (Solved)How to Texture Swap On Death Model

    Each actor is linked to a Death Model actor, just make a custom one and use it for your unit only, and give it Texture Select By Id actions set to take place on Actor Creation. You can also place those actions on the main generic Death Model actor with a validator checking for the original unit's model name so you know what texture to replace, which is what I do since i'm lazy, but probably not recommended, dunno.

    Posted in: Data
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