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    posted a message on Mod Testing, how to use Default Map in preferences?

    Ok, slap me around and call me Shirley... I don't seem to be having the good fortune that you have. Can you please state how the map name is entered in the field?

    map is D:\StarCraft II\Maps\NewUI.SC2Map, dependency is set.

    In the [Default Map:] field, I have tried:

    • NewUI
    • NewUI.SC2Map
    • [path]\NewUI
    • [path]\NewUI.SC2Map
    • Maps\NewUI
    • Maps\NewUI.SC2Map
    • Maps/NewUI
    • Maps/NewUI.SC2Map

    Still the game launches and states "Unable to launch game."

    Posted in: Miscellaneous Development
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    posted a message on Multiplayer Test

    I know it seemed like a silly question. I was wondering if, per se, Galazy Editor had a lan tesing function or something of the sort. But based on your answer and what I have seen thus far, I am limited to publishing. Thank you.

    Posted in: Miscellaneous Development
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    posted a message on Multiplayer Test

    I dont actually know where this should be asked so I have come here. I want to test run a multiplayer map. Do I need to publish it to do so? Or can it be done without hitting up BNet?

    Posted in: Miscellaneous Development
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    posted a message on Resource Limits

    Is there a way to limit the maximum amount of mineral/gas/etc that a player can store?

    Posted in: Data
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    posted a message on Powered Buildings built anywhere [Solved]

    Solved.

    In the behavior, under [Stats], There is a field named "Minimum Power Level." This controls the power level required to place this structure, in game. The core mod, Wings of Liberty, requires Protoss structures to require a power level of 1, which the Pylons only supply 1. My map generates 1 and 2. After modifying this to 2, the structures could only be built in the power field of my reactors. Generator-required structures could be built in both. Thus, I set the minimum level to 0. This allows the building to be placed anywhere, while still restricting the operations based on the power supplied to the building.

    Posted in: Data
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    posted a message on Powered Buildings built anywhere [Solved]

    @Neonsz: Go

    I wish to have a building need power to function, but able to place it anywhere. Protoss buildings require that they be built within a "Power Field". I want to make it that you can build the power grid after. So, I have the Power Source and Power User behaviors assigned, everything works just like protoss. I just want to be able to build the structures outside the Power Field. I have not been able to find exactly where in the data editor this is controlled.

    Posted in: Data
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    posted a message on Powered Buildings built anywhere [Solved]

    @Neonsz: Go

    Yes, I have been playing around with the Power User and Power Source behaviors all morning. I have them modified and applied to my terran generators. However, I cannot find the field that limits building to the power fields.

    Posted in: Data
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    posted a message on Powered Buildings built anywhere [Solved]

    Does anyone know what needs to be changed on a powered building in order to remove the build restriction? I am looking to place a building any where like Terrans, but require power in order to function like Protoss. to make this easy for those who would like to figure it out, just post how to remove the restriction from a protoss building. I can adapt that to my design.

    I apologize if this has been covered already, but I could not find the answer.

    Posted in: Data
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    posted a message on [Solved] Missing cursor

    My issue is a conflict of camera locks. Ok, I made a very simple map to handle just this issue. Goes like this:

    Melee Init:

    • Run CameraSetup

    CameraSetup

    • Camera - Turn camera mouse rotation On for player 1
    • Camera - Lock camera mouse relative mode On for player 1
    • Variable - Set mode = False

    Toggle

    • Events
    • - UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
    • General - If (Conditions) then do (Actions) else do (Actions)
    • - If
    • - - mode == True
    • - Then
    • - - Camera - Turn camera mouse rotation On for player 1
    • - - Camera - Lock camera mouse relative mode On for player 1
    • - - Variable - Set mode = False
    • - Else
    • - - Camera - Turn camera mouse rotation Off for player 1
    • - - Camera - Lock camera mouse relative mode Off for player 1
    • - - Variable - Set mode = True

    If I initialize in mouse mode with cursor showing, the map works fine(remove camera setup). But if the map is initialized like this, the cursor does not show in "mouse mode"(rot and rel off)

    EDIT:

    Ok, So I have a solution/Work-around. Instead of running the camera setup in the init, I set it to run at .25 game seconds elapsed. Seems to work well enough.

    Posted in: Triggers
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    posted a message on Tooltip Persistance, how to hide one in use

    The thing is that it is a bag slot border. If I hide and show, it will flicker and wont do so fast enough not to be noticed.

    Posted in: Triggers
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    posted a message on Tooltip Persistance, how to hide one in use

    Thanks for the tips. I tried Nerfpl's suggestion without result. So I am going to have to just suck it up, drink water and drive on. Thank you both.

    Posted in: Triggers
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    posted a message on Tooltip Persistance, how to hide one in use

    I have a button which has a tool-tip. Once this button is pressed, the tool-tip is set to "" with Dialog - Set BagSlotItemBorder[index[0]][index[1]] tooltip to "" for (All players) Now after this, the tool-tip border remains with no content. This remains in place until I activate a new tool-tip by hovering over another button.

    Does anyone know of a method to hide any tool-tip being shown, preferably through triggers?

    I am hesitant to act, but I am about to delete the button and create a new one after pressing it.

    Please tell me there is another way! Help me, Obi-wan Kenobi! You are my only hope!

    Posted in: Triggers
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    posted a message on Camera Driven Aircraft Pitch

    Ok so the hard part is stopping the engine from auto adjusting aircraft pitch...

    Also on this, Is there a way to stop the autoclimb when a flyer approaches a cliff?

    I dont want my banshee to go above and beyond, I want it to crash and burn!!

    Posted in: Triggers
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    posted a message on Rotating a turret through triggers?
    @ibebusiness: I am sorry I was not able to get back to you before you solved it yourself. I am not sure how you fixed your map but I found that you were using a different terrain height than that of my map. I originally set the turret Z to 8.5 so that it looked right on a default map. In your map it was in the ground. I have since reworked my triggers to compensate for terrain height, now that i Know that is an issue. I have also cut out all the unnecessary stuff as well as adding a lot of commenting and a few renamed variables. When I made the triggers I did not expect to be used as a baseline by so many people. Creation Actors To Delete so far: Si Ta Turret Si Ta Sieged Turret Mi Tu Turret For anyone still needing the Turret Rotation Triggers, here you go. New and condensed. Link Removed: http://www.mediafire.com/file/6x4fpmmepx6ld3g/Turret Rotation Essentials.SC2Map I do not log on here often. If you have questions, click my name and send me an email. I will get back to you that way. PS. This should be the updated file with Missile Turret support. Something I plan to do in the near future is adapt this for other turreted units.
    Posted in: Miscellaneous Development
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    posted a message on Pulldown dialog, how to check and see what has been selected.

    Easiest way is to have a text array variable.

    list_items[0] = "Entry 1"
    list_items[1] = "Entry 2"
    list_items[2] = "Entry 3"
    list_items[3] = "Entry 4"
    list_items[4] = "Entry 5"

    when you make the box you can do a pick integer loop to populate it.

    NOW, when you want to check it use the (Integer) term "Selected List Item". This will return an integer depending on which list item is active. Subtract 1 if you are converting to text (due to arrays starting at 0 and list indexes starting at 1) and voila!

    Example:

    Event: Dialog - Any Dialog Item is used by {player number here} with even type Changed Selection

    Action: Debug - Display list_item[((Selected list item of {listbox name here} for {player number here}) - 1)] as debug output using Type 1, and Do display it in the game window

    /endEx

    if you created you pulldown with the variables initialized in your map initialization trigger, then when the box is changed to Entry 3, the debug will output "Entry 3".

    From here out, only use the variable when you want to display the name. In comparing or deciding if something should be done based on the active entry, stick with the selected list item index.

    this may have been a bit here and there. For any help or explanation, click my name and send an email.

    Posted in: Miscellaneous Development
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