To have a button that you can left click.
But you can right click through it.
I.e. when you right click on it, it sends a smart command to whatever is under the button.
WITHOUT using the laggy mouse moved/mouse clicked triggers.
I need something the same as what the "AcceptsMouse" flag on UI items does, with the difference that left clicking the button needs to be allowed.
("AcceptsMouse" flag does the same thing as "Set dialog item accept mouse" trigger.)
Are you just wanting the rally to be set at the very start of the game, or every time a nexus is created there? If at the start of the game you could use something like the following. If for every nexus, do pretty much the same thing but put it in a "Unit is created" trigger.
With the function "Issue Order" or "Issue AI Order"
Set the order type to "Order targeting point"
Set the ability command: "Set rally point" (Nexus - rally)
Set your target point.
Set your desired nexus.
You can use a "record" (in trigger editor right click on left trigger bar and new>record) or press ctrl+U.
A record is basically like a struct, or a class without functions, in which you can store multiple types within the same variable. So for example a record can contain a unit for the item and several stat values for the item.
Then you can create an array of variables of type "item record".
The only downside is that you will have to specify a MAX number of items, since array lengths cannot be changed in-game in SC2.
If you didn't want to have to specify a max number of items, another way you could do it is using custom values. Every unit in the game can be assigned custom values (reals) and you could put all the stats values in there. But if you did this you would have to encode the string values of the items into reals. So it's probably just best to use records and make the array size higher than you think the number of items will ever reach.
@joecab: Go If all you need is a single model, importing it may still be the best option, so you don't force players to load one more dependency because of it. I'd say give both options a few tests. Upload both versions and ask for a few people to try them, see if loading time is longer with HotS added to it.
That's a good point and so is OutsiderXE's. It's extra download time (assuming sc2 has been fully downloaded by the user) vs extra load time (¿untested though?) so the more models you use the more reason you have to add the HotS dependency.
But if you do decide to import them, make sure you don't publish it before 2.1. :P
When I have a large blob of Marines + sieged Tanks selected, and I order them to move, the sieged Tanks start to move too and thus ignores to shoot at enemy units.
Would you mind to show me the trigger to make sieged Tanks not take move-command orders?
Hey, if you haven't worked around it yourself already take a look at this test map I made to test out fixes for this and the other issues that movable sieged tanks had.
E.g.
Attack cooldown being canceled when tank is ordered to move
Move shift-queues being allowed
Attack-move shift-queues being allowed
Tank being allowed to attack units out of range
Basically worked around most of them with triggers, but also made the following data changes:
On "Siege tank - siege" ability, disable the attack ability under "Abilities disabled".
On the sieged tank weapon:
Uncheck weapon options "Only fire at attack target" and "Only fire while attacking"
Set "Allowed Movement" to "Moving"
Set "Arc" to 360
A disadvantage of this trigger method however, is that it might screw up a bit if one player has shared control with another and both are trying to control the same tanks at the same time. And I'm not sure if there are lag implications with large numbers of players.
@DeltaV: Go
6. Create trigger that automatically forces siege tank to hold position when issued a move command (even though it cant move very fast)
There are a few problems with this:
- It prevents the tank from loading into a medivac if you right click a medivac with the tank.
- It resets the shift-clicked attack queued units of the tank.
- It still resets the attack cooldown on the tank. (If you are spam right clicking to move with your army the tank won't attack at all if in selection.)
- It doesn't stop the player from queueing a-moves with the tank, which shouldn't be possible.
@SoulFilcher: Go
From a mapping perspective, in 2.1 do I still need to deactivate Hots dependencies for a person who did not buy Hots to play my map? Or is it going to stay as it has been were people who have Wol need to party up with someone with Hots to play a map with Hots dependencies enabled?
http://us.battle.net/sc2/en/blog/11523759/
"With the advent of Patch 2.1, we're blowing the doors off the Arcade and Custom Game modes by making them completely free to all players."
I assume that "completely free" means that anyone can play any map regardless of dependencies.
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@Mugen245: Go
File >> preferences >> test document >> show trigger debugging window.
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For example (This isn't my map, just a demo)
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@SoulTaker916: Go
To have a button that you can left click.
But you can right click through it.
I.e. when you right click on it, it sends a smart command to whatever is under the button.
WITHOUT using the laggy mouse moved/mouse clicked triggers.
I need something the same as what the "AcceptsMouse" flag on UI items does, with the difference that left clicking the button needs to be allowed.
("AcceptsMouse" flag does the same thing as "Set dialog item accept mouse" trigger.)
0
So this is not possible then right?
I'm going to make a suggestion on battle.net for it.
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Are you just wanting the rally to be set at the very start of the game, or every time a nexus is created there? If at the start of the game you could use something like the following. If for every nexus, do pretty much the same thing but put it in a "Unit is created" trigger.
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@DuckyTheDuck: Go
That's cool, I haven't used them before :)
How much slower is much slower?
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With the function "Issue Order" or "Issue AI Order"
Set the order type to "Order targeting point"
Set the ability command: "Set rally point" (Nexus - rally)
Set your target point.
Set your desired nexus.
e.g.
0
@PerAnimus: Go
You can use a "record" (in trigger editor right click on left trigger bar and new>record) or press ctrl+U.
A record is basically like a struct, or a class without functions, in which you can store multiple types within the same variable. So for example a record can contain a unit for the item and several stat values for the item.
Then you can create an array of variables of type "item record".
The only downside is that you will have to specify a MAX number of items, since array lengths cannot be changed in-game in SC2.
If you didn't want to have to specify a max number of items, another way you could do it is using custom values. Every unit in the game can be assigned custom values (reals) and you could put all the stats values in there. But if you did this you would have to encode the string values of the items into reals. So it's probably just best to use records and make the array size higher than you think the number of items will ever reach.
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There is flash (swf) and movie (ogv) dialog items, but they seem to be disabled for non-blizzard maps, which is quite sad :(
So you'll most likely have to do what SoulTaker said and use an image sequence of tgas or pngs.
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That's a good point and so is OutsiderXE's. It's extra download time (assuming sc2 has been fully downloaded by the user) vs extra load time (¿untested though?) so the more models you use the more reason you have to add the HotS dependency.
But if you do decide to import them, make sure you don't publish it before 2.1. :P
0
Hey, if you haven't worked around it yourself already take a look at this test map I made to test out fixes for this and the other issues that movable sieged tanks had.
E.g.
Basically worked around most of them with triggers, but also made the following data changes:
On the sieged tank weapon:
A disadvantage of this trigger method however, is that it might screw up a bit if one player has shared control with another and both are trying to control the same tanks at the same time. And I'm not sure if there are lag implications with large numbers of players.
(Map is attached)
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:facepalm:
I don't think we are on the same page...If you read the thread again you may understand.
There are a few problems with this:
- It prevents the tank from loading into a medivac if you right click a medivac with the tank.
- It resets the shift-clicked attack queued units of the tank.
- It still resets the attack cooldown on the tank. (If you are spam right clicking to move with your army the tank won't attack at all if in selection.)
- It doesn't stop the player from queueing a-moves with the tank, which shouldn't be possible.
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@SoulTaker916: Go
I can tell you right now that it's none of those things. Tbh it sounds like you haven't looked at it in the editor.
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http://us.battle.net/sc2/en/blog/11523759/ "With the advent of Patch 2.1, we're blowing the doors off the Arcade and Custom Game modes by making them completely free to all players."
I assume that "completely free" means that anyone can play any map regardless of dependencies.
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@joecab: Go
But the whole arcade is going to be free with patch 2.1 so doesn't that mean you can use any dependencies you want?