I use github via SourceTree. If you keep your maps and mods saved as .sc2components, you can easily track trigger / data xml / layout xml changes between commits. You can see a sample project here.
Also feel free to join us in discord. It's generally more active than the forums.
Echoing what Prodigy said--don't use the UI module except for creating new blank layouts.
Save your map/mod as .sc2components and edit your layouts with notepad++, because animations and stategroups fail to compile in the UI editor.
There's no need for the editor UI previewer (which doesn't really work to begin with) between the in-game UI editor (CTL+ALT+F12) and UI reloading (CTRL+ALT+F11), which lets you update your UI (edit in notepad++ and save) without relaunching SC2 through the editor.
This is the public release of PiratedFloatingText which you can download here or from my assets page.
This mod uses layouts to create smooth animated combat text similar to the combat text found in Heroes of the Storm. Style and directionality options are included for customization. Text styles included as follows: Basic, Basic Crit, Ability, Ability Crit, Healing, Healing Crit, and Status. Crit variants have slightly longer airtime and include a highlighting icon (except for Healing Crit).
Left (Basic)
Middle (Ability Crit)
Right (Healing Crit)
Vertical (Status)
Random (Healing)
I hope you find this useful. The layouts are relatively easy to customize for you own purposes.
I believe the InventoryContainer frames (ContainerPanel00, ContainerPanel01, etc) are hardcoded to scale with Top Left and Bottom Right inventory slots (00 and 10) at map initialization, and thus before your triggers are run.
InventoryContainer dimensions can be manipulate by changing the size of these two slots in a new layout file (and possibly their offsets? I don't quite remember)
Very well done, looks very polished! Gameplay is pretty fun too.
Played the first level a few times and had some UI issues--the biggest was I could not send chat messages (pressing enter would only open the chat box, and not send it o.O).
I'm very interested in seeing how you guys handled your doodad editor, it looks amazing.
I'm using query persistent in that gif. Something weird happens and the the position does not seem to update correctly for query persistent-- which is why creating them periodically does work
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I use github via SourceTree. If you keep your maps and mods saved as .sc2components, you can easily track trigger / data xml / layout xml changes between commits. You can see a sample project here.
Also feel free to join us in discord. It's generally more active than the forums.
0.960062646828504
You could also unit charges (trigger action AddChargeForUnit). They're like custom values except they use a string key instead of an integer index.
Pros
* You can have more than 32 kinds
Cons
* Only positive values can be used, so you'd have to store SomeAttributePositive and SomeAttributeNegative and sum them
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PC or Mac?
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Er, that link doesn't work.
Also, I need him to have the shirt and hat?
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Skin mesh clips through through the shirt :(
https://gfycat.com/gifs/detail/EdibleImpassionedArcticseal
Seems like an easy fix if you could make the shirt mesh a little bigger of maybe hide the torso underneath.
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Echoing what Prodigy said--don't use the UI module except for creating new blank layouts.
Save your map/mod as .sc2components and edit your layouts with notepad++, because animations and stategroups fail to compile in the UI editor.
There's no need for the editor UI previewer (which doesn't really work to begin with) between the in-game UI editor (CTL+ALT+F12) and UI reloading (CTRL+ALT+F11), which lets you update your UI (edit in notepad++ and save) without relaunching SC2 through the editor.
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Updated with Pirated Floating Text asset. Don't let your beautiful combat text be dreams.
1.32756436110385
This is the public release of PiratedFloatingText which you can download here or from my assets page.
This mod uses layouts to create smooth animated combat text similar to the combat text found in Heroes of the Storm. Style and directionality options are included for customization. Text styles included as follows: Basic, Basic Crit, Ability, Ability Crit, Healing, Healing Crit, and Status. Crit variants have slightly longer airtime and include a highlighting icon (except for Healing Crit).
Left (Basic)
Middle (Ability Crit)
Right (Healing Crit)
Vertical (Status)
Random (Healing)
I hope you find this useful. The layouts are relatively easy to customize for you own purposes.
Typical Usage Case
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Pirated Assets includes a status bar template that should point you in the right direction.
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Attach your map and I'll take a look. Sounds like a search filter issue.
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what happens when you check DebugTrace for your rectangle search?
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Inventory UI is special and weird.
I believe the InventoryContainer frames (ContainerPanel00, ContainerPanel01, etc) are hardcoded to scale with Top Left and Bottom Right inventory slots (00 and 10) at map initialization, and thus before your triggers are run.
InventoryContainer dimensions can be manipulate by changing the size of these two slots in a new layout file (and possibly their offsets? I don't quite remember)
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Here
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Very well done, looks very polished! Gameplay is pretty fun too.
Played the first level a few times and had some UI issues--the biggest was I could not send chat messages (pressing enter would only open the chat box, and not send it o.O).
I'm very interested in seeing how you guys handled your doodad editor, it looks amazing.
0
I'm using query persistent in that gif. Something weird happens and the the position does not seem to update correctly for query persistent-- which is why creating them periodically does work