Have you watched the video? I'm pretty sure that by "storm", they mean a lightning storm.
Unimpressed with the name. WarCraft, StarCraft, Hearthstone etc all seem better by comparison. Still, it's just a name.
Not sure if serious. I'm not a fan of the name either, but that's not the storm they mean. And yes, I've seen the video. It's a CarBot animation, though, so I wouldn't use that as a basis for anything other than the name being changed.
This doesn't have anything to do with Aeon of Storms, does it?
A blizzard is a type of storm. Considering "Sons of the Storm" uses "storm" as a synonym for Blizzard, I'm guessing that's what they meant for this title as well.
I had issues trying to move it via the SC2Layout, but you can do it with Triggers instead.
Use the "Hookup Standard Dialog Item" Action, set the Type" to "Panel" and Name: to "UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor".
Then use the "Move Dialog Item" Action to move it to the bottom right.
Without seeing what you want the top to look like, the easiest way (and I believe this is the way both Blizzard and TOFU did it) is to make the bar in layers and make a background layer of the bar that can just be duplicated/extended all the way across the screen. For example in that TOFU screenshot, that thin gray bar on top is probably a separate dialog that expands across the screen under all the other elements, making you think they are all one large connected bar.
I don't think you posted at the wrong time, you just have to be patient. :P
As far as I know, the method for setting up a Cursor Splat hasn't changed. Basically go to that AoE ability that you want to modify and find the "Cursor Splat" Actor that links to it. Change that Actor's "Art: Model" to "Psi Storm Cursor Splat".
For the Wormhole Transit ability, find the "Wormhole Transit Teleport Move" Effect and change the "Target: Target +" to "Target Unit".
You should read up on it by checking out some of the pinned threads in this forum, as well as the slightly outdated http://www.sc2mapster.com/forums/resources/tutorials/20323-ui-sc2layout-files-override-method-aiurchef-method/. The code for moving the minimap and hiding the bottom consoles can be found in that thread, though you'd be adding them to a new SC2Layout in the UI Editor rather than importing them as an SC2Layout file. Regardless the code should be the same.
As for the black bar on the bottom, the code for that is:
I'm not sure about the build order button (I've been trying to figure that one out myself as well). As for the races, have you tried setting all the races in the Player Properties to (Any), and then setting the Game Variants race Value for each player to "Terran" while removing Zerg, Protoss, and Random as options?
When you go to the "Map Options..." settings in your Map Properties, is "Hide Battle.net Lobby" checked under the Publishing Options? That's probably doing it, as I think that only affects public games and not private.
This is for a map that I might never finish. I've been working on it for a long time and never seem to be motivated to actually complete the damn thing.
There are UI elements missing from this shot, too. On the left there are "party frames" as this is supposed to be a 6 player co-op map. On the top, I have a custom setup for a timer and resources as well. I just haven't got around to adding that part yet.
Here's the issue that seems to be confusing everyone. Did you save your file as a SC2Mod or SC2Map file? If you saved it as a SC2Map file, then you can just try to publish it to play it online. If you saved it as a SC2Mod file, then you'll need to attach it to a SC2Map file and upload both.
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Not sure if serious. I'm not a fan of the name either, but that's not the storm they mean. And yes, I've seen the video. It's a CarBot animation, though, so I wouldn't use that as a basis for anything other than the name being changed.
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A blizzard is a type of storm. Considering "Sons of the Storm" uses "storm" as a synonym for Blizzard, I'm guessing that's what they meant for this title as well.
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Not to mention at the last one they had a small map community get-together to talk about what we liked and disliked. I hope they do that again.
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Yeah, I'd suggest using Helral's list. Visually you can also use the in-game UI editor for reference.
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I had issues trying to move it via the SC2Layout, but you can do it with Triggers instead.
Use the "Hookup Standard Dialog Item" Action, set the Type" to "Panel" and Name: to "UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor". Then use the "Move Dialog Item" Action to move it to the bottom right.
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Without seeing what you want the top to look like, the easiest way (and I believe this is the way both Blizzard and TOFU did it) is to make the bar in layers and make a background layer of the bar that can just be duplicated/extended all the way across the screen. For example in that TOFU screenshot, that thin gray bar on top is probably a separate dialog that expands across the screen under all the other elements, making you think they are all one large connected bar.
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I don't think you posted at the wrong time, you just have to be patient. :P
As far as I know, the method for setting up a Cursor Splat hasn't changed. Basically go to that AoE ability that you want to modify and find the "Cursor Splat" Actor that links to it. Change that Actor's "Art: Model" to "Psi Storm Cursor Splat".
For the Wormhole Transit ability, find the "Wormhole Transit Teleport Move" Effect and change the "Target: Target +" to "Target Unit".
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I haven't had any issues replacing textures since HotS. Make sure all you have the proper prefixes set up with the underscore included.
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You should read up on it by checking out some of the pinned threads in this forum, as well as the slightly outdated http://www.sc2mapster.com/forums/resources/tutorials/20323-ui-sc2layout-files-override-method-aiurchef-method/. The code for moving the minimap and hiding the bottom consoles can be found in that thread, though you'd be adding them to a new SC2Layout in the UI Editor rather than importing them as an SC2Layout file. Regardless the code should be the same.
As for the black bar on the bottom, the code for that is:
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I'm not sure about the build order button (I've been trying to figure that one out myself as well). As for the races, have you tried setting all the races in the Player Properties to (Any), and then setting the Game Variants race Value for each player to "Terran" while removing Zerg, Protoss, and Random as options?
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When you go to the "Map Options..." settings in your Map Properties, is "Hide Battle.net Lobby" checked under the Publishing Options? That's probably doing it, as I think that only affects public games and not private.
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I believe you can move it offscreen and the hotkeys will still be usable.
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You're awesome, Sixen! But you already knew that. :D You'll be missed.
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This is for a map that I might never finish. I've been working on it for a long time and never seem to be motivated to actually complete the damn thing.
There are UI elements missing from this shot, too. On the left there are "party frames" as this is supposed to be a 6 player co-op map. On the top, I have a custom setup for a timer and resources as well. I just haven't got around to adding that part yet.
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@zeye74: Go
There is no attachment.
Here's the issue that seems to be confusing everyone. Did you save your file as a SC2Mod or SC2Map file? If you saved it as a SC2Map file, then you can just try to publish it to play it online. If you saved it as a SC2Mod file, then you'll need to attach it to a SC2Map file and upload both.