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    posted a message on How to change the "Rank" name ingame ? (More questions to come)

    @samourai23: Go

    There are plenty of tutorials on actors in the link in my signature. You'll see 3 dialogs on the right when you make a new event. The first says message type. This you'll put as upgrade finalized, then the second dropdown you pick the upgrade you want, then the third you leave default. Then you'll need to go to the other piece of the event you haven't touched yet that has the "target" field and some others. you'll want to change the Message Type dropdown on that to be "set tint color". That should let you change the color of a unit when an upgrade finishes. If that's not enough, please check out a few tutorials about actors.

    Posted in: Data
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    posted a message on How to change the "Rank" name ingame ? (More questions to come)

    Basically, you need to make an event in the actor, for when an upgrade finishes or an effect fires, to change the color of the unit. You said you knew how to do that so I won't go too in depth there. But it shouldn't be too difficult. The main thing to realize is that it's all done through the actor.

    Posted in: Data
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    posted a message on Pulse

    The Haunted Forest map by Bounty is pretty eerie like the feeling you're describing. Maybe check it out for inspiration. It has jumpscares though, so it's not for everyone. This is a pretty accomplish-able concept, but it would take me a bit of time to do, which I just don't have right now. If you ever want to take a crack at it, there's plenty of tutorials in my signature to help you out.

    Posted in: Map Suggestions/Requests
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    posted a message on RPG made easy - using Orion

    All of those are doable yourself if you feel confident enough to be able to make pretty looking UI.

    Inventory and Items
    Charactrer Window
    Quests
    Save/Load

    All of these links come from the tutorial link in my signature. I encourage you to explore some others to get a better understanding. The UI parts especially, you will really just have to learn how to make dialogs, and once you learn the basic concept, it's easy to customize it until it looks how you want. On a side note, looking through these tutorials gave me a few ideas for my own tutorial series, so thanks haha.

    Posted in: Tutorials
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    posted a message on Modify TooltipAppender through triggers

    I'm surprised no one here answered this post in an entire year. Also it even says in the editor loading screen, that Blizzard does not support direct editor questions, so please don't ever expect and editor answer from them.

    I wish I could help you, but I don't understand your problem. Do you just want to fit 14 abilities in one command card screen? If so you can make a custom command card like how all the MOBA arcade games have custom command cards to make it flat across the bottom. I know there's a tutorial around here for that. This tutorial by OneTwo includes content about that if you're interested you would just have to make it how you want it, maybe a 5x5 or a 4x5 command card.

    Posted in: Galaxy Scripting
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    posted a message on Hi everyone

    There are plenty of tutorials around here. You can check the link in my signature for just about anything you need.

    Posted in: General Chat
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    posted a message on StarCraft Universe Cinematic Trailer, Gameplay Trailer, and Open Beta Release

    Around 300k views in just a few days on both your trailers. I never knew that many people still were interested in the StarCraft II Arcade. You guys are quite good with the editor.

    Posted in: General Chat
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    posted a message on Execute an action when a user attacks another user when they both have a non-aggression pact?

    You mean like when a player attacks his own ally? You could try "unit takes damage", and you can check if the owner of the damaging unit is allied with the attacked player. You could also try "unit attribute changes" which should have a life option for attribute.

    Posted in: Triggers
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    posted a message on How to make zombies attack all expansions? Not just start location.

    You could place regions, and have events checking for when a building is placed in the region or even unit enters region but never leaves. then let the zombies attack in the region.

    Posted in: Triggers
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    posted a message on [unlsolved] Structures without footprint

    @ZenonMalinowski: Go

    give it a doodad footprint, then it will have no collision and can be placed most places.

    Posted in: Data
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    posted a message on Teleportation Ability [SOLVED]

    @JEGCPR: Go

    There's the easy way, which would be to create a new ability that does nothing, add it to your hero. Then in triggers you'd put as an event for when a "unit uses 'so and so' ability". To then do the actions of "moving the unit instantly" to the predetermined point which is most likely already placed on the map.

    Then there's the harder way, however, the more "correct way" as it is best to not use triggers for data and abilities, which is what DrSuperEvil is saying how to do above. You would have to potentially do a search effect of the map for a unit that you've intentionally hidden from view, then issue an order for that unit to target the hero,and "teleport" it to the hidden unit's location. You can hide a unit in the advanced options for it in the terrain editor after it has been placed. I think you can still just double click the placed unit to get to that menu. In addition, I don't quite remember where it is, but one of the flags in the ability will allow you to stop the movement during cast. If you're new, it's probably going to take me a whole forum page to describe in detail exactly how to do all this if this small paragraph wasn't enough for you. Maybe look at some of the tutorials in my signature link to help you out with learning data, or if you're in a rush, the easy way should still work, it's just not ideal.

    Posted in: Data
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    posted a message on Marauders!

    both those sound very fun, but I agree, the best maps tend to be the warcraft remakes.

    Posted in: Map Feedback
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    posted a message on Publishing an unlocked map

    @TyaArcade: Go

    Wow I've never thought of doing it like that before. That's a cool way to do it. I may do that on future maps.

    Though usually, I just try not to make features using banks that will have much of an impact on the game if hacked.

    Posted in: General Chat
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    posted a message on Dragon Hunters

    sent a request

    Posted in: Map Feedback
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    posted a message on [Tutorial] Fishy's Playlist

    Updated my playlist with 2 new videos including the requested one by @SamsaraNoMas: Go.

    Posted in: Tutorials
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