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    posted a message on Dialog Button Hot Key

    @iMisu: Go

    You need to define them in the UI Layout with this tag; ex. <Shortcut val="Control+H"/>

    Posted in: Triggers
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    posted a message on Animated picture ?

    @Kloupz: Go In UI editor its possible to do sheet animation, Blizzard do bunch of things with animated images like cooldown display, auto cast for example.

    Main way to get these setup is defining how many columns and the overall animation count in that sheet.

    Then you need to define the texture coordinates that is displayed on the actual image in-game.


     <TextureCoords top="0.0" left="0.0" bottom="0.125" right="0.125"/>

    This looks for these scaled coordinates in your sheet image and displays each "frame" of the animation incrementally for each frame. This one starts from the top left and shows a 1/8 portion of the image, adjust these values to fit your animation frame size.

    Here's bunch of tags directly related to animation images.

            <AnimDuration val="600"/> <!-- Self Explanatory -->
            <AnimColumns val="4"/> <!-- Column count of your animation sheet | | | -->
            <AnimCount val="64"/> <!-- Overall count of the animation frames in your image. -->
            <Animating val="true"/> <!-- Maybe used by the code? -->
            <ManagedAnim val="true"/> <!-- Not sure -->
            <LoopingAnim val="true"/>  <!-- Self explanatory -->

    Here's an example of one cooldown animation.

            <Frame type="Image" name="NormalImage">
                <TextureType val="Normal"/>
                <TextureCoords top="0.0" left="0.0" bottom="0.125" right="0.0625"/>
                <Texture val="@UI/ButtonCooldown"/>
                <AnimColumns val="16"/>
                <AnimCount val="128"/>
                <Animating val="True"/>
                <ManagedAnim val="False"/>
            <!-- I scrapped the non-essentials from this by the way -->


    Hopefully this made sense, i'm happy to help if you have troubles with this. GL!


    Posted in: Artist Tavern
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    posted a message on Discord: A custom campaign for Starcraft II

    First off i really liked the maps and these are really good so far.

    I played all the maps and will be uploading the gameplay on youtube.

    • 1st Mission - Pretty straightforward micro introduction mission some bugs i noticed on this map. Umojan marine has a no name. Trooper has a Tychus description. Heroes shield armor don't have a name.
    • 2nd Mission - I think the transport path should be displayed in the minimap. I couldn't finish this mission due to path blocking the second transport. I cleared the pathing problem but then the transport went to the end beacon, didn't trigger anything and just stood at the beacon for some time after disappearing.
    • 3rd Mission - This was nice mission but so hard on brutal but i managed to win barely, didn't really notice any bugs here.
    • 4th Mission - I think there should be reminder for the player at some point on the counting down timer, first time i didn't even notice there was timer. This map took me the longest but i really enjoyed playing with warhounds!

    Excited for more! Here's the first mission gameplay, the video cropping will be fixed on 3rd mission. https://goo.gl/uvLZXd

    Posted in: Map Feedback
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    posted a message on Spine Crawler selection [SOLVED]

    @Terhonator: Go

    In the models data, field

    Art: Selection Layer

    Posted in: Data
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    posted a message on ModelAddition actor scaling on units with scale

    @Demtrod: Go

    Make a new model for the addition and scale that model.

    Edit: Data field "Accepted Property Transfers" has scale that might also fix it i am not sure tough

    Posted in: Data
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    posted a message on Bosses With 0 Triggering Fun Or SHIT?

    @abvdzh: Go

    That's so cool. I think it could work but any terrain would mess up the kiting, and the fight couldn't last very long due to the kiting going 1 direction.

    This would be nice for a like mini boss fight or like a special unit in the map

    Posted in: Miscellaneous Development
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    posted a message on Actor Dump Messages

    @Daara87: Go

    I tried the examples and none worked for me, maybe it's bugged or disabled. Also, the top comment in the site you linked is about actor dumps not working

    Posted in: General Chat
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    posted a message on Feedback on my terrain

    @Demtrod: Go

    Pictures! I looked at it and it was pretty nice looking, but upload some pictures for people. esp since its only uploaded on EU

    Posted in: Terrain
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    posted a message on Extra data and map switching.

    Hey! I have some questions.

    What is the new "Extra Data" in Data -> Extra Data.

    The default directory when you start adding extra data is Starcraft Maps folder, so could you do map switching with this in arcade?

    If so how would you get Map Path for the map switch, i tried to print out the map string of a arcade map but it's just a blank string.

    Posted in: Miscellaneous Development
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    posted a message on Player's Name Condition Check

    @WesMan00: Go

    You need their ingame handle. The developer of Starcrafts mod made a map for people to get their SC2 handle

    Here is a link to that video where he explains it.

    Edit: Oh and once you have their handle you can loop through every player in the game and compare their handle and see if matches to the ones you have stored in your map

    Posted in: Triggers
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    posted a message on UI Animation problem

    @Ahli634: Go

    Alright, thank you for the fast answer.

    Posted in: UI Development
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    posted a message on UI Animation problem


    Posted in: UI Development
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    posted a message on UI Animation problem

    Hey! Im am just trying to learn how to use the new animation stuff in the UI editor but every time i set something up it works but once i save and quit the editor it gets messed up and the editor adds some new lines in that breaks the animation.

    This is what i copied from the LotV_MissionLaunchUI to my own layout

                    <Animation name="Highlight">
                        <Event event="OnShown" action="Reset" frame="$parent"/>
                        <Event event="OnShown" action="DirectionForward" frame="$parent"/>
                        <Event event="OnShown" action="Play" frame="$parent"/>
                        <Controller type="LayerUV" layer="0" side="Left" relative="false" sidelock="false" end="Loop">						
                            <Key type="Curve" time="0" value="1" out="slow"/>
                            <Key type="Curve" time="2.4" value="-0.8" in="fast" out="slow"/>
                            <Key type="Curve" time="3.4" value="-1" out="fast"/>
                            <Key type="Curve" time="6.0" value="-1" in="step"/>
                        <Controller type="LayerUV" layer="0" side="Right" relative="false" sidelock="false" end="Loop">
                            <Key type="Curve" time="0" value="2" out="slow"/>
                            <Key type="Curve" time="2.4" value="0.3" in="fast" out="slow"/>
                            <Key type="Curve" time="3.4" value="0" out="fast"/>
                            <Key type="Curve" time="6.0" value="0" in="step"/>

    But once i save my own layout and restart the editor this is what there is instead

                <Animation name="Highlight">
                    <Event event="OnShown" action="Reset,DirectionForward,Play" frame="$parent"/>
                    <Controller name="LayerUV_0" type="LayerUV" end="Loop" frame="$this">
                        <Key type="Curve" time="0.000" value="1.000000" inout="Linear,Slow"/>
                        <Key type="Curve" time="2.400" value="-0.800000" inout="Fast,Slow"/>
                        <Key type="Curve" time="3.400" value="-1.000000" inout="Linear,Fast"/>
                        <Key type="Curve" time="6.000" value="-1.000000" inout="Step,Linear"/>
     side="Top" layer="0" relative="false" sidelock="false"                </Controller>
                    <Controller name="LayerUV_1" type="LayerUV" end="Loop" frame="$this">
                        <Key type="Curve" time="0.000" value="2.000000" inout="Linear,Slow"/>
                        <Key type="Curve" time="2.400" value="0.300000" inout="Fast,Slow"/>
                        <Key type="Curve" time="3.400" value="0.000000" inout="Linear,Fast"/>
                        <Key type="Curve" time="6.000" value="0.000000" inout="Step,Linear"/>
     side="Bottom" layer="0" relative="false" sidelock="false"                </Controller>

    I have setup <DescFlags val="Locked"/> but that doesn't seem to do anything.
    Would appreciate any help on this.

    Posted in: UI Development
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    posted a message on WASD - Lag_Free - Data Only - 8 directions

    That's really cool i managed to do mostly data but still needed trigger event for releasing the key.

    Noticed a "bug" on this one where if you press left then right the mech spazzes out trying to go both direction.

    On my own version i have only 1 switch that checks for every direction and issues the unit to stop if it's trying to go both directions.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Dialog] Creating a Scrollbar

    @willuwontu: Go

    Ah yeah its for buttons basically.

    1 State images just take the whole image and display on the its area. 2 State cuts the image in middle and first state shows the top part of the image, second state displays the bottom part of the image

    2 State Button Image


    I think you can do 3 state or more but i don't how you activate those Blizzard files have some images with 3 states at least.

    Just a quick explanation hope this helped. :)

    Posted in: Tutorials
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