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    posted a message on [Solved] Disappearing Boss Bar

    @SolidSC: Go

    Hard to give any help without any triggers shown, post the triggers here if you don't mind http://peeeq.de/gui.php?game=sc2

    Posted in: Triggers
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    posted a message on Maximum Map Size?

    @JayceeCordova: Go

    No, 256x256 is the maximium

    Posted in: General Chat
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    posted a message on Mapsters

    @MaskedImposter: Go

    You can override the simple command card option for your map with override player option action

    Posted in: Map Feedback
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    posted a message on Mapsters

    @MaskedImposter: Go

    Sorry had an old enEU locale first then i uploaded wrong file, should be up now

    Posted in: Map Feedback
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    posted a message on Mapsters

    @MaskedImposter: Go

    Here you go. Some instructions in the triggers.

    It uses the top row of the units command card rest buttons are hidden away.

    Doesn't use layouts at all.

    Requires void dependencies.

    Posted in: Map Feedback
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    posted a message on Mapsters

    @MaskedImposter: Go

    I don't think its possible to do with the default command panel, seems like its hard coded to hide the buttons when you start targeting. I could try creating modified version of the Lotv Spear of adun command panel

    Posted in: Map Feedback
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    posted a message on Mapsters

    @MaskedImposter: Go

    What are you trying to do?

    Posted in: Map Feedback
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    posted a message on Stop Heroes from Sinking into Ground

    @AmicusSC: Go

    I would try pausing the death animation at the right time, making it freeze on the ground.

    Posted in: Data
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    posted a message on Missile target below ground

    @uroboros1987: Go

    I think this is just a thing that has been happening before but now they just added Error message to it when it happens. Don't think it has any significant impact on anything.

    Posted in: Data
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    posted a message on Thorns, Blade mail and stuff like that in data editor.

    @uroboros1987: Go

    I think there stuff in behavior called "Damage Responses" you could attach damage effect that hits the attacker when struck. Wraith's Evasion cloak uses this.

    Posted in: Data
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    posted a message on How to make command card show on neutral units?

    @Stormahawk: Go

    Make the shop ally with control when you get close to it or are supposed to be able to buy from it.

    Edit1:Oh and if you deselect it make sure you remove the alliance so you can't control map objects etc.

    Edit:2 Better option is to just change the Aspect Shared control with the neutral player.

    Posted in: Data
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    posted a message on Fitting 4 Attributes in 1 Veterancy

    @plumsy460: Go

    Add these to inside a new layout on your map and modify them so they fit.

    I didn't test these but modifying the top offset on these in theory should move them.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Label" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/AttributeLabel1" file="GameUI">
            <Anchor side="Top" relative="$parent/ExperienceBar" pos="Max" offset="26"/>
            <Anchor side="Left" relative="$parent" pos="Mid" offset="60"/>
        </Frame>
        <Frame type="Label" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/AttributeLabel2" file="GameUI">
            <Anchor side="Top" relative="$parent/AttributeLabel1" pos="Max" offset="4"/>
            <Anchor side="Left" relative="$parent/AttributeLabel1" pos="Min" offset="0"/>
        </Frame>
        <Frame type="Label" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/AttributeLabel3" file="GameUI">
            <Anchor side="Top" relative="$parent/AttributeLabel2" pos="Max" offset="4"/>
            <Anchor side="Left" relative="$parent/AttributeLabel2" pos="Min" offset="0"/>
        </Frame>
        <Frame type="Label" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/AttributeLabel4" file="GameUI">
            <Anchor side="Top" relative="$parent/AttributeLabel3" pos="Max" offset="4"/>
            <Anchor side="Left" relative="$parent/AttributeLabel3" pos="Min" offset="0"/>
        </Frame>
        <Frame type="Label" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/AttributeLabel5" file="GameUI">
            <Anchor side="Top" relative="$parent/AttributeLabel4" pos="Max" offset="4"/>
            <Anchor side="Left" relative="$parent/AttributeLabel4" pos="Min" offset="0"/>
        </Frame>
    </Desc>
    

    You can open control + alt + F12 ingame to get the ingame UI editor to get more info about frames.

    Posted in: Data
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    posted a message on Subgroup priority sorting same values.

    @FunkyUserName: Go

    Where is the unit handle? How do i get it or use it?

    Posted in: Triggers
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    posted a message on Subgroup priority sorting same values.

    Hey! I am doing a rework of the UI, and i am trying to work out the life, shields, energy and name of the first unit from the subgroup you have selected.

    Currently i am sorting selected units by their subgroup priority and saving the position of the first units of the subgroup in a string.

    This works perfectly but when units have the same subgroup priority it messes up and displays wrong units info.

    So my question: Is there way to get units creation time or when its spawned in the map. Or is there a another way to sort same subgroup priority units?

    Because that seems to be the way subgroups are sorted if the subgroups are same. I had an idea of picking all units in the map because i think they are sorted by time of creation, then comparing if the unit is the same. But that way seems very inefficient for the triggers and might cause lag.

    Posted in: Triggers
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    posted a message on Ability buffs unit on next attack to add buff

    @Torewin: Go

    Maybe a set or switch on the units weapon effect with a remove behavior with a validator check for the behavior. Then deal damage after the remove behavior. No confirmation for this just a idea.

    Posted in: Data
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