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    posted a message on Set Veteracy by a Trigger? Help?

    @SC2UniversalDomination: Go

    "Catalog Field Value Set" Might do the trick through triggers, not sure. But you can make making easier data changes with the control + D hotkey or viewing the data editor in XML view and just copy paste earlier values and modify them to your needs.

    Edit: Nvm Catalog Field Value Set wont to the trick since it needs to be in the data already.

    Posted in: Triggers
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    posted a message on Placement reacting to power levels?

    @Amaroq64:

    Only thing i can think of doing this is creating a custom placement actor made through triggers then tracking mouse position and comparing power level at the mouse point then model swapping the actors model depending on the level.

    You could then somehow make dialog to display images/labels maybe attached to a dummy unit that is moved to the mouse position all times.
    There might be data solution but idk.

    Posted in: Data
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    posted a message on Player properties effecting projectile damage? [Solved]

    @KradDrol1:

    I could take a look. No promises

    Posted in: Data
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    posted a message on Show Leaderboard not working for Triggering player [Solved]

    @KradDrol1:

    Not sure why this is, but maybe the fact your are showing ALL leaderboards to the triggering player and not a specific one has something to do with it. Try setting your created leaderboard to a variable and then showing that specific leaderboard with the action "Show/Hide Leaderboard".

    Posted in: Triggers
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    posted a message on F1 F2 for heroes

    @ACARACO:

    Don't really think you can mess with this stuff because they are hotkeys in the game menu. But if you somehow make it so you dont have idle workers or army hotkey tagged units in the game. Then you can make it through triggers that when F1 key is pressed it selects your first hero then F2 second

    But then again people might have other stuff bound to those keys. Don't really know how you would solve this, i personally would just keep the defaults.

    Posted in: Miscellaneous Development
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    posted a message on Selection Priority?

    @MaskedImposter:

    Go to spider mine model and change selection layer from 3 to 0
    Field    Spider Mine
     (Basic) Art: Selection Layer    0

    Edit: oh sorry didin't read the edit, you already figured this out. nvm then

    Posted in: Data
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    posted a message on Dialog/UI Requests

    Introduction

    Hello you! I am offering to help you with your trigger dialog / UI problems & questions & requests. If your problem seems too time consuming to create, i will give you guidance but wont make the request for you.

    I have been working with dialogs for sometime and i have learned quite alot about them and want to share this info to others who might struggle with this. I mainly work with trigger editor with dialogs but use UI Layouts when i need them to achieve certain thing.

    Requesting

    • Don't PM me. Post on this thread so other people looking for this info will find answers easily.
    • Explain what you need or want from your UI/dialog in single post. So one request won't clutter too much.
    • If you need to give more info after you have submitted a post. Edit it into your post at the bottom
    • If i need more info about your request i will PM you.
    • After i have finished on your request i will reply to your post.
    Posted in: Team Recruitment
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    posted a message on Where should i post this?

    Hey! I consider myself somewhat good at UI/dialog stuff in the editor and want to help others in their projects. So i was thinking of making a thread somewhere people can post their problem/request and i will try to help thjem or make it to the best of my ability. So what sub-forum should i post this in?

    Posted in: General Chat
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    posted a message on Pre Game Lobby

    @lonestarkiller:
    Post i made in this thread http://www.sc2mapster.com/forums/development/triggers/80313-choose-custom-race-window-base-location-triggers

    Quote from Knallertton:
    You can actually make it so you can choose custom race in the lobby by going to Map -> Game Attributes then defining new PLAYER attribute and listing all races available in your game, this will be separate of real "race" so it won't affect anything in game comes with choosing race. After you have made you attribute you need to make it so it shows up in the lobby, by going to Map -> Game Variants and removing normal race selection and adding your custom attribute as the race selector. Then when the game starts you can get their selection of the race by doing a comparison of "Attribute Player Value"  

    General - If (Conditions) then do (Actions) else do (Actions)

     If (Custom Race Attribute value for player 1) == Custom Race

    You can also do this for the spawn position for example "Spawn Location" - Random, Top Left, Top Right... etc..

    ----
    I hope this helps.

    Posted in: UI Development
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    posted a message on [WIP] Micro Trainer

    Micro Trainer

    Introduction

    This project is continuation of my earlier project called "Knalle Micro Map" posted on Teamliquid which was inspired by Darglein's Micro Trainer. I hope this map will give new players some new skills and veterans tough challenges to beat.

    Features

    Currently planned features

    Campaing:

    This mode will replicate Blizzards Starcraft Masters and Challenges introduced in WoL launch in style.

    • Different difficulty levels
    Sandbox:

    This mode will copy the style of my old version. But with more challenges, arenas and better gameplay with multiple players.

    • Allows players to create their own challenges that are saved and can be played against your friends or the AI.
    • 6 Player limit, everyone can play against an AI or another player at the same time. Just in a different Arena.
    Other:
    • Custom AI: Script for every unit type. That micros depending on set of changeable constraints (this is very ambitious but i have done it for few units like Infestor, Baneling, High Templar before)
    • Achievements: these will be introduced when the map is pretty much finished otherwise.

    State

    The current state of this map is very early. Working on the UI at the moment. After that is done i can start making the challenges very fast.

    My plan to fully release this map is sometime after Legacy of the Void has released. Mainly because i want to use some of the features rumored to be in LotV editor.

    Also if you have ideas for a challenge or a scenario please send it my way! I don't have a list at the moment for planned challenges and features but i will edit it in when i have.

    Made short AI/UI showcase:

    Credits

    • Terraining done by Phaenoman
    Posted in: Project Workplace
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    posted a message on Suiciding units without the AI rebuilding them

    If they are pre placed in the terrain editor, you can modify the bully counts by selecting the unit and going to its properties (Hitting Enter while it is selected) Then to the 2nd tab "AI" and set "Rebuild Count" to never on your difficulty. This should make the AI not build it again once the unit dies.

    Posted in: Triggers
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    posted a message on Ability Panel

    @Narudek: Go

    I made it as example for help, but i can't make the whole thing for you. Sorry :)

    Posted in: Triggers
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    posted a message on Ability Panel

    This is workaround method that i made in triggers. It has one AOE spell and single target ability. It tries to replicate actual ability casting, but you can't do everything atm and i did not even want to try.

    Bugs atm

    • Snipe targeting reticule get left behind when unit dies.
    • You have to target the flyer helper under flying units to hit with Snipe
    • Units that are shown to be hit by aoe spell is not perfect
    Posted in: Triggers
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    posted a message on changing the UI upgrade icons

    @Bilxor: Go From triggers manually = Action - Catalog Field Value Set

    Catalog - Set value of Weapons GuassRifle Icon for player (Triggering player) to "Assets/Textures/btn-upgrade-terran-infantryweaponslevel0.dds"

    From data editor =

    • Upgrades - Terran Infrantry Weapons Level 1
    • (Basic) Upgrade: Effects +
    • (Basic) Upgrade: Effect 12 - Set:Weapon - Marine - C-14 Gauss Rifle: Icon:Assets\Textures\btn-upgrade-terran-infantryweaponslevel1.dds

    Changing the icon will change to what it will change to when you upgrade it.

    Use Control + D if you are going to change multiple field values helps with time opening/closing GUI menus

    Posted in: Data
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    posted a message on Flipping Dialog Images

    @FunkyUserName: Go Yes i am aware of rotations. I am looking to able flip the image completely like in image editing softwares. But i am starting feel like this is impossible to do.

    Posted in: Galaxy Scripting
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