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    posted a message on [ Editor Collapse and collapse all the time ]

    Trying to remove a created and not needed Validator makes the Editor Collapse as well. 

     

    I just waist to much time now. Almost Imposible to make any changes or modifications making a Mode or a Map.

     

    / :

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Anyones editor just crashes for no reason? Does anyone know the cause?

    In reply to BozoOvermind:

     Is the browser, it drain all the memory of your Editor.
    Restart , not turn off. Restart your computer it will clear the cache and run for a wile again.
    Sorry reading this a bit late. 10 months ( ;
     
     
    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [ Editor Collapse and collapse all the time ]

    I notes that it collapse normally after we call the browser.  when ? To replace a Behavior, or Change a Validator, or Button, etc. 

    The Browser drain all the memory , and it collapse. Not always but just with the browser uses.

     

    Hope they find the way to repair that soon.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Custom Cursors?

    Yes. Was there Thanks. ( :

    I was looking every ware I do not know how I didn’t saw it.

    Now is working: Modified Weapons on depending the Protoss Faction.

     

    And about unit attributes with the Buff behaviour:  I couldn’t make modify the unit. It just do not changed nothing.

    But in the upgrade yes. It works. Example: After Archon is upgraded to Taldarim:  Then the instruction added to add Energy to archon in the upgrade it modify the unit. Working and tested. ( ;

     

    So,, [Solved]

     

    Thanks Again.

     

    Posted in: UI Development
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

     

     As u know after behavior is applied on unit, u have a small dialog window telling u,, behavior is there.
    It is a way to hide this small behavior dialog on unit? I just do not find a hide flag to check.

    And second question. What about the attributes?, Did u tried to add and remove energy on a unit?

    Archon need energy in the taldarim faction. If it is not posible I will change the abilities to a timer. Or just add the energy to the unit.

    [Solved it can be done on the Upgrade ].

     

    Now looking to make desapear the Bahavior dialog on unit.

     

     
    Posted in: UI Development
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    posted a message on [ Editor Collapse and collapse all the time ]

    As we all know after the last updates Editor Collapse with no reason. Not enough memory? Or whatever.

     

    But now the new bad thing in the nice and powerful editor is.

     

    After it collapse with no saving changes. It removes all your tabs and you must set all again, every time

     

    It is Boring. Hope they fix that soon.

     

    In the last 2 hours it collapsed 2 times. / :

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

     Ok. I did it. Thank u.

    It is working now. Really Useful tip.

    Community can learn about it.

    How?

    1- Weapon Removed from unit. In Immortal u must let the turret and remove just the weapon.

    2- Create a behavior Buff and in the slot Weapons add the weapon. And with a requirement or Validator. (This will add or Remove the weapon).

    3.- Create a 2nd behavior Buff for the next weapon in the slot Weapons. And with a requirement or Validator. (This will add or Remove the weapon).

    4.- Back to unit. Add ur created Behaviors in unit.

     

    Done; Weapon Enabled showing the Weapon, and Weapon Disabled hided.

    Enjoy, Thanks to DrSuperEvil tip.

     
    Posted in: UI Development
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

     Oooo. Grate Idea. 
    Thanks I will try after upgrade and the behaviour able or disable the weapon  for Immortal Taldarim and Colossus Taldarim.
    Posted in: UI Development
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

    I think yes. Example:  the Immortal Taldarim is using another weapon. And In XML I’m hiding the Taldarim weapon at the moment and with a requirement activate it, if Taldarim upgrade is on,, and the original weapon get off.

    All units are the originals, I´m not using Immortal Taldarim or another units.  Just the model by Actor and Abilities are activated by requirements hiding or showing buttons.

    All this is on the Art Camp Mod. ( Protoss Factions - Terran Factions- Zerg Factions).

     

    We will have better maps and Small Camp created by the comunity.  ( :

     

    Back to console and cursor.

    I see flags in the Console Skin XML file, it is the reason I think I can call it the same way.

    I made a script and interact with the XML files.

     

    So,, from this point I can tell you have to be somewhere in the engine, how they call the Console and the Mouse, and I´m looking for it.

     

    Example: All here below are original blizzard functions. But I´m just showing how can be.  

     

    const int   c_uiModeConsole                 = 2;

    const int c_syncFrameTypeConsolePanel           = 31;

    if(TechTreeUpgradeCount(player, "DarkProtoss" , c_techCountCompleteOnly) > 0) {

    ConsoleCommand (string inText, bool allowDefault, bool allowMacros); (This is for a text)

    or

    // Value modification by type (only works for fields flagged as modifiable in the catalog)

    UserDataSetModel (string inType, string inInstance, string inField, int inIndex, string inValue); (Flaged Models)

    or

    UISetMode (playergroup players, int mode, fixed duration);

    UISetCursorVisible (playergroup players, bool isCursorVisible);

    UISetCursorAutoHide (playergroup players, bool autoHide, fixed delay);

    }

    Plus in campaign have to be the way how they call the consoles.

    All this is new for me, I never worked on UI.  /:

     

    Anyway is just an Idea, I will keep looking and trying.

    Posted in: UI Development
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

     Itersting. But can u be more specific.
    Posted in: UI Development
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    posted a message on Custom Cursors?

    Me too, I’m looking every ware in the web, and trying by myself as well. Long time ago I saw something related to change weapons in units by flags in galaxy. This by the green tea Team. I have all the green tea files hope to find something useful.

     

    AI.Galaxy  or Natives.Galaxy have something related but must I explore too. 

     

    I have to find out how to change it. Cursor and Console with a upgrade. How? I don’t really know, but I will find it.

    My Protoss full factions is ready and I cannot upload it, until that is fixed. (Just Nexus Taldarim Decal TC pending to work it out)

     

     

    Posted in: UI Development
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    posted a message on [Solved] Replicant Ref_Target Error

    Same problem with Leviathan tentacle. Copy and paste each leviathan A- B- C -D  tentacle and exclude this.

     

    <!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->

    Posted in: Art Assets
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    posted a message on Custom Cursors?

    In reply to DrSuperEvil:

     Hi there,

    This is working in a single map, just rename the files.

    Is all knowledge I can offer u at the moment. Same for Console, just rename the Imported Console files, and done for this map.

    As soon I find something more manageable I will post it here. 

    Posted in: UI Development
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    posted a message on Custom Cursors?

    Thanks too.

     

    I was using *.tga thats works well but *.dds is the way.

    Posted in: UI Development
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    posted a message on [ Check Video - Full Protoss Factions Mode ready. Just last details ]

    Marauder Attack --> Replicant error fixed. 

     

    I recalled the full Actor again without the ImpactAttachQuery Methods

    It is present by default, so do not have to be called.  I think so.

    Anyway its works perfect and inclusive after research the grenades it slow target.

     

    Copy and paste this in your Actor XML data here below. It will fix the problem and still 100 % Functional.

     

    <CActorAction id="MarauderAttackLeft" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMLeft">
    <LaunchAttachQuery Methods="AMFilterWeaponLeft"/>
    <LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
    <ContainerAssets Sound="Marauder_AttackLaunch"/>
    <ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackLeftOffset"/>
    <Missile value="MarauderAttackMissile"/>
    <!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
    <ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
    <ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
    <ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
    </CActorAction>
    <CActorAction id="MarauderAttackRight" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMRight">
    <LaunchAttachQuery Methods="AMFilterWeaponRight"/>
    <LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
    <ContainerAssets Sound="Marauder_AttackLaunch"/>
    <ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackRightOffset"/>
    <Missile value="MarauderAttackMissile"/>
    <!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
    <ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
    <ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
    <ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
    </CActorAction>

    Posted in: Artist Tavern
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