To be honest I really just need the art assets from both of these dependencies.
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Feb 4, 2018miketwistam posted a message on Allied Commanders and Warcraft 3 data dependencies together.Posted in: Data
Feb 1, 2018miketwistam posted a message on Allied Commanders and Warcraft 3 data dependencies together.Posted in: Data
Hey guys. So, basically, whenever I try to use these 2 dependencies together I'm getting a lot of errors (mostly sound related, as in all the war3 sounds just vanish). Does anybody else having these issues? Were you able to fix it?
Nov 28, 2017Posted in: Triggers
Okay thanks for all the help guys! Can't wait to take another look at it after work ^_^
Nov 27, 2017Posted in: Triggers
In reply to DrSuperEvil:Thanks for the reply! I'm super terrible at UI Editor and XML though ;( Any chance for a more in-depth guide please? If that's possible <3
Nov 26, 2017Posted in: Triggers
Hey guys! So I'm using the built-in Progress Bar dialog item as an experience bar for my custom commanders in my map, but I'd like to have that fancy and compact circular experience bar with the round dialog item with the level label in the middle like in co-op. Any idea how that can be acheived?
Aug 19, 2016Posted in: General Chat
Quote from TyaArcade: Go
<?xml version="1.0" encoding="utf-8" standalone="yes"?> <Desc> <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer/MutatorList" file="GameUI"> <Anchor side="Right" relative="$parent" pos="Max" offset="2000"/> </Frame> </Desc>
Add this UI layout. It'll move the mutators offscreen.
Thanks for pointing out the right frame name for the UI.
I believe, however, that instead of offsetting the frames you can simply hide them using this bit of code instead of yours.
<?xml version="1.0" encoding="utf-8" standalone="yes"?> <Desc> <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer/MutatorList" file="GameUI"> <Visible val="false"/> </Frame> </Desc>
Jul 13, 2016miketwistam posted a message on cant publish on AM after current patch - stuck at "constructing header file"Posted in: General Chat
I'm working in a mobile game dev company and I'm using Sc2 Editor as a prototyping tool. Not being able to publish maps drastically impacts my work in a negative way. And here I was advertising the usage of Sc2 Editor as an outstanding prototyping environment. Meh...
Jun 28, 2016Posted in: Data
Quote from DarcZaFire: Go
Currently, Drag Selecting over several units and structures, only selects a structure. How do I make it so it Only selects all the units?
How do I stop a unit from being able to right click onto a resource? (trees are resources in my game)
I'd like to know the solution to your second problem myself. I too have trees as resources and I'd like to have units that do not have the harvest ability to right click them. Anyone got a solution for that?
May 26, 2016miketwistam posted a message on Every N-th unit to be swapped by other unit. Help!Posted in: Data
Hey guys! StormCraft Armies mod project is having a bit of a problem here. I have a normal train ability and 2 units - Footman and Centurion. What I wanna do is that for each Barrack that trains Footmen have Nth Footmen replaced by a Centurion unit. I have managed to achieve that by creating a complex tree of requirements which I'm not very happy with. Does anybody know of a simpler way to to do that? I'd prefer a fully data solution.
Thanks in advance!
Apr 14, 2016miketwistam posted a message on SC2 Simple Online GUI Functions to Galaxy ConverterPosted in: Third Party Tools
whoa, this is a really huge contribution to the mapster and the modding community as a whole.
I personally, would very much like to convert all the GUI triggers into a pure code once I get my programming skills and knowledge to the level which would allow it. And your creation would be a huge help in that!
Feb 23, 2016Posted in: Data
Glad I was able to help with your question. Regarding the limited number of lines, unfortunately, no, there is a limit of (30, I believe?) units which can be trained via a single Train ability. That being said, you can easily give your structures multiple different "train" abilities. Just make sure to add "Prefix"-es to your abilities to help you with marking which is what. It can get messy very soon if you give tons of abilities to a unit with similar names.
Feb 22, 2016Posted in: Data
Hey there! Check the "Requirements" tab in the editor. It has everything you need to set it up. Basically, you will see 2 things there "Use" and "Show". If you don't want your players to see the Tal'Darim Zealot before they research the upgrade, then just add in the "Show" - a new requirement - "Count Upgrade" -> choose the upgrade you want. Now, the second part. You must hide the generic Zaelot from that same spot. Create a new requirement for the Generic Zaelot and add in the "Show" - new requirement - and first add "NOT" and then "Count Upgrade" - that same upgrade you should research for getting Ta'lDarims.
That's it for the "requirements". Then, you should go to the "Ability" tab and look into your "Train" ability, which traines Zaelots and Tal'Darim. Add the requirements to the respective Zaelots and voila.
If you have any more questions, feel free to ask.
Jan 11, 2016Posted in: Team Recruitment
Well, all I can say is that, while I don't personally know him, I've interracted with Funky in a very specific way: every time I searched for something on mapster, I stumbled upon a very interesting post and/or comment by Funky which either helped me a lot with my issue or gave me a whole new idea of doing it. So, yeah, he is indeed a very valuable member of SC2Mapster and StormCraft Armies wouldn't be possible if not for his unknowing help.
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