• 0

    posted a message on Make actor addition rotate with unit?

    Hello,

     

    Open the Cutscene Editor (Shift+F7), then preview the model you want to add.

    Select the model (from the view or the timeline below).

    Show attach points (A) and open the model's data (Shift+D).

    Look for attach points.

     

    Two cases :

     

    - The model has attach points :

    When you add the sub-actor to your actor via Actor Events, you must specify to which attach point the actor will host the sub-actor.

    Use site operations in the sub-actor to set the attach point (Ex : SOpAttachOrigin, SOpAttachWeapon).

    Schema : Host actor > Sub Actor.

     

    - The model has no attach points :

    Create a "node" actor. This is an ordinary actor but the model is an invisible unit (InvisibleUnit.m3) with some regular attach points.

    You can use an Alias on the "node" to facilitate the process.

    And follow same instructions as the other case.

    Schema : Host actor > Node Actor > Sub Actor.

     

    And you should get your result as you want.

     

    About aliases :

    An alias is a shortcut or a tag given to an Actor. You can use them (amongst many uses) as Host for a sub-actor to quickly do the reference to one of the actors tagged in the scope tree.

    To add an alias, select an Actor, look for the field "Alias+" and write as custom string the name you want. Usually starts with "_".

    Note : An "alias" is slightly different than a "tech alias" (Usually starts with "Alias_") which is used for Prerequisites.

     

    Have a nice day.

     

    Posted in: Data
  • 0

    posted a message on Remove a unit when it gets near map bounds

    Hello,

     

    Solution 1 :

    Use an Event "Unit Enters/Leaves Region".

    Convert the region into a Rectangle Region.

    Look at the attached image.

    Do the math.

    Then, in Actions, remove the triggering unit.

     

    Solution 2 :

    Place a region in the Terrain Editor.

    In trigger, on init map, use "Set Camera Bounds" with the new region and "do" the minimap bounds too.

    Create a new trigger, add an Event "Unit Enters/Leaves Region" with the new region.

    Then, in Actions, remove the triggering unit.

     

    Have a nice day.

    Posted in: Triggers
  • 0

    posted a message on Changing console skin by trigger

    Hello,

     

    I don't know where you found that action.

    However, the suffix name of a console skin is different from its proper name in the shop.

    For example the "Arcade Cabinet" skin is called "ArcadePurple" in UI, or the "Galactic" skin is called "XelNaga" in UI.

     

    I found some IDs in the UI Editor, look for file "ConsoleSkin" or "ConsolePanel". And be sure to read and not stop to the name file (which does not reflect the correct ID).

     

    Have a nice day.

    Posted in: Triggers
  • 0

    posted a message on How to use effect to modify a global counter

    Hello,

     

    It is a false friend. The "User Data" Effect is unrelated to "User Type" Data.

     

    Here to read more : https://sc2mapster.fandom.com/wiki/Data/Effects/UserData

     

    Have a nice day !

    Posted in: Data
  • 0

    posted a message on Need help in mod that will could be used on every map

    Hello,

     

    For that purpose, create a module (which is slightly different than a mod).

     

    The rest is up to you, learn here and there. The forum has many threads you can search.

     

    If I have a tip for a basic understanding, learn from what Blizzard made.

    And understand the links between components (how and why they're linked, rarely hidden).

     

    Have a nice day.

    Posted in: Melee Development
  • 0

    posted a message on Roads transformation problem

    Hello,

     

    After you placed some roads, keep staying on this edit mode i.e. "Add road". Then click on "Tools > Selection tool" or press "Space".

    You will see some green dots on the ground.

     

    In fact, to see them, you must click on the road brush while editing the terrain.

     

    Have a nice day.

    Posted in: Terrain
  • 0

    posted a message on Attack Sound Problem

    Hello,

     

    You may have an Actor of type "Action".

    From there, find the field "Launch Assets +" and add your sound.

     

    If not, create a "Sound" Actor and add actor events "Weapon", "Behavior", "Ability" ...... according to your damage source type. And as action "Create".

     

    Of course, you must create a new sound (or use existing one) in "Sound" tab to link it to the actor.

     

    Have a nice day.

    Posted in: Data
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    posted a message on Flying/Landed buildings and Ignore Terrain Height

    Hello,

     

    I'm not sure to bring any help but here my observations.

     

    I know that when you use Morph or Morph Placement, it does the difference in height between the target and the source units (Ex : Lift Off : 3.25 - 0 = +3.25 ; Land : 0 - 3.25 = -3.25). Then it modifies the unit, applying the addition to its height.

    As far as I know, you can't get the cliff level (thus, the actual height), so you must find a workaround.

     

    I tried to get ride of this calculation to make it manually in actor events :

    A) Get ride of the "FlyerHelper" in Actor Events of the unit : Because the "Morph" Ability is supposed to change the Unit Type (like AddOns or Siege Tank) and is all, not to change the height unit. You won't find any clue if you search in "Morph" Ability fields.

     

    B) As the last resort : Because it's still possible to mimic the "Morph" Ability with Effects (Modify Unit) ... only with height GE 0 (>= 0).

    > "Effect - Instant" Ability => "Set" Effect {"Modify Unit" Effect ; "Give Order" Effect}

    > "Give Order" Effect => "Morph" Ability

     

    Have a nice day.

    Posted in: Data
  • 0

    posted a message on How do you disable Trigger Errors?

    Hello,

     

    Map > Map Properties > Options tab > Hide errors for test documents

     

    But I highly recommend to fix your bugs instead !!

     

    Have a nice day.

    Posted in: Triggers
  • 0

    posted a message on Noob Camera Question

    Hello,

     

    See attached picture.

     

    Set the "field depth" to "Legacy" as default value.

     

    Else, I don't know. Never encountered locked options in camera windows.

     

    Have a nice day.

    Posted in: Cinematic Creation
  • 0

    posted a message on Can terrain be loaded?

    Hello,

     

    Make a save backup of your files and try File > Merge files.

    Pay attention to order !

     

    If you can't get the expected result, then, change the tileset (Map > Map textures) and then do copy / paste (open both maps and switch between them with Window tab). Use the "Selection tool" (Tools > Selection mode) to select terrain squares.

     

    Have a nice day.

    Posted in: Terrain
  • 0

    posted a message on Unit stand Amnie while move

    Hello,

     

    Look for your "Unit" Actor then look for the field "baseline" (see attached picture 1).

     

    When the unit moves, the engine changes its baseline from "Stand" to "Walk" and reversely.

    As you may have seen in the Cutscene Editor, the Starport model has animations lying on properties as follow :

    - Stand

    - Stand Work Start

    - Stand Work

    - Stand Work End

    - Fly Walk

    - Fly Start

    - Fly Stand

    - Fly End

    - Some more about Build voluntarily omitted

     

    In Actor events, you may know that the animation group property "Fly" is applied when the unit lifts off and is removed when the unit lands.

    Properties "Start" and "End" are used when an animation bracket is applied/removed.

    The "Work" property is set from  the macro "BuildAnim".

    But except event 38 (see attached picture 2), there's nothing about "Stand" and "Walk" properties.

     

    The reason is simple, they are "resource-driven" with what engine calls "baseline" animations.

     

    If you replace "Walk" to "Stand" and make your Starport move, it will apply "Fly Stand" instead of "Fly Walk" animation properties.

     

    Have a nice day.

    Posted in: Melee Development
  • 0

    posted a message on Removing A Dependency

    Hello,

     

    This is a very difficult issue to probe and to resolve.

    What I can say is your objects use a link (or more) to the deprecated mod. That means to redo the fusion more carefully or to review each object, one by one (use raw data view CTRL+D to see links without opening heavy windows).

     

    But first of all, why do you want to merge them ? Is it really necessary ? Is it because they are heavy ? Or conflicts appeared between them (which happens when using same IDs --- that's why you prefix ou suffix them) ?

    2 mods can work together as 2 sources for your new map.

     

    Anyway, how did you do the merge ? Manually or with File > Merge files (hotkey "M") ?

     

    Have a nice day ?

    Posted in: Data
  • 0

    posted a message on cant pick up item inside of a hole

    Hello,

     

    Maybe the item is out of range when inside the hole or the path (or trajectory) blocks the unit before it reaches the item.

     

    -8 is not the lowest. It's the lowest height for the lowest "cliff" height, a terrain system.

    However Units can't go below 0 (gameplay limitation with the game grid). You can emulate the fact it's below 0 with Site Operations (Actors) but bla bla bla, the unit height is at 0 in the end.

     

    When an Actor is below the grid, it might be difficult to select it, so it might be difficult to select the Unit. Some Actor aliases can help :

    - "_EditorHelper" adds a pin to make easy the selection when the actor is partly / totally below 0 or covered with a bigger Actor. Works only in Editor.

    - "_Selectable" allows touch tests from the click of your mouse and any object on the straight line. Careful, this one is used with the standard game. Works in Editor and in-game.

     

    You may resolve this issue with a bigger radius for your item, to stick out the cliff borders.

     

    I don't have more ideas at the moment.

     

    Have a nice day !

    Posted in: Data
  • 0

    posted a message on Need help creating a Dialog Item button for a progressing upgrade

    Hello,

     

    It is indeed a UI request. Can repost your image or link to SC2Mapster forum if it's somewhere around, please ?


    PART 1 - UI EDITOR

     

    In the meantime (see attached picture 1), I put a link at the end for an archive with 3 XML files.

    Open the UI Editor and create 4 layouts :

    - MyMainUI

    - MyMainUITemplates

    - MyOverrideLayout

    - MyOverrideUpperContainer :

    MyOverrideUpperContainer will anchor the new main frame to the GameUI frame :

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
            <Frame type="Frame" name="MyMainUI" template="MyMainUI/MyMainUI">
                <Handle val="MyMainUI"/> <!-- This handle allows us to use "$MyMainUI" reference -->
            </Frame>
        </Frame>
    </Desc>

    If you change names, change them inside too.

     

    Bravo, this is your template (see attached picture 1) !

     

    READ FILES ! I inserted some comments to understand what the text does.

     

    To go further :
    - UI Introduction : https://sc2mapster.github.io/ui/2018/02/07/basic-introduction-to-layouts.html

    - UI Editor documentation : https://sc2mapster.fandom.com/wiki/UI_Editor

    - State Groups : https://sc2mapster.fandom.com/wiki/UI/State_Groups

    (And more about frames, referencing, properties, animations etc)

     



    PART 2 - TRIGGER EDITOR

     

    To make it easy to use, we will hook up the button in triggers.

    - Create a "Dialog Item" variable.

    - Create a trigger or action definition to hook up the button (see attached picture 2).

    - Create a trigger to catch the event, when a user clicks on a dialog item. (see attached picture 3). This is a sample, do your things here.

     

    And at this point, you linked the new UI with triggers. You must understand that UI frames are in general templates meant to be specified afterwards. This can be done in many ways, inside the UI Editor or the Trigger Editor.

     

    That means the button can be duplicated, moved and used for different actions, according to your wish.


    Archive :

    SC2_UI_MyCustomButton.zip

     

    Have a nice day !

    Posted in: Triggers
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