• 0

    posted a message on [SOLVED] Is it Possible: Remove Bottom Information from the Veterancy Behavior?
    <Frame type="InfoPaneHero" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero" file="GameUI">
    	<!--Armor Text-->
    	<Frame type="Label" name="ArmorLabel">
                <Alpha val="0"/>
            </Frame>
    	<!--Weapon Text-->
            <Frame type="Label" name="WeaponLabel">
                <Alpha val="0"/>
            </Frame>
    	<!--Kill Text-->
    	<Frame type="Label" name="InfoLabel">
    	    <Alpha val="0"/>
            </Frame>
            <!--Armor Icon-->
    	<Frame type="EquipmentIcon" name="ArmorIcon">
                <Alpha val="0"/>
                <!-- Force Tooltips To Hide -->
    	    <AcceptsMouse val="false"/>
                <AcceptsMouseTooltip val="false"/>
    	    <UseTooltip val="false"/>
            </Frame>
            <!--Weapon Icon-->
    	<Frame type="EquipmentIcon" name="WeaponIcon">
                <Alpha val="0"/>
    	   <!-- Force Tooltips To Hide -->
    	    <AcceptsMouse val="false"/>
                <AcceptsMouseTooltip val="false"/>
    	    <UseTooltip val="false"/>
            </Frame>
      </Frame>

     

    Posted in: UI Development
  • 0

    posted a message on [SOLVED] Is it Possible: Invisible Weapons/Armor Without the Use of Invulnerability
    <Frame type="EquipmentIcon" name="EquipmentIconTemplate" file="EquipmentIcon">
          <!-- Hides non hero weapon/armor -->
    	<Alpha val="0"/>
          <!-- Force Tooltips To Hide -->
    	<AcceptsMouse val="false"/>
            <AcceptsMouseTooltip val="false"/>
    	<UseTooltip val="false"/>
       </Frame>

     

    Posted in: UI Development
  • 0

    posted a message on [SOLVED] Is it Possible: Invisible Weapons/Armor Without the Use of Invulnerability

    To hide the armor icon go the actor unit data. Make sure the Life Armor Icon field is empty. You might have to use xml viewer to do that.

     

     

    <LifeArmorIcon value=""/>

    Posted in: Data
  • 0

    posted a message on [SOLVED] Is it Possible: Invisible Life/Shields of Units Without the Use of Invulnerability?
        <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel" file="GameUI">
            <Frame type="Frame" name="UnitPanel">
                <Frame type="Label" name="ShieldLabel">
                    <StateGroup name="ShieldVisibility">
                        <DefaultState val="NotVisible"/>
                        <State name="Visible">
                            <When type="Property" frame="$parent" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="250"/>
                        </State>
                        <State name="NotVisible">
                            <When type="Property" frame="$parent" operator="GreaterThan" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="0"/>
                        </State>
                    </StateGroup>
                </Frame>
    
                <Frame type="Label" name="LifeLabel">
                    <StateGroup name="LifeVisibility">
                        <DefaultState val="NotVisible"/>
                        <State name="Visible">
                            <When type="Property" frame="$parent" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="250"/>
                        </State>
                        <State name="NotVisible">
                            <When type="Property" frame="$parent" operator="GreaterThan" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="0"/>
                        </State>
                    </StateGroup>
                 </Frame>
    
                <Frame type="Label" name="EnergyLabel">
                    <StateGroup name="EnergyVisibility">
                        <DefaultState val="NotVisible"/>
                        <State name="Visible">
                            <When type="Property" frame="$parent" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="250"/>
                        </State>
                        <State name="NotVisible">
                            <When type="Property" frame="$parent" operator="GreaterThan" Alpha="0" Index="0"/>
                            <Action type="SetProperty" frame="$this" Alpha="0"/>
                        </State>
                    </StateGroup>
                </Frame>
            </Frame>
        </Frame>

     Make a new layout in the UI editor put this code in. It will hide all units life,shield, energy labels. 

    Posted in: Data
  • 0

    posted a message on [SOLVED] Is it Possible: Invisible Life/Shields of Units Without the Use of Invulnerability?

    Does the life label need to be hidden for some units but not others? Or do you want it hidden for all units 100% of the time?

    Posted in: Data
  • 0

    posted a message on Preeeeettty sure this isnt supposed to happen

    There's nothing for you to fix. Everyone gets those blue colored messages when opening the UI editor. Error messages colored blue won't effect your map. Also, if your going to be creating layouts I would suggest using Notepad++. Sometimes the UI editor can be unreliable and compile incorrectly.

    Posted in: UI Development
  • 0

    posted a message on Reverse this text box

    You might be able to get the messages to reverse if you create the list box in the UI editor. Use TopToBottom val ="true"/> to get new messages to always appear at the top of the list.

    Posted in: Triggers
  • 0

    posted a message on CO-OP Maps

    In reply to DrSuperEvil:

     
    You peaked my interest. I took a quick stab at it, i'm sure if I spent more time on it I could get it fully functional.
     
    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on CO-OP Maps

    Added Scythe of Amon map

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Odin obstacle crush system tor units?

    A trigger is used "Odin stomps stuff" with a periodic timer that searches for any specified units near the odin.  

    Posted in: Melee Development
  • 0.990353697749196

    posted a message on CO-OP Maps

    Added Dead of Night co-op map.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Inventory Item Dropping when unit triggers the "Move Unit Instantly" built-in function

    Try putting a condition in your trigger. For example the trigger will only run if the unit entering the region is classified as biological. Or if the triggering unit is in a certain unit group.

    Posted in: Data
  • 0

    posted a message on Please Help ! Leaderboard. Pics included.

    Open the UI editor & add a new layout. Copy & paste the xml from my previous post.

     

    If you want to move the location of the open/close button then change the anchor offsets.  To move the leaderboard use the trigger action move leaderboard.

    Posted in: Triggers
  • 0

    posted a message on Please Help ! Leaderboard. Pics included.

    You have modify the layout file for the leader board.  This will remove the title bar text & image.

     

     <Frame type="Board" name="BoardTemplate" file="TriggerWindowPanel">
            <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
            <!-- Leaderboard Title Text -->
            <Frame type="Label" name="BoardTitle">
                <Alpha val="0"/>
    
                <!-- Leaderboard Bar Title Image -->
                <Frame type="Image" name="BackgroundImage">
                    <Visible val="false"/>
                </Frame>
            </Frame>
    
            <!-- Leaderboard Open/Close Button -->
            <Frame type="Button" name="BoardButton" template="TriggerWindowPanel/BoardButtonTemplate">
                <Anchor side="Top" relative="$parent" pos="Min" offset="4"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Width val="48"/>
                <Height val="48"/>
            </Frame>
        </Frame>

     

    Posted in: Triggers
  • 0

    posted a message on Is there a way to only jump down from cliffs? (Solved)

    My mistake earlier.  

     

    I took a look at the reaper unit and modified it to only cliff jump down (auto jumping behavior).  

     

    Link Removed: http://www.mediafire.com/file/83em1nswlh4hy3a/Reaper_Cliff.SC2Map  Map

    Posted in: Data
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