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    posted a message on [SC2mod]Blizzard Enforcement: Rise is now operational (March. 10th update)

    This is really incredible!  Fantastic achievement guys.

    Posted in: General Chat
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    posted a message on Is there any interest in the Starcraft Universe engine going open source?

    I think it would be a huge asset to the modding community to have your work available to learn from!

    Posted in: General Chat
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    posted a message on cant publish on AM after current patch - stuck at "constructing header file"

    We believe this issue has been resolved. Please try publishing again and let me know if you have any problems!

    Posted in: General Chat
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    posted a message on Jetpack Girls CTF

    This looks absolutely amazing. I hope you pick it up and work on it again.

    Posted in: Project Workplace
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    posted a message on Creating Abilities for a Player

    I think it is unlikely I will hit the 32 ability limit, but if the player has to switch to a secondary command card to use the abilities it defeats the purpose of not using a commander unit.

    Posted in: Miscellaneous Development
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    posted a message on How to make spectators in lobby

    Have you messed around with Game Variants at all? There has been a bug in the SC2 editor basically since beta where if you change anything in game variants while you have a computer player in the game it will break the spectator system so you can no longer assign them.

    Posted in: Miscellaneous Development
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    posted a message on Creating Abilities for a Player

    Hey everyone!

    I am trying to create a new game and in this game I want the player himself to have abilities which he can use that are not necessarily connected to a unit. So for example, I would want this player to be able to press a button and be able to call in a scanner sweep wherever he chooses. There are as far as I can tell a few different ways this can be done, but they are all really undesirable for one reason or another. I will list the methods I have considered and why I do not think they work for what I want to do, in hopes that you guys will have another idea, or a way of fixing one of these.

    1. Doing it entirely through triggers. I feel like this is not a great idea because the systems for detecting player mouse and key inputs through triggers are very laggy, and because I want my game to be a competitive micro-intensive game laggy systems are not ideal. I considered constructing an elaborate web of triggers to manage all of these key inputs and only turn them on/off when they are necessary but this seems really sloppy, and like there should be a much better way to do it.

    2. Creating a 'commander' type unit that manages all of the abilities (similar to StarJeweled). This does not work well because players would have to select this unit before being able to use the abilities.

    3. Spawn a unit and have it use the ability when the button is pressed, then just remove it after the ability completes. This does not work because there does not appear to be a way to issue a order to a unit to use a target point ability without feeding it a target. Meaning, I want to issue an order where the unit only enters the targeting part of the ability, and not the execution phase.

    Anyone have any ideas?

    Posted in: Miscellaneous Development
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    posted a message on NewGameHeart - No vision

    @PintilieVassy: Go

    You need to add the 'GameHeart Observer Prep' mod as well.

    Posted in: Triggers
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    posted a message on Combine multiple dialog items?

    I believe what you are looking for is a panel. This will allow you to group dialog items together and treat them as one within a Dialog. This will not work for all functions, but for things like positioning, showing/hiding, and setting transparency it will work. You can experiment with other functions to see if they work as well.

    I have attached an example map for you.

    Here is an overview of what panels are:

    What are panels?

    Panels are dialog items which basically act as containers for other dialog items that you can then put inside of a dialog. Think of them as a mini-dialog inside of a dialog. They allow you to manipulate an entire grouping of dialog items inside of a dialog as if they were a single item very easily.

    This is especially useful when you have a map that uses lots of dialog items in complex menus or interfaces.

    What do I need to know before diving into the example map?

    The main difficulty of working with panels is they require a bit more work to setup than normal dialog items. Because they work using the ‘Create Dialog Item’ and ‘Create Dialog Item in Panel’ actions you need to set every individual property on your items using separate actions.

    Pay careful attention to how we set the size and position of dialog items that are inside of a panel. You will need to use these individual actions to manipulate every aspect of a dialog item that is inside of a panel, such as its text, style, tint or image files.

    It is also possible to use panels as a ‘mask’ for dialog items that are inside of it. This is only useful in a handful of situations (such as wanting to only show part of an image) but it is a nice trick to have up your sleeve.

    Posted in: Triggers
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    posted a message on Dialog Layers Possible?

    You can also make them custom status bars and then hook them up as dialog items. Then they will act just like real HP bars, they will only show when real HP bars show and they will go underneath all of the other UI elements.

    Posted in: Triggers
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    posted a message on Projectile precision, a new confusing problem.

    Thanks man! So it looks like all of the changes I made to the mover in an attempt to solve the infinite range issue were breaking your infinite range solution.

    For anyone having similar issues in the future, here is a version of the map with working mover and everything else.

    Posted in: Data
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    posted a message on Projectile precision, a new confusing problem.

    Interesting! Well while this does seem to eliminate the issue where it tries to repeat the same position it last fired at, now it occasionally just misses the target location on it's own, regardless of where the previous shot was fired. Though it only seems to do so at certain angles. Very strange. I made a video to demonstrate this new issue, and I have also attached the map I was using to test it.

    Posted in: Data
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    posted a message on Projectile precision, a new confusing problem.

    Hey guys, I am having a new issue with projectiles where they do not always go to the point you have targeted unless it is far enough away (at an angle) from the last point your targeted. The game I am planning really requires precision so this is definitely a problem for me.

    Here is a video demonstrating the issue:

    I went ahead and created a test map specifically for testing this issue, and I have attached it to this post. I also created another video just to show you how the test map works.

    Posted in: Data
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    posted a message on Custom Splat creation

    Hello, I have created a tool designed to make it easy to create custom splats/decals on the map. It is a mod file called "GameHeart Decals" that you can add to your map. It has a function called "Create Decal for Everyone" that will allow you to easily create a decal, set its size, rotation, transparency, priority and whether it shows above or below creep.

    It is available on all regions. It is also open source so if you just want to look at it to see how it operates you can open it up as well. It includes some special models I commissioned Zolden to make which you can take to use in your own maps as well. It is the same module I use for displaying team and league logos in GameHeart.

    Posted in: Data
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    posted a message on Creating a projectile with infinite range.

    Here is a map that I am using to test solutions in case any of you are interested in also making an attempt.

    Posted in: Data
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