In reply to TheAzureguy:
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Feb 23, 2018Posted in: TerrainThis happens in maps as well. I just accidentally took the picture while I was using a mod file. The way this problem started to begin with is that I accidentally mashed a group of keys and suddenly it disappeared. I don't know what I pressed to make it disappear.
Feb 23, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
In reply to DrSuperEvil:Finally I can catch a break and get back to editing a bit more now.1. Solved2. Solved3. I have two questions about this part. When you say defender are you talking about the unit that would take damage from the explosion? How do I specify if fatal. Is this a flag or some sort of effect or something else?4. I think I may understand this part. Going to give this a try.
Feb 15, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
In reply to DrSuperEvil:1. I've fixed all the aliases. I will do some more experimentation and see if something starts working. This is one of those situations where by all logic it should be working.3. Darn. Maybe I can get that done using the editor I have on parallels.4. What exactly does suppress drop off do out of curiosity?_____________Todays questions
1. Multiple Switch BehaviorsI wanted to know if there was a way to have multiple units use a behavior type ability at once simply put. I have a behavior type ability on marines that switches on and off. When I tried having it switch on for each at once, it only works for one and the others aren't affected.2. Changing Charges and build time Via behaviorLets say I want to add 2+ charged to a warp gate when a behavior is added, how would I do this?3. Help with understanding how to create this new mule.So I had an idea for a new type of mule for another Terran faction. This unit when summoned automatically explodes after a few seconds. For each enemy it kills, then it returns a certain amount of resources to the player. How would I give the player a bonus group of resources when enemy units are killed.4. Temporarily boosting an enemies' health or damage when it kills a unit.So currently what I've tried doing is using a search effect with with validators, but the problem with this is the it seems to be targeting any of the same type of unit nearby when getting killed. I wanted to know what would be the best method about accomplishing such a task since you have more experience then I do.
Feb 15, 2018Posted in: Map Review
In reply to JayborinoPlays:Hello Jayborino. Would you ever consider doing some videos of melee mods per chance? There is a really good one I've been working on for a while. It is almost ready for full release.
Feb 14, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
In reply to DrSuperEvil:Thank you. It worked perfectly! Also to answer the other two from before.1.1 Yes. I started fixing these and it was solving the issue.1.2 I set the subgroup priority of the worker to 100 after reading this and checked that the nexus had a priority of 2. For whatever reason, nothing changed after this. Maybe I am doing something wrong. The work flag is enabled.Here is a look at what I was changing:NexusProbeI have just a few other questions for today. Most of these are is this possible sort of questions. As follows:3. Is it possible to change these flags via behaviors?Self explanatory.4. Is it possible to change collisions using behaviors?3 and 4 are ones I've been trying to figure out how to do for a while. I am not quite sure if its possible at this point.
Feb 13, 2018Posted in: Data
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
Feb 12, 2018Posted in: Data
In reply to DrSuperEvil:
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.Okay. I have two questions for today.1. How to fix the selection priority on units.There is a new scv that I created from scratch. Since it is a new type of scv that I created from scratch. When someone tries to select it in the mineral line. There is two problems. 1. They can only select one scv at a time. 2. Scrolling over the scv will often select buildings or even the mineral line. I basically wanted to know how these two issues could be fixed.2. A makeshift way of adding unit separationSo you may remember a while ago when I was talking to you about units going off map. You said that I may need to remove that. At first it seemed to be working fine. Units were passing through doodads and off cliff. The problem is that the units are balling up into one due to lack of collision. I can't set the collision though since this would prevent them from going offside the map as well. I wanted to know if there might be a makeshift way of fixing this?
Feb 8, 2018Posted in: Terrain
A little while ago, I accidentally mashed a group of keys and somehow the unit select UI just disappeared. I am talking about this:
Notice how on the side panel, I cannot select nor search up units. I've tried all sorts of settings in the editor to enable it. So far nothing has worked. The result is that, I am now limited with taking screenshots and available units to make maps with. If anyone can tell me what I need to do to enable this again, I'd really appreciate it.
Feb 8, 2018sc2ggamer posted a message on A number of questions about Trigger related issuesPosted in: Triggers
In reply to DrSuperEvil:
This helped me out a lot. I now understand where I need to be looking and have a basic understanding of how the ui is normally change. The problem is though that I don't want to change the UI for everyone in the game so overwriting it like that I think wouldn't be the right move. I want to change the UI based on the faction that a person has picked with different icons. Keeping this mind, here is todays questions. I have a bunch today.
Problem 1: Directly trying to change the XML code doesn't seem to be working.
I tried to change the XML code. When I tried to type, it just wouldn't let me change anything. I don't know of this is a Mac specific issue, but I feel more like its something I don't know how to do yet. I recall you said that XML now allegedly compiles correctly? Would I need to use something like notepad then import it to overwrite the data? Otherwise, how would I edit the XML?
Problem 2: Complications creating a new layout.
In that tutorial, one of the first things it tells you to do is create a new layout. I tried to create a new layout the copy and past the code in the first part to the layout. At first, the name of the layout did not show up at all. When I tried to save it, the editor just crashed. I've been doing this on an experimental file for now just to be safe. My question basically is, what is possibly preventing the new layout from being created and what is needed to make a new layout that won't cause the game to crash?
3. Understanding the important triggers and how ui is overwritten for a specific player:
What I was noticing is that the calls-down panels for the console ui would not work when I removed the create a panel and hook up and existing portrait part. I assume that I need to do something similar to this to overwrite the console ui and resource panel ui since that is basically what I want to do for each. What I gather is that in the new layout created that how it is overwritten. Would this be correct for each of them? Also, what specifically would be done for overwriting existing ui in the case of changing it only for specific players.
4. Fixing Issues with the buttons
Right now the images on buttons are showing up like this:
I have it set up like this:
and the caster unit I am using looks like this:
the caster unit doesn't have a specified object type and it a base unit. No actors. However the moment I changed the unit to Alexei Stukov, it started looking like this:
The things I'd like to know about this:
4.1 How do I get the buttons to show up properly?
4.2 How do I limit control the amount of buttons that are set up there.
4.3 How do I change the offset of some of these buttons?
4.4 What should be the reason that the buttons aren't showing up at all for the test caster, but rather stukov?
Feb 8, 2018sc2ggamer posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist Tavern
In reply to TheAzureguy:
Thank you. I tried this and it worked perfectly. Had a feeling it might have something to do with file type.
Feb 7, 2018sc2ggamer posted a message on A number of questions about Trigger related issuesPosted in: Triggers
In reply to DrSuperEvil:
The time comes very soon that I will be returning to resolve this previous UI issues we were discussing earlier. First I want to see if I can resolve an issue that has been bugging for a while. I do have a question though for now. My question is about the supply count ui and resource count ui.
1. How to move and change the image of these?
For each faction, I want there to be a different supply ui image. I also wanted to know how to change the location of these should I decide to put it elsewhere. This is mainly cause I was thinking of putting a toolbar at the top of the screen.
Feb 7, 2018sc2ggamer posted a message on Replacing leaving player with an AI that can win? Is this possible?Posted in: AI Development
One of the issues I've been having with a recent mod I've been working on is that often people will leave after one person leaves due to being disadvantaged. I was hoping to curtain this by setting this up so that leavers get replaced with AIs that can win the game. I don't know if this is possible though. If it is possible, could someone run me through how to do it? I already have some moderate experience in dealing with triggers. If its not possible, could it be possible to set up an AI that will at least help the player until the last one dies?
Feb 7, 2018sc2ggamer posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist Tavern
I am uploading the screenshots as a mod to the custom melee section. I'll give those two options a try though. Chances are that one of them probably will solve it. Now my question though is how would I change the images to jpg? Is there a special software that needs to be used for this? Also, how might I remove the embedded color map?
Feb 5, 2018sc2ggamer posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist Tavern
For the mod I am making I have a few screenshots of some available units and structures. All of them are tga type images. Whenever I upload these images, they are randomly tinted. I am not sure why this happens. Here is an example:
This is when the screenshot is taken.
And this is what it looks like when resized and uploaded. To be honest, the blue appearance looks kinda neat, but its not accurate. I wanted to know what could be causing this and how to fix it? I am certain these looked like the first picture before uploading it so it cannot be a team color related issue.
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