Lolhai, im Slaydon, i just got a simple request and ill post it here.
Basicly i want the 2 Handed dark templar's weapon taken out from it, and the dark templar without the weapon, and the 2h as an attacment. For an rpg. Its just a simple edit, nothing more than 2 models, still i want to keep the dark templars animations. Thanks, please send it as a PM.
I havent opened GE editor in a while, but if there is a Pick all Regions in playable map area action, then use that, and then Trigger Add Event - A unit enters region (Picked region) upon map initialization
Hello everybody, i am a modder and i got a problem making a wow interface. The problem is the HP bar (Didnt test mana yet). I am sure that i did the correct math and everything, it removes when hes dead tho... but this is how it is:
Melee Initialization
Events
Game - Map initialization
Local Variables
I = 0 <Integer>
R = 0 <Integer>
Conditions
Actions
UI - Hide game UI for (All players)
Dialog - Create a Modal dialog of size (500, 200) at (0, 0) relative to Top Left of screen
General - For each integer I from 1 to 100 with increment 1, do (Actions)
Actions
Variable - Set R = (-103 + (3 * I))
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (10, 30) anchored to Center with an offset of (R, -30) setting the tooltip to "" using the image Assets\Textures\tyrador_big_bricks.dds as a Normal type with tiled set to false tint color Green and blend mode Lighten
Variable - Set HP[I] = (Last created dialog item)
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (10, 30) anchored to Center with an offset of (R, 10) setting the tooltip to "" using the image Assets\Textures\tyrador_big_bricks.dds as a Normal type with tiled set to false tint color Blue and blend mode Lighten
Variable - Set MANA[I] = (Last created dialog item)
Dialog - Show (Last created dialog) for (All players)
Dialog - Create a Modal dialog of size (170, 200) at (0, 0) relative to Top Left of screen
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (100, 100) anchored to Left with an offset of (40, -10) setting the tooltip to "" using the image Assets\Textures\btn-unit-zerg-hydralisk.dds as a Normal type with tiled set to false tint color White and blend mode Normal
Dialog - Show (Last created dialog) for (All players)
and the changing
HP and MP
Events
Timer - Every 0.0001 seconds of Real Time
Local Variables
I = 0 <Integer>
HP = (Integer((UNIT Life (Current)))) <Integer>
MP = (Integer((UNIT Energy (Current)))) <Integer>
HPP = (Integer((UNIT Life (Percent) (Current)))) <Integer>
MPP = (Integer((UNIT Energy (Percent) (Current)))) <Integer>
Conditions
Actions
General - For each integer I from HPP to 100 with increment 1, do (Actions)
Actions
Dialog - Hide HP[I] for (All players)
General - For each integer I from 1 to HPP with increment 1, do (Actions)
Actions
Dialog - Show HP[I] for (All players)
~ Slaydon
0
maybe remove the light and add a behaviour from the campaign, called Raynor - Flashlight ?
0
Think of it like this:
Preload Bank = Create Bank
Open Bank = Load bank
Save Bank = Saves the Bank
The Last opened bank = So you get which one you need.
I believe it was like that. See if this helps you ^^
0
Just import it as .mp3, save map, then add the sound? It worked for me when i imported a song/sound, so it should work if u just play the sound.
0
I dont recall he does have any particles.
0
I liek variables, do you use em? (Text)
0
I got a virtual ticket 8-) So, will we be able to see you all?
0
Lolhai, im Slaydon, i just got a simple request and ill post it here.
Basicly i want the 2 Handed dark templar's weapon taken out from it, and the dark templar without the weapon, and the 2h as an attacment. For an rpg. Its just a simple edit, nothing more than 2 models, still i want to keep the dark templars animations. Thanks, please send it as a PM.
~ Slaydon
0
1 Word: Regen-Shields
0
... why not take insane? I won 1v2 against insane ;o
0
Maybe u can use the Whats under my mouse thing, ive never tried it, and just create that under it ^_^
0
I havent opened GE editor in a while, but if there is a Pick all Regions in playable map area action, then use that, and then Trigger Add Event - A unit enters region (Picked region) upon map initialization
0
Hello everybody, i am a modder and i got a problem making a wow interface. The problem is the HP bar (Didnt test mana yet). I am sure that i did the correct math and everything, it removes when hes dead tho... but this is how it is:
Melee Initialization
Events
Game - Map initialization
Local Variables
I = 0 <Integer>
R = 0 <Integer>
Conditions
Actions
UI - Hide game UI for (All players)
Dialog - Create a Modal dialog of size (500, 200) at (0, 0) relative to Top Left of screen
General - For each integer I from 1 to 100 with increment 1, do (Actions)
Actions
Variable - Set R = (-103 + (3 * I))
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (10, 30) anchored to Center with an offset of (R, -30) setting the tooltip to "" using the image Assets\Textures\tyrador_big_bricks.dds as a Normal type with tiled set to false tint color Green and blend mode Lighten
Variable - Set HP[I] = (Last created dialog item)
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (10, 30) anchored to Center with an offset of (R, 10) setting the tooltip to "" using the image Assets\Textures\tyrador_big_bricks.dds as a Normal type with tiled set to false tint color Blue and blend mode Lighten
Variable - Set MANA[I] = (Last created dialog item)
Dialog - Show (Last created dialog) for (All players)
Dialog - Create a Modal dialog of size (170, 200) at (0, 0) relative to Top Left of screen
Dialog - Create an Image for Dialog (Last created dialog) with the dimensions (100, 100) anchored to Left with an offset of (40, -10) setting the tooltip to "" using the image Assets\Textures\btn-unit-zerg-hydralisk.dds as a Normal type with tiled set to false tint color White and blend mode Normal
Dialog - Show (Last created dialog) for (All players)
and the changing
HP and MP
Events
Timer - Every 0.0001 seconds of Real Time
Local Variables
I = 0 <Integer>
HP = (Integer((UNIT Life (Current)))) <Integer>
MP = (Integer((UNIT Energy (Current)))) <Integer>
HPP = (Integer((UNIT Life (Percent) (Current)))) <Integer>
MPP = (Integer((UNIT Energy (Percent) (Current)))) <Integer>
Conditions
Actions
General - For each integer I from HPP to 100 with increment 1, do (Actions)
Actions
Dialog - Hide HP[I] for (All players)
General - For each integer I from 1 to HPP with increment 1, do (Actions)
Actions
Dialog - Show HP[I] for (All players)
~ Slaydon