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    posted a message on Moving Inventory Panels 00 and 01

    Probably because you are setting it relative to inventory button container frame which has a specific dialog size and you are trying to move the frame out from the button container frame dialog.

     

    You can try the following, for example, you want to move the frame to top of the screen:-

    1. Create a dialog with a size that is larger than the frame, say (1000,300) at (0.50) relative to top of screen.

    2. Show last created dialog for (Player Group(Player))

    3. Hide the background image of last created dialog (optional)

    4. Create a panel for last created dialog using the template "UIContainer/ConsoleUIContainer/InventoryPanel/ContainerPanel00"

    5. Move last created dialog item to -> say (0, 20) relative to top of dialog for (Player Group(Player))

     

    Try to experiment something like the above and see whether you are getting any more error issues.

    Posted in: UI Development
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    posted a message on Moving Inventory Panels 00 and 01

    You can use the function Move Dialog Item.

    Posted in: UI Development
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    posted a message on Get unit with the highest behavior Stack count in unit group

     

     

     is there a way, to easily get the unit with highest behavior Stack count in a unit group in a trigger?

     Alternatively, you can create a Function that looks like below:-
    • Get Unit From Unit Group with Number of Behaviours More Than
    • Return Type : Unit
    • Parameters : Unit Group = Empty Unit Group <Unit Group>, Number of Behaviours = 0 <Integer>
    • Actions :-
    • Pick Each Unit In Unit Group [Parameter]
    •       Actions:-
    •           If
    •               And 
    •                   Conditions :- 
    •                        (Number of Behaviours on (Picked Unit)) > Number of Behaviours [Parameter]
    •                        ((Picked Unit) is in Unit Group [Parameter] == True
    •           Then
    •               Return (Picked Unit)
    • Return No Unit [Preset]
    Then, create and set a Unit Variable to the function as above, where the Variable references the picked unit from said unit group with the highest number of behaviours.
    Hope this explains.
     
    Posted in: Triggers
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    posted a message on Functions that are not working or bugged.

    In reply to DrSuperEvil:

     Thanks for the reply, will try that out and see if it works.
    Posted in: Triggers
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    posted a message on Custom functions that addresses other unit or magazine unit from main unit.

    To use the functions as in the above, create and set the Unit variable to the function as stated. 

     

    Done. Await further feedback or comments.

    Posted in: Triggers
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    posted a message on Custom functions that addresses other unit or magazine unit from main unit.

    Hi guys,

     

    The following are custom functions that addresses the ammo unit or other unit other than the main unit created. This simple guide is basically to help other fellow map or modmakers who are still struggling to address the other unit other than the main unit as stated.

     

    1. Get Unit Closest to Unit Group with less than Distance

        Options : Function

        Return Type : Unit

        Parameters : Unit = Triggering Unit <Unit>

                                Unit Group = Empty Unit Group <Unit Group>

                                Distance = 0.0 <Real>

        Hint : This function addresses the Unit from Unit Group that is closest to the triggering unit/main unit with distance of

        less than.

        Actions :-

        If then Else Conditions

            If

            -> Distance between (Position of Unit [Parameter]) and Position of (Closest Unit to (Position of Unit [Parameter]) in

                 Unit Group [Parameter]))) < Distance [Parameter]

            Then

            -> Return (Closest Unit to (Position of Unit [Parameter]) in Unit Group [Parameter])

     

        -> Return No Unit [Preset]

     

    2. Get Created Unit/Magazine Unit from Arm Magazine Ability

        Options : Function

        Return Type : Unit

        Parameters : Ability = No Game Link <Game Link - Ability - Arm Magazine>

        Hint : This function addresses the created unit from the arm magazine ability.

        Used in conjunction with Unit Is Created event.

        Actions:-

        If Then Else Conditions

            If

            -> (Ability that created unit) == Ability [Parameter]

            Then

            -> Return (Created unit)

     

        -> Return No Unit [Preset]

     

    3. Get Magazine Ammo Unit from Unit Effect

        Options : Function

        Return Type : Unit

        Hint : This function addresses the magazine unit from unit.

        Used in conjunction with Effect Used event.

        Actions:-

        Return (Triggering Effect Unit(Target))

     

     

    Thanks.

     

     

        

    Posted in: Triggers
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    posted a message on Functions that are not working or bugged.

    Hi, guys,

     

    There are several functions in the trigger editor that are not working namely:-

     

    1. While loop function

        - When using this function or action, the editor will either loop infinitely, or crash even when conditions are met.

     

    2. Repeat forever function/action

        - The editor will also crash or result in a black screen due to the infinite loop.

     

    3. Magazine owner of unit function

        - This function addresses the ammo unit from the main unit (for example, interceptors from carriers), but it is not working at all.

     

    Therefore, my advice to fellow map or modmakers is to not use Infinite loop functions such as the While or Repeat Forever functions as stated.

        

    Posted in: Triggers
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    posted a message on help please (noob question) (fixed)

    An easy way of doing this is by using Pick Each Player loop.

     

    Action -> Pick Each Player In (All Players) and do Actions:-

                 -> Reveal Area for player Picked Player for 32767 seconds ....

    Posted in: Triggers
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    posted a message on Trigger that knows if a player selects Random Race?

    There is no random race selection out of the three main races, but however, you can still 'fake' additional races by allowing them to be selectable through dialogues, changing starting units and tech tree as well as customizing the UI. I'am not too sure about randomizing races but you can look into the Random selection triggers of the Allied Commanders Mod for a better idea.

     

    Posted in: Triggers
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    posted a message on Faction Wars ModX - Need Feedback

    Hi, guys,

     

    William here, and I've created a mod - Faction Wars ModX (https://www.sc2mapster.com/projects/faction-wars-pvp-extended) which needs further testing as well as feedback. Well, you can find the said mod by logging into Starcraft 2 -> Custom -> Melee -> search for Faction Wars ModX. Do note that there are other earlier versions of Faction Wars such as Faction Wars Alpha or Faction Wars (PvP) created by me, but those versions are already outdated. Do try out Faction Wars ModX instead. Available in the Americas region only.

     

    It is basically a standard melee mod where the player wins by eliminating the other player's structures, similar to a melee game, but with added heroes and top bar abilities for each faction. Note that once the map chosen (created with my mod) initializes, each player will be given 20 seconds to select one of the nine factions available. Also, do note that this mod can be played up to 8 players or 4 vs 4 players mode.

     

    One more thing to notice is that this mod differs from Allied Commanders melee mod in that most of the top bar abilities are being remade from scratch and some of them were remade with completely new ideas, such as the Precision strike top bar ability for the Mercenary faction and the Drop Pods ability as well as Spawn Leviathan ability for the Swarm faction. You can check them out in my project attachment above. Another key difference between my mod and Allied Commanders mod is the fact that an additional 3 to 4 units have been added to each faction to make the race complete.

     

    So, do check out my mod and let me know your opinions, things to improve on, balance issues, etc. 

     

    Thanks.

     

     

     

     

    Posted in: Map Feedback
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    posted a message on A question about projects.

    In reply to DrSuperEvil:

     

    Does it require the file (hard copy) of your project to be uploaded before a moderator (from curse) starts reviewing them? Just curious to know.

     

    I mean I would like to share what I've created to the public but not to the extent that it can be modified or altered.

    Posted in: General Chat
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    posted a message on A question about projects.

    I have recently created a new project on mapster -> Faction Wars. It was completed, but I have a question about the project approval status.

     

    Basically, I don't want to upload my mod folder in case of other people modifying it and putting the same project name, overwriting the effort that I have made. I mean, for the project approval, it can be played under Battle.net without giving out a hard copy of your project, which can be altered once it is uploaded.

     

    I might need a moderator to clarify this. Thanks.

     

     

    Posted in: General Chat
  • 0.94221785099582

    posted a message on How to Zoom the camera in on a hero?

    Hi, Ray,

     

    Do check out OneTwo's 3rd person RPG tutorial on this issue. I believe it will be helpful to you, especially the 2nd part of the tutorial.

     

     

     

    Posted in: Triggers
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    posted a message on Trigger works in custom map but not as a mod

    In reply to Forge_User_77061351:

     

    I think this has got to do with the condition of the units being resources instead of actual units, hence why Unit Enters Region and Unit Type Of Unit Condition does not work.

     

    Try this code to see if it works:-

     

    Event: Elapsed Time is 2.0 Game Time seconds,

    Actions: Pick Each Unit In Unit Group (Units In Region Matching Condition) 

                    -> Any Units in Entire Map owned by player Any Player matching Required: Resource (Harvestable) with at most Any Amount and do Actions

                    Set (Picked Unit) Resources to "Any Amount You Desire"

                    Pick Each Unit In Unit Group (Units In Region Matching Condition) 

                    -> Any Units in Entire Map owned by player Any Player matching Required: Resource (Raw) with at most Any Amount and do Actions

                    Set (Picked Unit) Resources to "Any Amount You Desire"

     

    Hope this works out. It has to do with the required condition not being set to resources in my opinion.

     

     

    Posted in: Triggers
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    posted a message on Trigger works in custom map but not as a mod

    In reply to Forge_User_77061351:

     

    What I meant by preplaced units are the units that have already been placed in the Terrain Editor, such as, I'am assuming your mineral field and vespene geyser units. Mods generally do not keep track to changes in the map unless you are converting from a mod to a map. The purpose for a mod is so that it can be played in over numerous maps.

     

    Let's also see the other corresponding triggers (assuming that you have) in case there is something amiss.

     

    Also, try changing Any Player to Player 0  because map resources are owned by the neutral player, player 0.

     

    "Disable Trigger Preloading" simply means disabling triggers. Do not check that one.

     

    In case if it fails again, it means your trigger actions do not correspond to the trigger event. Hereby, -> Add Unit Group to Unit Group action. As I have suggested, you should have an event -> Unit Enters Entire Map upon Map Initialization. Then set the Unit Type Of (Triggering Unit) == Mineral Field/Vespene Geyser as the above.

     

     

     

     

    Posted in: Triggers
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