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    posted a message on APM meter... hide it

    Guys, any idea how to hide that APM meter? I've custom UI and no need it. Tried via layouts, but I think I did it wrong. May be trigger way or right layout way?

    Posted in: UI Development
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    posted a message on Hide actions

    Bump. I'm about APM frame on the command panel.

    Posted in: UI Development
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    posted a message on Hide actions

    Hi there. Is it possible to hide APM via layouts or triggers? Couldn't found current frame.

    Posted in: UI Development
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    posted a message on Debug message output file

    Can't find where output file appears. Not in the game folder, not in the map folder, not in the documents folder.

    Posted in: Triggers
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    posted a message on Guide moves away

    Do you mean (Basic) Quad^ (-0.500000,-1.000000,0.500000,0.000000)? It has default values.

    Posted in: Data
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    posted a message on Guide moves away

    It hasn't any SOp, but moves with the cursor.

    Posted in: Data
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    posted a message on Guide moves away

    My guide actor moves away beyond the radius of the ability, following the mouse cursor. But it must be attached to caster. It must looks like fenix drogoon range ability guide, but I has no mind why it broken. How to fix it?

     

    Posted in: Data
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    posted a message on Auto-cast status validator

    Ohhh, It is not unit order queue, it's just unit order.

    Posted in: Data
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    posted a message on Auto-cast status validator

    Well. I can see only (Basic) Queued Disabled/Enabled.

    Posted in: Data
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    posted a message on Auto-cast status validator

    Ok. But I think I must add an index number in the Ability Command field. Which one?

    Posted in: Data
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    posted a message on Auto-cast status validator

    I have looked through similar topics but still haven't found a solution.

    So, I have a ranged unit with an auto-cast ability which must improve his weapon attacks (add any kind of effects at impact, etc, nvm). The idea is to check auto-cast state of an ability when my unit launches a weapon missile... BUT cant find a good validator for this. Only need solution via Data.

    Posted in: Data
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    posted a message on Change the Mouse Cursor

    I am about next thing:

    When you move the mouse cursor over the Crystal, or the Big Sphere in the campaign (between missions), it changes on a green gear wheel.

    Posted in: Data
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    posted a message on Change the Mouse Cursor

    Hi there. How to change the cursor model, when hovering over a certain unit (as in the story mode - gear wheel f.e.)?

    Posted in: Data
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    posted a message on Splat Problem

    There are 9 units and be destroyed can only 1 at once.

     

    Some actors have a render priority if there are too many actors on the map at once.

    But all buildings have splats. And for example I can create 1000 Terran Barracks and all of them will have splats...and all splats will work fine =\

    Posted in: Data
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    posted a message on Splat Problem

    There are fixed amount of units of the same type on my map. I need to create cracks when each of them dies. So event is next (btw actor type is splat, parent - CActorSplat, and Not Doodad):

    UnitDeath.MyUnitType -> Create

     

    Strange one thing: the same unit can create the splat when it dies, and on the next map launch (or on the second/third) - not.

    Tried preload spalt, juggled with Layer field - nothing helps.

     

    Posted in: Data
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