15. When duplicating an Archon in the data editor (actors, effects, and weapon), the resulting Archon copy's psionic beam animation doesn't show up while attacking. The damage works though, so I know the weapon is firing. (might have to do with beam weapons, because this also happens with the Sentry)
12. Remove the random tip text above the progress bar in the loading screen? It's somewhat of a distraction. (notes: @RileyStarcraft: Go)
10. Prevent < or > characters within html-style tags from screwing up Text values? For example if you wanted a text value where the < or > were colored. I've tried \< and \>, no luck there... (notes: @RileyStarcraft: Go)
Solved:
14. Create a secret editable box that a player can type in and submit, and not have it show for everyone? You can't. @RileyStarcraft: Go
13. Set the collision flags or footprints of a unit or doodad programmatically? (asked by BlueRajasmyk) Solved, @RileyStarcraft: Go
11. Set the name/prefix of player colors? I've got a dependency on a lurker-unit mod, and it totally screwed up the color names (they now say "Lurker Den:Blue" and such) when you pick them in the lobby. Closed, can't duplicate.
9. Is there a function to retrieve which List Item was selected (from the List Box, a type of Dialog Item)? solved, @progammer: Go
8. Allow an Ability to have 2 separate AoE effects on the same circle? When I set the ability's effects array to contain both effects, apparently only one will fire. (My Ability is of type CAbilEffectTarget and by the effects array I mean the field CAbilEffect_Effect) solved, @Klishu: Go, @gizmachu: Go
7. Get the length of a Text variable? This is doable for Strings, but there's no Text->String conversion function. You can't. @RileyStarcraft: Go
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something. Solved, @RileyStarcraft: Go
5. Stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it. You can't. @RileyStarcraft: Go
4. Write an Event to capture: "If any Unit of type <Unit Type> is selected"? I know about the "unit is selected" event, but my problem lies in capturing based on a specific Unit Type. solved,
@azalathemad: Go
3. Set invincibility for pre-placed units without using triggers? You can't. @ndudz: Go @RileyStarcraft: Go
2. Make a small text box on a point? Think text tags but with opaque backgrounds and not automatically center-justified. solved - it's simple, text tags have customizable background properties and alignment
1. Make a "levelup animation" on a unit? Think something like WoW's animation, not as fancy, just something bright and visible. solved, @ndudz: Go
Note:
I searched for each of these and didn't get any answers. If there's an existing forum topic solving the problem, please link it and I'll read it.
For 1, use a trigger. Make the event Any unit gains an experience level, and the actions Attach model to unit. TimeWarpLaunch works good for level up. Also if you want a sound add the action Play sound on unit and choose a sound.
For 3, I'm pretty sure there is a flag that makes units invulnerable. So you would have to have a separate unit for the invulnerable ones.
Not sure about 2, those I just knew off the top of my head...
Thanks a bunch. Solution to #1 is exactly what I'm looking for.
#3 technically works, but the idea of creating a separate child class just to flip one flag...is nauseating, and the fact that changes to the parent unit class don't automatically reflect in child classes opens up all sorts of debugging cans of worms.
What do you mean by capture? Like change player two's units to ur own?
I'm at work so I can't look but isn't the 'unit is selected' event for that very objective? Doesn't it allow u to select a unit as a condition then if condition is true, give a command?
When ofer home I'll look at the exact event tree and post it.
EDIT: #4 solved.
What I did was make the "unit is selected" event apply to any unit, and then add a condition "Unit Type of (Triggering Unit) == <Unit Type>".
"Capturing" meaning "detecting a unit selection event".
I know "unit is selected" can be used to pick up a specific unit (like if you preplaced a Marine [0, 0] or something). But instead of that "Marine [0,0]" I want "Any unit (whose Unit Type is Marine) on the entire map". Therein lies the problem.
How do you stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it.
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something.
for the ability one. Put those 2 effects and then add the set to the ability. You can add multiple effect as an array to abilities because thats how they level up w/ the learn ability
That's the way it's supposed to be done - my problem is that only the highest one on the list fires.
I'm going to re-create that ability from scratch, to see if it is possibly a data corruption issue, or if I mistakenly messed around with some critical field.
EDIT: The problem definitely has to do with AoE-specific effects - for example, if the first ability in the list has radius 1, and the second has radius 2 (around the same point), the first one will fire on the circle of radius 1, and the second one will fire on the cut-out donut of radius 2.
8. Allow an Ability to have 2 separate AoE effects on the same circle? When I set the ability's effects array to contain both effects, apparently only one will fire. (My Ability is of type CAbilEffectTarget and by the effects array I mean the field CAbilEffect_Effect)
With CAbilEffect_Effect being an array, you might be tricked into thinking that it can take more than one effect (look closely at its name: "Effect" not "Effects"). How Blizzard do it is that you make an Effect of type Set (which has both the AoE effects) and then add that set to the Ability's Effect array.
14. Create a secret editable box that a player can type in and submit, and not have it show for everyone?
People have implemented custom edit controls using triggers with keypress events.
13. Set the collision flags or footprints of a unit or doodad programmatically? (asked by BlueRajasmyk)
Use a morph ability. Catalog functions might be able to change it for an entire unit type (I say might because there's a lot of things that can't be changed at runtime), but to change it for an individual unit you need to morph it. You cannot change it arbitrarily at runtime for an individual unit.
12. Remove the random tip text above the progress bar in the loading screen? It's somewhat of a distraction.
Set the loading screen type to custom and then leave the Help field blank in the Map Loading Screen dialog. If that doesn't do it on its own open up the data editor, go to game UI settings and delete everything under Loading Screen Help. However I don't think that step is necessary.
11. Set the name/prefix of player colors? I've got a dependency on a lurker-unit mod, and it totally screwed up the color names (they now say "Lurker Den:Blue" and such) when you pick them in the lobby.
Can't make any sense of what you're asking. Post a screenshot or something.
10. Prevent < or > characters within html-style tags from screwing up Text values? For example if you wanted a text value where the < or > were colored. I've tried \< and \>, no luck there...
They're only read as markup if they're valid. For example you can type <v> and it won't consider it markup because that's not a recognized tag. Similarly <c 1 2 3> isn't considered markup because it's syntactically invalid, even though <c> is a valid tag. In practice I can't think of too many situations where you'd run into problems.
8. Allow an Ability to have 2 separate AoE effects on the same circle? When I set the ability's effects array to contain both effects, apparently only one will fire. (My Ability is of type CAbilEffectTarget and by the effects array I mean the field CAbilEffect_Effect)
The ability effect array is for specifying multiple levels for abilities that can be leveled up. Effects can be linked together in many ways, the most basic is a set effect.
7. Get the length of a Text variable? This is doable for Strings, but there's no Text->String conversion function.
Can't be done afaik, and for the same reason there's no text->string conversion, namely that Text is localized and string isn't. The idea is changing text value shouldn't affect anything else in the system, to avoid bugs that could be introduced by localization.
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something.
There's plenty of examples of looping sounds, just search for "loop" under sounds. Maybe the gap is in your sound file. In any case if you open up the sound file dialog and double click on one of the individual files there's a few fields that might be helpful, namely "Offset" and "Loop Time"
5. Stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it.
<img width="16" height="16" path="Assets/Textures/IronSword.dds"/> although embedded images don't show up everywhere you can display text. If list boxes is one of those cases you're out of luck.
3. Set invincibility for pre-placed units without using triggers? kinda-solved, @ndudz: Go Solved:
If you mean you want units that you placed to be invulnerable without making all units of that type invulnerable, you must use triggers. One of the things they really should add to the editor is the ability to modify the properties of placed units, even if all it does is generate trigger code that runs on map initialization.
@RileyStarcraft: Go
Here we go:
14. That's exactly what I was hoping to avoid. Oh well :/
13. No idea, I didn't ask this one. I'll mark it solved.
12. Neither method works. In both cases the tips end up as the usual randomized ones.
11. Magically solved itself at some point in the last few weeks. No idea why.
10. Coloring "<3" was what I tried to do. Except it came out "<3</c>" and colored.
8. Forgot to take this out, it was answered before.
7. Damn. :/
6. It seems the data editor has a litany of fields related to sound playback...nice :)
5. Yep, that's what I had. Oh well :/
3. Damn. :/
Open:
15. When duplicating an Archon in the data editor (actors, effects, and weapon), the resulting Archon copy's psionic beam animation doesn't show up while attacking. The damage works though, so I know the weapon is firing. (might have to do with beam weapons, because this also happens with the Sentry)
12. Remove the random tip text above the progress bar in the loading screen? It's somewhat of a distraction. (notes: @RileyStarcraft: Go)
10. Prevent < or > characters within html-style tags from screwing up Text values? For example if you wanted a text value where the < or > were colored. I've tried \< and \>, no luck there... (notes: @RileyStarcraft: Go)
Solved:
14. Create a secret editable box that a player can type in and submit, and not have it show for everyone? You can't. @RileyStarcraft: Go
13. Set the collision flags or footprints of a unit or doodad programmatically? (asked by BlueRajasmyk) Solved, @RileyStarcraft: Go
11. Set the name/prefix of player colors? I've got a dependency on a lurker-unit mod, and it totally screwed up the color names (they now say "Lurker Den:Blue" and such) when you pick them in the lobby. Closed, can't duplicate.
9. Is there a function to retrieve which List Item was selected (from the List Box, a type of Dialog Item)? solved, @progammer: Go
8. Allow an Ability to have 2 separate AoE effects on the same circle? When I set the ability's effects array to contain both effects, apparently only one will fire. (My Ability is of type CAbilEffectTarget and by the effects array I mean the field CAbilEffect_Effect) solved, @Klishu: Go, @gizmachu: Go
7. Get the length of a Text variable? This is doable for Strings, but there's no Text->String conversion function. You can't. @RileyStarcraft: Go
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something. Solved, @RileyStarcraft: Go
5. Stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it. You can't. @RileyStarcraft: Go
4. Write an Event to capture: "If any Unit of type <Unit Type> is selected"? I know about the "unit is selected" event, but my problem lies in capturing based on a specific Unit Type. solved, @azalathemad: Go
3. Set invincibility for pre-placed units without using triggers? You can't. @ndudz: Go @RileyStarcraft: Go
2. Make a small text box on a point? Think text tags but with opaque backgrounds and not automatically center-justified. solved - it's simple, text tags have customizable background properties and alignment
1. Make a "levelup animation" on a unit? Think something like WoW's animation, not as fancy, just something bright and visible. solved, @ndudz: Go
Note:
I searched for each of these and didn't get any answers. If there's an existing forum topic solving the problem, please link it and I'll read it.
@azalathemad: Go
For 1, use a trigger. Make the event Any unit gains an experience level, and the actions Attach model to unit. TimeWarpLaunch works good for level up. Also if you want a sound add the action Play sound on unit and choose a sound.
For 3, I'm pretty sure there is a flag that makes units invulnerable. So you would have to have a separate unit for the invulnerable ones.
Not sure about 2, those I just knew off the top of my head...
@ndudz: Go
Thanks a bunch. Solution to #1 is exactly what I'm looking for.
#3 technically works, but the idea of creating a separate child class just to flip one flag...is nauseating, and the fact that changes to the parent unit class don't automatically reflect in child classes opens up all sorts of debugging cans of worms.
New question, #4 is up.
What do you mean by capture? Like change player two's units to ur own?
I'm at work so I can't look but isn't the 'unit is selected' event for that very objective? Doesn't it allow u to select a unit as a condition then if condition is true, give a command?
When ofer home I'll look at the exact event tree and post it.
EDIT: #4 solved.
What I did was make the "unit is selected" event apply to any unit, and then add a condition "Unit Type of (Triggering Unit) == <Unit Type>".
@BasicGear: Go
"Capturing" meaning "detecting a unit selection event".
I know "unit is selected" can be used to pick up a specific unit (like if you preplaced a Marine [0, 0] or something). But instead of that "Marine [0,0]" I want "Any unit (whose Unit Type is Marine) on the entire map". Therein lies the problem.
Thanks,
- az
New question:
How do you stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it.
@azalathemad: Go
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something.
(bump)
Added a couple questions.
@azalathemad:
for the ability one. Put those 2 effects and then add the set to the ability. You can add multiple effect as an array to abilities because thats how they level up w/ the learn ability
@gizmachu: Go
That's the way it's supposed to be done - my problem is that only the highest one on the list fires. I'm going to re-create that ability from scratch, to see if it is possibly a data corruption issue, or if I mistakenly messed around with some critical field.
EDIT: The problem definitely has to do with AoE-specific effects - for example, if the first ability in the list has radius 1, and the second has radius 2 (around the same point), the first one will fire on the circle of radius 1, and the second one will fire on the cut-out donut of radius 2.
Thanks, - az
There is, in this form:
(Selected list item of (Used dialog item) for 1)
(the last for is for player, since different player can select different list item
@progammer: Go
Thanks. Not sure how I missed that one..
*bump*
couple questions added.
With CAbilEffect_Effect being an array, you might be tricked into thinking that it can take more than one effect (look closely at its name: "Effect" not "Effects"). How Blizzard do it is that you make an Effect of type Set (which has both the AoE effects) and then add that set to the Ability's Effect array.
@Klishu: Go
I'll give that a shot, didn't know Set was an actual effect type. Thanks for the clear explanation.
13. Set the collision flags or footprints of a unit or doodad programmatically
Couple more questions posted.
14. Create a secret editable box that a player can type in and submit, and not have it show for everyone?
People have implemented custom edit controls using triggers with keypress events.
13. Set the collision flags or footprints of a unit or doodad programmatically? (asked by BlueRajasmyk)
Use a morph ability. Catalog functions might be able to change it for an entire unit type (I say might because there's a lot of things that can't be changed at runtime), but to change it for an individual unit you need to morph it. You cannot change it arbitrarily at runtime for an individual unit.
12. Remove the random tip text above the progress bar in the loading screen? It's somewhat of a distraction.
Set the loading screen type to custom and then leave the Help field blank in the Map Loading Screen dialog. If that doesn't do it on its own open up the data editor, go to game UI settings and delete everything under Loading Screen Help. However I don't think that step is necessary.
11. Set the name/prefix of player colors? I've got a dependency on a lurker-unit mod, and it totally screwed up the color names (they now say "Lurker Den:Blue" and such) when you pick them in the lobby.
Can't make any sense of what you're asking. Post a screenshot or something.
10. Prevent < or > characters within html-style tags from screwing up Text values? For example if you wanted a text value where the < or > were colored. I've tried \< and \>, no luck there...
They're only read as markup if they're valid. For example you can type <v> and it won't consider it markup because that's not a recognized tag. Similarly <c 1 2 3> isn't considered markup because it's syntactically invalid, even though <c> is a valid tag. In practice I can't think of too many situations where you'd run into problems.
8. Allow an Ability to have 2 separate AoE effects on the same circle? When I set the ability's effects array to contain both effects, apparently only one will fire. (My Ability is of type CAbilEffectTarget and by the effects array I mean the field CAbilEffect_Effect)
The ability effect array is for specifying multiple levels for abilities that can be leveled up. Effects can be linked together in many ways, the most basic is a set effect.
7. Get the length of a Text variable? This is doable for Strings, but there's no Text->String conversion function.
Can't be done afaik, and for the same reason there's no text->string conversion, namely that Text is localized and string isn't. The idea is changing text value shouldn't affect anything else in the system, to avoid bugs that could be introduced by localization.
6. Seamlessly play a .ogg loop? It seems to have a bit of a gap on Continuous mode in a soundtrack, so I'm wondering if it's possible to shorten that gap, or even just offset the next playback by -0.2 seconds or something.
There's plenty of examples of looping sounds, just search for "loop" under sounds. Maybe the gap is in your sound file. In any case if you open up the sound file dialog and double click on one of the individual files there's a few fields that might be helpful, namely "Offset" and "Loop Time"
5. Stick an Image inside a List Box (which is a type of Dialog Item)? In theory this might be doable because you can stick assets (which includes images) into a Text variable. I essentially want a clickable dynamic list of (an icon with a string), for example, string "Iron Sword" with a small sword icon next to it.
<img width="16" height="16" path="Assets/Textures/IronSword.dds"/> although embedded images don't show up everywhere you can display text. If list boxes is one of those cases you're out of luck.
3. Set invincibility for pre-placed units without using triggers? kinda-solved, @ndudz: Go Solved:
If you mean you want units that you placed to be invulnerable without making all units of that type invulnerable, you must use triggers. One of the things they really should add to the editor is the ability to modify the properties of placed units, even if all it does is generate trigger code that runs on map initialization.
@RileyStarcraft: Go
Mega-thanks, dude.
I'll have to take some time to read it over and write followups and/or mark stuff solved.
@RileyStarcraft: Go
Here we go:
14. That's exactly what I was hoping to avoid. Oh well :/
13. No idea, I didn't ask this one. I'll mark it solved.
12. Neither method works. In both cases the tips end up as the usual randomized ones.
11. Magically solved itself at some point in the last few weeks. No idea why.
10. Coloring "<3" was what I tried to do. Except it came out "<3</c>" and colored.
8. Forgot to take this out, it was answered before.
7. Damn. :/
6. It seems the data editor has a litany of fields related to sound playback...nice :)
5. Yep, that's what I had. Oh well :/
3. Damn. :/