As an example, if you have the target of the persistent as the casting unit (to have it emanate out from the caster), but want a target point ability, you will have to wrap the persistent in some other effect, like a set effect, that has a point target.
Edit:
Additionally, it should be mentioned that you can launch a missile instead, with the missile having a searching behavior.
As well, both methods will need to use either a marker or an additional behavior if the intent is for each unit to only be damaged once.
If your records are global and kept in an array, simply pass their indexes in that array to the function, then access them the same way you did prior. If not, you're outta luck.
You can use "Set Dialog Item Color" or "Set Dialog Item Color Value". The second one is just a more manual way of doing it where you have to also specify that the property that you are modifying is the color.
Not bad, I didn't know you were acquainted with layout files already when I advised you to use that Dialog Item Hookup Standard method.
I would suggest trying to achieve some sort of symmetry. As it is right now the bottom of the screen has more, large elements on the right side, and then in the top left area there is this clunky border around the player statistics. I suggest putting the abilities (and possibly items) dead center, and then separating other elements onto the left and right sides in as symmetrical a way as possible.
I don't think that you could. I'm not fully sure I understand how you intend to do this. How are they supposed to click the button if they can't move the mouse to it? That's a question you have to answer, I don't know. Maybe while the dialog is open enable a trigger that allows them to move through the buttons using the arrow keys.
Edit: Ah, you're using a controller. I know even less then.
I can conceive of two ways to solve your problem with the image buttons.
The first would be to shrink the images so that the buttons behind them are actually visible. Then you can make them appear to select by having a trigger where, when the button is pressed, the image of the button (not the icon but the button itself) is changed to a brighter image.
The other way you could do it would be to initially tint all of the icon images darker using Dialog Item - Set Property As Color, with a color of something like (150, 150, 150). Then, have a trigger where, when the button is pressed, the you tint the color of the icon image back to a color of (255, 255, 255).
This works because the default color of an image is (255, 255, 255), so by tinting it to (150, 150, 150), you are making it darker, which means you can tint it back up to (255, 255, 255) to make it appear brighter.
He's referring to the .SC2Mod file type. When creating a new file, you can choose to make it a mod file instead of a map file.
Mod files contain no map terrain and I believe no triggers. You make all of your data in the mod file, and then when creating a map file, you can include it as a dependency, giving you all the data in the mod file. This way, you can create the data outside of either map file, and include it in both.
When including dependencies, you can choose either the default dependencies (like Liberty Campaign) or choose from local mod files or published mod files. Your mod file will have to be published if you want to publish any map files that use it.
Edit: Sorry, was this a necro? I saw it at the top of data but all of a sudden it has no other recent posts...
Minor detail: I'm pretty sure that triggers only run every 1/16th of a second, so your time value of 0.04 seconds won't actually occur that often, it will occur every 1/16th of a second (0.0625 seconds).
If you want a search area effect to only occur on units that have a certain behavior, you will need to make a "Unit Compare Behavior Count" validator that checks that the target has greater than 0 of that specific behavior.
And this validator goes on whatever effect your search effect runs, not the search effect itself.
Add the specific effect that you want it to respond to in there, and it will only respond to that effect. Add multiple, and it will respond to any of them.
It is also possible to make damage responses only respond to certain types of damage. There's a Combat Damage Response - Type field. Should seem pretty obvious.
0
@DrSuperEvil: Go
There is some nuance to it...
As an example, if you have the target of the persistent as the casting unit (to have it emanate out from the caster), but want a target point ability, you will have to wrap the persistent in some other effect, like a set effect, that has a point target.
Edit:
Additionally, it should be mentioned that you can launch a missile instead, with the missile having a searching behavior.
As well, both methods will need to use either a marker or an additional behavior if the intent is for each unit to only be damaged once.
0
@SoulTaker916: Go
Also true, but not useful if your intent was to modify the record once inside the function.
0
@PerAnimus: Go
If your records are global and kept in an array, simply pass their indexes in that array to the function, then access them the same way you did prior. If not, you're outta luck.
0
I'm curious what map this guy wants deprotected.
0
@PerAnimus: Go
You can use "Set Dialog Item Color" or "Set Dialog Item Color Value". The second one is just a more manual way of doing it where you have to also specify that the property that you are modifying is the color.
0
@DrSuperEvil: Go
That doesn't inform him of how to make the damage actually occur in a line.
0
@Mugen245: Go
Not bad, I didn't know you were acquainted with layout files already when I advised you to use that Dialog Item Hookup Standard method.
I would suggest trying to achieve some sort of symmetry. As it is right now the bottom of the screen has more, large elements on the right side, and then in the top left area there is this clunky border around the player statistics. I suggest putting the abilities (and possibly items) dead center, and then separating other elements onto the left and right sides in as symmetrical a way as possible.
0
@PerAnimus: Go
I don't think that you could. I'm not fully sure I understand how you intend to do this. How are they supposed to click the button if they can't move the mouse to it? That's a question you have to answer, I don't know. Maybe while the dialog is open enable a trigger that allows them to move through the buttons using the arrow keys.
Edit: Ah, you're using a controller. I know even less then.
0
@PerAnimus: Go
I can conceive of two ways to solve your problem with the image buttons.
The first would be to shrink the images so that the buttons behind them are actually visible. Then you can make them appear to select by having a trigger where, when the button is pressed, the image of the button (not the icon but the button itself) is changed to a brighter image.
The other way you could do it would be to initially tint all of the icon images darker using Dialog Item - Set Property As Color, with a color of something like (150, 150, 150). Then, have a trigger where, when the button is pressed, the you tint the color of the icon image back to a color of (255, 255, 255).
This works because the default color of an image is (255, 255, 255), so by tinting it to (150, 150, 150), you are making it darker, which means you can tint it back up to (255, 255, 255) to make it appear brighter.
0
@Veta20: Go
He's referring to the .SC2Mod file type. When creating a new file, you can choose to make it a mod file instead of a map file.
Mod files contain no map terrain and I believe no triggers. You make all of your data in the mod file, and then when creating a map file, you can include it as a dependency, giving you all the data in the mod file. This way, you can create the data outside of either map file, and include it in both.
When including dependencies, you can choose either the default dependencies (like Liberty Campaign) or choose from local mod files or published mod files. Your mod file will have to be published if you want to publish any map files that use it.
Edit: Sorry, was this a necro? I saw it at the top of data but all of a sudden it has no other recent posts...
0
@Mugen245: Go
It's either under Behavior: Modify Flags, or Behavior: State Flags. I think state flags.
It should read "Suppress Collision".
0
@DemoniacMilk: Go
Minor detail: I'm pretty sure that triggers only run every 1/16th of a second, so your time value of 0.04 seconds won't actually occur that often, it will occur every 1/16th of a second (0.0625 seconds).
Additionally, you may find this interesting/useful: http://www.sc2mapster.com/forums/general/general-chat/57205-star-karts/
It's a WASD hellion setup that I made. It's a fair bit more complex and it's done in Galaxy. You're welcome to use it or just learn from it.
0
@ItemsGuy: Go
abvdzh is correct.
If you want a search area effect to only occur on units that have a certain behavior, you will need to make a "Unit Compare Behavior Count" validator that checks that the target has greater than 0 of that specific behavior.
And this validator goes on whatever effect your search effect runs, not the search effect itself.
0
@Mugen245: Go
Merry Christmas, lol. Or so I would say, but my entire family (except me) got the stomach flu.
0
@ItemsGuy: Go
Combat Damage Response - Required Effect Array.
Add the specific effect that you want it to respond to in there, and it will only respond to that effect. Add multiple, and it will respond to any of them.
It is also possible to make damage responses only respond to certain types of damage. There's a Combat Damage Response - Type field. Should seem pretty obvious.