The damage response is on the same behavior as the root, correct? So what you want is the unit that is rooted to remove the behavior from itself when it takes damage.
You should have the following fields set to the following values:
Does anybody know if there's a way to replace the default ability button textures?
I have been looking. Their images aren't specified at all in the SC2Layout files, so that's out. I also looked for these specific buttons in Assets/Textures with hopes of importing replacements under the same file path, but all attempts at that failed.
If you want somebody to actually do it for you, that's a different question. It would be more complicated to explain than to just do the entire thing.
Two of the things that you mentioned, the wireframe and the name, have other interface components anchored to them. Moving them would move those other components as well.
Basically, what I'm saying is, learn how to do it or ask somebody to do it for you.
As far as moving the inventory goes, you can look at the layout snippet that I linked to see how to do that.
The trigger action to hide the console is UI - Show/Hide UI Frame. The frame that you want to select is Console Panel.
SC2Layout files are more complicated to learn. I suggest you take a look through Helral's guide in UI Development, and make sure to try your hand at it as you go. If you have any specific questions, I'd be happy to help.
Don't use the array to save the last unit to cast the ability - use an array to save each player's hero, at the beginning of the game. So Player 1's hero would be stored permanently in Hero[1]. Then, when somebody takes damage from the ability, you just need to use the damage action as I wrote it above.
I am looking for somebody capable of throwing together some nice looking interface background images. Here's the interface, sans-backgrounds:
What I need is essentially two images: a frame for the minimap, and a frame for the central ability / health/energy bar area. The background for the unit info at the right would essentially be the minimap background flipped, with some simple dividers between the inventory/portrait/stat areas. I want them to be Terran styled, and sleek and minimalistic.
What I'm hoping for would probably be pretty simple to somebody skilled in photoshop, and I am hoping that somebody will simply take interest. What it would require to get you involved can be discussed, so please, just post if you are capable and interested. :)
I assume the unit using this ability is going to be a special unit, like a hero? One per player? If so, just save it in an array of units with the index value being the player's number.
That way, you could say Deal damage using Dummy Damage on (Triggering unit) from Hero[(Owner of (Damaging Unit))] with ((Stack count of Intelligence on Hero[(Owner of (Damaging Unit))]) * 0.5) extra damage
Well, the method that you are using should work, albeit if you want the bar to be black while the energy depletes. You really have two options, though:
Have an image cover the full bar image as the energy depletes.
Have the full bar image shrink as the energy depletes.
Now, having the full bar image shrink as the energy depletes can look very ugly, as the bar is not designed like most energy bars. Most energy bars have the same vertical set of pixels in each X position, meaning that they can be shrunk along the X length and look exactly the same, but this one is not like that.
One option I can think of is to have the filled bar image shrink by having it in a separate dialog and shrinking the dialog. The way this works is that the image of the filled bar does not shrink/distort at all, instead appropriate areas of it simply vanish as the dialog shrinks and there is no longer room for it.
I know that sounds really complicated, so I'm attaching a map that demonstrates this.
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@admielke: Go
You're not saying what the issue is. Seems to me you know what you want.
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@Scythe1250: Go
As for your damage response issue...
The damage response is on the same behavior as the root, correct? So what you want is the unit that is rooted to remove the behavior from itself when it takes damage.
You should have the following fields set to the following values:
Combat: Damage Response - Location: Defender
Combat: Damage Response - Handled: [Your Remove Behavior Effect]
Combat: Damage Response - Chance: 1
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Does anybody know if there's a way to replace the default ability button textures?
I have been looking. Their images aren't specified at all in the SC2Layout files, so that's out. I also looked for these specific buttons in Assets/Textures with hopes of importing replacements under the same file path, but all attempts at that failed.
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@Taintedwisp: Go
I made it so you can flip the entire interface so that the map is on the left! :D
Shit... LoL did that too.
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Hey! HEY! I resent that... lol
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Seems like the BattlecruiserHurricaneSiteOpOffset would be the logical choice. Just a guess, though.
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@Project_06: Go
If you want somebody to actually do it for you, that's a different question. It would be more complicated to explain than to just do the entire thing.
Two of the things that you mentioned, the wireframe and the name, have other interface components anchored to them. Moving them would move those other components as well.
Basically, what I'm saying is, learn how to do it or ask somebody to do it for you.
As far as moving the inventory goes, you can look at the layout snippet that I linked to see how to do that.
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@lemmy734: Go
The trigger action to hide the console is UI - Show/Hide UI Frame. The frame that you want to select is Console Panel.
SC2Layout files are more complicated to learn. I suggest you take a look through Helral's guide in UI Development, and make sure to try your hand at it as you go. If you have any specific questions, I'd be happy to help.
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@AdamantiumHydra: Go
Don't use the array to save the last unit to cast the ability - use an array to save each player's hero, at the beginning of the game. So Player 1's hero would be stored permanently in Hero[1]. Then, when somebody takes damage from the ability, you just need to use the damage action as I wrote it above.
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Hey all,
I am looking for somebody capable of throwing together some nice looking interface background images. Here's the interface, sans-backgrounds:
What I need is essentially two images: a frame for the minimap, and a frame for the central ability / health/energy bar area. The background for the unit info at the right would essentially be the minimap background flipped, with some simple dividers between the inventory/portrait/stat areas. I want them to be Terran styled, and sleek and minimalistic.
What I'm hoping for would probably be pretty simple to somebody skilled in photoshop, and I am hoping that somebody will simply take interest. What it would require to get you involved can be discussed, so please, just post if you are capable and interested. :)
Thanks for your time,
MasterWrath
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@rtschutter: Go
I'm actually inclined to agree with rtschutter. I didn't even know panels existed because I've never had to use one. You should use his method!
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@Project_06: Go
You can move these things using SC2Layout files.
Here's an example: Layout Snippet
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@Demtrod: Go
Here's an example layout file.
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@AdamantiumHydra: Go
Hey Fapamantium. ;D
I assume the unit using this ability is going to be a special unit, like a hero? One per player? If so, just save it in an array of units with the index value being the player's number.
That way, you could say Deal damage using Dummy Damage on (Triggering unit) from Hero[(Owner of (Damaging Unit))] with ((Stack count of Intelligence on Hero[(Owner of (Damaging Unit))]) * 0.5) extra damage
Hope this helped.
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Well, the method that you are using should work, albeit if you want the bar to be black while the energy depletes. You really have two options, though:
Now, having the full bar image shrink as the energy depletes can look very ugly, as the bar is not designed like most energy bars. Most energy bars have the same vertical set of pixels in each X position, meaning that they can be shrunk along the X length and look exactly the same, but this one is not like that.
One option I can think of is to have the filled bar image shrink by having it in a separate dialog and shrinking the dialog. The way this works is that the image of the filled bar does not shrink/distort at all, instead appropriate areas of it simply vanish as the dialog shrinks and there is no longer room for it.
I know that sounds really complicated, so I'm attaching a map that demonstrates this.
I hope that's what you were looking for!