For example, in the EU version of Star Battle you can open the achievement dialog and scroll down the list with the achievement items. You click on the scroll bar, drag it down and the achievement items move up.. likewise they move down when dragging it up. It's the exact same thing I need and this proves that it's possible, but nobody knows how apparently.
I don't really get the workaround described in your thread. What's mouse tracking and how do I enable it and use it for such a purpose?
There's very few info on this out there. All I know is, there's no built-in way to do this. Rotating a slider doesn't work.
Thing is, I've seen this working in other maps (not for text items via list box, but for scrolling images down or up).
Does anyone have new info on how this may have been achieved or can be achieved? In my special case I want players to use the scroll bar to move (via offset changes or whatever) entire groups of dialog items like labels, images and buttons at the same time.
Happens for my map too on EU servers. It's an issue for lots of maps out there, and it doesn't have anything to do with map initialization triggers or banks, like many people state.
I found this for ranged units (with search area effects) but apparently this doesn't apply to melee units the same.
I want a melee unit to attack a unit and after it has performed a single attack, it is supposed to change the target (determining the new target either via validator or target sorts, doesn't matter at this point).
What I did so far: (1) Using a search area effect as the weapon's main effect, resulting in the unit attacking the acquired target but damaging the units around (without approaching them visually); (2) Using the damage effect as the weapon's main effect and including target sorts TSRandom in the weapon's "acquire target sorts" entry, which had no effect at all.
@Nerfpl: Go
Thanks. It's working now. I don't know why though. I remade the entire weapon/effects/actors. I guess it was a problem with the triggering of the explosion model animation.
I want to know if this is possible. I have created a weapon that should have a simple damage effect when you order the unit to attack a certain target. On the other hand, when you don't order the unit to attack a target and the auto scan of the weapon finds one by itself, a different effect (like a search area effect) is supposed to be triggered.
My question now would be: is it possible to export WoW models using dds textures and not tga textures? Or is there any possibility to change the texture path of a model (like exampletexture.tga) to a different one (like exampletexture.dds) without having to use 3DSMAX?
@DrSuperEvil: Go
What do I have to check there? The only entry with fallback (besides the launch site) is "Target: Impact Site Fallback" and is set to "GenericAttackImpactFallbackSite"
This is another weird problem I have encountered. I made a bomb weapon for the banshee and the bomb needs some time to fall down on the ground unit. When there are many banshees releasing bombs at the same time and only a few of them suffice to kill the unit, the impact model (explosion) of the additional bombs (which hit the ground after the unit has already died) occurs at the banshee itself, not at the ground position where the target unit was located before.
The bomb weapon itself causes a launch missile effect.
The launch missile effect has "target impact location: target point" and "impact effect: search area effect"
The search area effect obviously searches for units to apply the damage to and has "target launch location: source point" set
The actor (explosion animation) gets triggered by the search area effect ("Effect.BansheeBombSearchArea.Start -> Create")
1. Usually, WoW model textures are .tga files. But as far as I know there is an issue with mac users that won't let them display .tga correctly. Does this apply to the model textures too?
2. I want to import WoW models (m3 + textures) to a mod file. Problem is, that they sometimes (!) turn out not being textured after the import. I do it like this: (1) importing only the textures, saving, moving them to root, saving, closing (2) importing only the m3 files, (moving them to root aswell or keep them in the import folder (tried both)), saving
Results: One time the previewer displayed them correctly with textures but after I closed the map and re-opened it again, the models were all light blue (untextured) in the previewer. In most other cases they just turn out untextured, doesn't matter what I import first or where I move it.
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@SBeier: Go
Thanks. Good to see that there is at least one possible way to actually create a vertical scroll bar.
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@Nerfpl: Go
But a list consists of text items and that's totally useless.
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@Enexy: Go
For example, in the EU version of Star Battle you can open the achievement dialog and scroll down the list with the achievement items. You click on the scroll bar, drag it down and the achievement items move up.. likewise they move down when dragging it up. It's the exact same thing I need and this proves that it's possible, but nobody knows how apparently.
I don't really get the workaround described in your thread. What's mouse tracking and how do I enable it and use it for such a purpose?
0
There's very few info on this out there. All I know is, there's no built-in way to do this. Rotating a slider doesn't work.
Thing is, I've seen this working in other maps (not for text items via list box, but for scrolling images down or up).
Does anyone have new info on how this may have been achieved or can be achieved? In my special case I want players to use the scroll bar to move (via offset changes or whatever) entire groups of dialog items like labels, images and buttons at the same time.
0
Happens for my map too on EU servers. It's an issue for lots of maps out there, and it doesn't have anything to do with map initialization triggers or banks, like many people state.
It's a battle.net-sided problem.
0
@DrSuperEvil: Go Hmm good idea, I will try that.
EDIT: Works perfectly.
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I found this for ranged units (with search area effects) but apparently this doesn't apply to melee units the same.
I want a melee unit to attack a unit and after it has performed a single attack, it is supposed to change the target (determining the new target either via validator or target sorts, doesn't matter at this point).
What I did so far: (1) Using a search area effect as the weapon's main effect, resulting in the unit attacking the acquired target but damaging the units around (without approaching them visually); (2) Using the damage effect as the weapon's main effect and including target sorts TSRandom in the weapon's "acquire target sorts" entry, which had no effect at all.
0
@Nerfpl: Go Thanks. It's working now. I don't know why though. I remade the entire weapon/effects/actors. I guess it was a problem with the triggering of the explosion model animation.
0
I want to know if this is possible. I have created a weapon that should have a simple damage effect when you order the unit to attack a certain target. On the other hand, when you don't order the unit to attack a target and the auto scan of the weapon finds one by itself, a different effect (like a search area effect) is supposed to be triggered.
0
@Ranuglin: Go
Ok I have confirmed that 1. is true.
And 2. isn't a problem anymore.
My question now would be: is it possible to export WoW models using dds textures and not tga textures? Or is there any possibility to change the texture path of a model (like exampletexture.tga) to a different one (like exampletexture.dds) without having to use 3DSMAX?
0
@Nerfpl: Go Did that but got still the same problem.
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Ehm no, I honestly don't have a clue on how to deal with fallback values :/ New terrain to me. Can you give me a hint?
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@DrSuperEvil: Go What do I have to check there? The only entry with fallback (besides the launch site) is "Target: Impact Site Fallback" and is set to "GenericAttackImpactFallbackSite"
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This is another weird problem I have encountered. I made a bomb weapon for the banshee and the bomb needs some time to fall down on the ground unit. When there are many banshees releasing bombs at the same time and only a few of them suffice to kill the unit, the impact model (explosion) of the additional bombs (which hit the ground after the unit has already died) occurs at the banshee itself, not at the ground position where the target unit was located before.
I don't see what's wrong.
0
Two questions concerning this topic:
1. Usually, WoW model textures are .tga files. But as far as I know there is an issue with mac users that won't let them display .tga correctly. Does this apply to the model textures too?
2. I want to import WoW models (m3 + textures) to a mod file. Problem is, that they sometimes (!) turn out not being textured after the import. I do it like this: (1) importing only the textures, saving, moving them to root, saving, closing (2) importing only the m3 files, (moving them to root aswell or keep them in the import folder (tried both)), saving
Results: One time the previewer displayed them correctly with textures but after I closed the map and re-opened it again, the models were all light blue (untextured) in the previewer. In most other cases they just turn out untextured, doesn't matter what I import first or where I move it.