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    posted a message on My Terrain Crap

    posted these everywhere else, may as well post them here

    none of them good but all WIP so whatever :D

    Mad WIP: no way to add sky = ftl

    Posted in: Terrain
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    posted a message on Moving the Minimap

    doesn't appear to be possible without modifying/MPQ importing the SC2Layout files from Core.SC2Mod. It's a shame, too, because I thought for all this time that we'd be able to. Maybe Blizzard in the future will make the minimap a separate layout from the command console and add functionality to move it where we want it.

    oh well

    Posted in: Miscellaneous Development
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    posted a message on I can't figure this out - chain lightning
    Quote from zifoon: Go
    • cough* Mutalisk *cough*

    missiles =/= beams

    @OP: I've been trying to figure out the same thing tonight, and can't seem to get it to properly launch the second/third/etc. beam from the proper locations

    Posted in: Miscellaneous Development
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    posted a message on Galaxy Natives

    @vjeux: Go

    sweet, so I assume the Catalog natives will allow us to dynamically modify data in-game?

    That's freaking huge.

    So are all the options for Dialogs. Can't wait to mess around with the in-game UI as such.

    Also, what the hell is all the "Planet" stuff?

    Posted in: Miscellaneous Development
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    posted a message on [XML] Heros - Level and XP

    @saltygrapes: Go

    then again it seems tooltips showing up are internally tied to their asset so I have no idea -_-

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP
    Quote from sanktanglia: Go

    saltygrapes how are you trying to do that? it seems like it would just be a simple gamestrings key wouldnt it?

    no, there is no mouse-hover tooltip for the hero attributes defined in the UI files

    if you hover your mouse over the equipment icons of a hero, it shows a tooltip detailing your weapon damage, range, armor, etc. if I put my mouse over an attribute, I want a tooltip to show up showing what that attribute does. that's not defined in the UI files, as the attributes are just simply text labels in the hero info pane . as opposed to the equipment icons which have defined tooltips for mouse hovering. just inputting a string for the attribute's behavior isn't going to do anything AFAIK without the proper UI modification

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP

    @Alevice: Go

    yea I tried setting that stuff up myself but got stuck cause I didn't know the token directives worked like that. good thing that someone else figured it out cause I was getting tired of trying

    im also trying to get tooltips onto the attributes that show what they modify as well as getting the attributes to modify the unit's weapons themselves (like how Bunker's behavior modifys the units weapon range) but its not going so well.........

    Posted in: Tutorials
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    posted a message on [XML] Heros - Level and XP
    Quote from vjeux: Go

    We don't know yet how to do anything with the levels. If you can find how to add/edit spells when leveling that would be really nice.

    I got it to do attributes, did you guys ever get to that? To make it add skill points for spells, you have to use <CAbilLearn>.

        <CBehaviorAttribute id="Combat">
    		<Name value="Combat"/>
    			<Modification>	
    			<VitalMaxArray index="Life" value="25"/>
        			<VitalRegenArray index="Life" value="1"/>
        	</Modification>
        </CBehaviorAttribute>
        <CBehaviorAttribute id="Engineering">
    		<Name value="Engineering"/>
      		<Modification>
      			<TimeScale value="1.15"/>
        	</Modification>
        </CBehaviorAttribute>
        <CBehaviorAttribute id="Psi">
    		<Name value="Psi"/>
      		<Modification>
    			<VitalMaxArray index="Shields" value="30"/>
        			<VitalRegenArray index="Shields" value="1"/>
        	</Modification>
        </CBehaviorAttribute>
        <CBehaviorAttribute id="Biotics">
    		<Name value="Biotics"/>
       		<Modification>
    			<VitalMaxArray index="Energy" value="30"/>
        			<VitalRegenArray index="Energy" value="1"/>
        	</Modification>
        </CBehaviorAttribute> 
    
        <CBehaviorVeterancy id="LvUp">
        	<VeterancyLevelArray MinVeterancyXP="500">
        		<Modification>
        			<AttributeChangeArray Attribute="Combat" Points="1"/>
        			<AttributeChangeArray Attribute="Engineering" Points="1"/>
        			<AttributeChangeArray Attribute="Psi" Points="1"/>
        			<AttributeChangeArray Attribute="Biotics" Points="1"/>
        		</Modification>
        	</VeterancyLevelArray>
        	<VeterancyLevelArray MinVeterancyXP="1000">
        		<Modification>
        			<AttributeChangeArray Attribute="Combat" Points="2"/>
        			<AttributeChangeArray Attribute="Engineering" Points="2"/>
        			<AttributeChangeArray Attribute="Psi" Points="2"/>
        			<AttributeChangeArray Attribute="Biotics" Points="2"/>
        		</Modification>
        	</VeterancyLevelArray>
        	<VeterancyLevelArray MinVeterancyXP="1500">
        		<Modification>
        			<AttributeChangeArray Attribute="Combat" Points="3"/>
        			<AttributeChangeArray Attribute="Engineering" Points="3"/>
        			<AttributeChangeArray Attribute="Psi" Points="3"/>
        			<AttributeChangeArray Attribute="Biotics" Points="3"/>
        		</Modification>
        	</VeterancyLevelArray>
        	<VeterancyLevelArray MinVeterancyXP="2000">
        		<Modification>
        			<AttributeChangeArray Attribute="Combat" Points="4"/>
        			<AttributeChangeArray Attribute="Engineering" Points="4"/>
        			<AttributeChangeArray Attribute="Psi" Points="4"/>
        			<AttributeChangeArray Attribute="Biotics" Points="4"/>
        		</Modification>
        	</VeterancyLevelArray>
        	<VeterancyLevelArray MinVeterancyXP="2500">
        		<Modification>
        			<AttributeChangeArray Attribute="Combat" Points="5"/>
        			<AttributeChangeArray Attribute="Engineering" Points="5"/>
        			<AttributeChangeArray Attribute="Psi" Points="5"/>
        			<AttributeChangeArray Attribute="Biotics" Points="5"/>
        		</Modification>
        	</VeterancyLevelArray>
     		<SharedXPRadius index="DamageDealt" value="1000"/>
    		<SharedXPRadius index="DamageTaken" value="1000"/>
    		<SharedXPRadius index="Kills" value="1000"/>
    		<SharedXPFraction index="Kills" value="1"/>
    		<SharedXPFraction index="DamageDealt" value="1"/>
    		<SharedXPFraction index="DamageTaken" value="1"/> -->
    		<XPFraction index="Kills" value="1"/>
        	<XPFraction index="DamageDealt" value="1"/>
        	<XPFraction index="DamageTaken" value="1"/>
        </CBehaviorVeterancy>
    
    Posted in: Tutorials
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    posted a message on Making Data References within Data Values

    Well I see that there is a set of functions for manipulating the catalog XML data, but the only function found is CatalogFieldValueGet, which allows you to pull an int or a string. Would it be correct to assume there'd be other functions related to this allowing for actual dynamic change in the game data? (ie if someone wants to create a "Haste" stat which lowers the cooldown of their abilities based on how much of this stat they possess)

    Posted in: Miscellaneous Development
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    posted a message on Making Data References within Data Values

    In the game strings, such as button tooltips, one can easily make a data value reference for an integer, for example:

    <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsCreatePersistent,PeriodicPeriodArray[0]"/>
    

    However within the Data files themselves, it seems like there are strict parameters on what you can input into a "Value" field, or the value will default.

    If, for example, someone wanted to make their PsiStormDamage Effect deal damage each period equal to their health points, it would seem as if you CAN'T actually reference a trigger-defined real value in the effect's damage value field (or even make a reference to a value elsewhere in the data files as seen in the example above). Do you guys see this as an unknown, considering there may be functionality there that we have yet to discover (as none of the core game abilities would be using this type of functionality), or do you think Blizzard is going to be leaving that kind of stuff to triggers again this time around?

    Posted in: Miscellaneous Development
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