since we are in the triggers section you have to hook the objectivPanel and set it's anchor to the desired value. or use layout files to move the objective panel. there are tutorials for both solutions.
Needs triggers to update tooltip (the direct info can be manipulated with the attribute)
Doesn't show additional effects ( Damage : 6 instead of Damage : 1 (+5)) the green +5 won't be possible ( if you add another label with green text right behind the attribute label this could be simulated)
yes you can toogle autocast on/off with triggers and you can increase the range for neutral player by using catalog triggers to increase the range.
persistant effects are as the name says persistant and therefore contribute to lag if there are many persistant effects around at the same time.
add a validator to the first effect of the ability(which is a set effect if you add a buff) that validates the target unit for your buff and there will be no unit targeted twice. the buff lasts 2 seconds and as final effect of the buff the unit gets killed.
no, that's not how it works!
This list is based on forum posts made in the official NA Arcade Forum (which is a hard criterion to take part in the contest).
Seriously people should read the rules before they try to participate in any contest.
i dont get it, autocast works but you don't want to use it for no reason. just turn it on for your neutral units and you have no problem.
there is no persistant needed for order effect. it's only needed if the target is a point and not a unit.
@FirefoxMetzger: Go
first of all, data only is only possible if you do not need any information from the source unit (at least i think so, the modify unit has a flag copy unit but never made it work).
you could just spawn a new unit with create unit effect. to simulate the morphing use casting time on the ability (so channelin could also be canceled, and you can control the actor). then use an effect modify unit on the new unit to set the xp. ( here is the trigger editor needed, when the ability is cast you have to set the amount of xp with catalog trigger, just triggers on morphing, not really affecting performance). if you have a limited set of behaviours you wanna take over use the transfer effect to transfer each buff you know of. otherwise you have to transfer them with triggers.
may i ask why you are so concerned about performance? triggers are only a problem if they run too often or have to sync with every player (like the key event). maybe there is room for improvement?
if autocast already works and you only need a buff for tutorial reasons i would use a trigger to issue the order instead of having a periodic buff. or even just toogle autocast on and tell something like hey you are eating, congrats.
btw instead of changing the owner you could add a buff to the target unit to avoid 2 players eat from the same unit and also remove the unit with an effect.
1. my ui-editor bugs here. i always use the XML-Button, then delete one letter (e of frame) and add letter again. then press save map. now changes are saved. if i leave out one step the map might start with the current settings but if i close ui-editor it's gone
2. don't know exactly but i would try to hook the dialog items with triggers and set border then to invisible or import files with same name to override the default borders. you can also set the border image inside the ui-editor (i guess). there is an xml elem for that.this might help: http://www.sc2mapster.com/paste/7409/
3. import other graphics and override the default ones
does the trigger pass the first condition? not sure but does stack count work with attributes? and try to use integers instead of reals. you have to be careful here with types.
next thing is you should set the damage based on player 0 dmg amount, since the one of triggering player changes over time. so the basis stays equal.
@TheLazzoro: Go
you could set the damage with catalog trigger. all you need is naming conventions: ability1 has damage1, ability2 has damage2, etc....
ability power is an attribute? there is an event that triggers when an attribute changes.
if you need to set the damage of hero abilities on different heroes try to move the abilities on the same indicies (say ability 9-13 are hero abils)
you can now loop through the abilities 9-13 and extract the right number (abils need naming conventions then too, should end with the number, PsiStrike10 would correspond with damage10).
that's how i do it
0
@Nebuli2: Go
if it does have the required "Rock the Cabinet" tag in front of the post i will add it to the list (but i have added all already)
0
@Chris97Ong: Go
how about trial and error
0
@xxxNEARBYxxx: Go
force your unit to face +3 degree every 0.06 seconds in your desired direction
0
@Stormahawk: Go
share cooldown flag
0
@Chris97Ong: Go
since we are in the triggers section you have to hook the objectivPanel and set it's anchor to the desired value. or use layout files to move the objective panel. there are tutorials for both solutions.
0
@Stormahawk: Go
hello there
if you are not using all 5 attributes a hero can have (at least in the layout files) you can use them to show additional info on the unit and update it with triggers.
http://www.sc2mapster.com/forums/development/gui/62565-unit-info-panel-add-shield-icon-to-hero/
check out the link above, i have added a shield info to hero units.
Drawbacks:
the layout:
<Desc> <Frame type="InfoPaneHero" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero" file="GameUI"> <Frame type="Label" name="AttributeLabel1"> <Anchor side="Top" relative="$parent/CustomShieldIcon" pos="Min" offset="10"/> <Anchor side="Left" relative="$parent/CustomShieldIcon" pos="Max" offset="10"/> <Style val="@@InfoPaneHeroWeapon_Prot"/> </Frame>
<Frame type="Label" name="AttributeLabel2"> <Anchor side="Top" relative="$parent/CustomAttributeIcon" pos="Min" offset="2"/> <Anchor side="Left" relative="$parent/CustomAttributeIcon" pos="Max" offset="10"/> <Style val="@@InfoPaneHeroWeapon_Prot"/> </Frame>
<Frame type="Image" name="CustomShieldIcon" template="EquipmentIcon/EquipmentIconTemplate"> <Width val="32"/> <Height val="32"/> <Texture val="@@UI/ButtonBorderNormal" layer="1"/> <Anchor side="Top" relative="$parent/ExperienceBar" pos="Max" offset="20"/> <Anchor side="Left" relative="$parent" pos="Mid" offset="10"/> </Frame>
<Frame type="Image" name="CustomAttributeIcon" template="EquipmentIcon/EquipmentIconTemplate"> <Width val="32"/> <Height val="32"/> <Texture val="@@UI/ButtonBorderNormal" layer="1"/> <Anchor side="Top" relative="$parent/CustomShieldIcon" pos="Max" offset="2"/> <Anchor side="Left" relative="$parent" pos="Mid" offset="10"/> </Frame> </Frame> </Desc>
0
@wisesquirrel: Go
yes you can toogle autocast on/off with triggers and you can increase the range for neutral player by using catalog triggers to increase the range.
persistant effects are as the name says persistant and therefore contribute to lag if there are many persistant effects around at the same time.
add a validator to the first effect of the ability(which is a set effect if you add a buff) that validates the target unit for your buff and there will be no unit targeted twice. the buff lasts 2 seconds and as final effect of the buff the unit gets killed.
0
@Charysmatic: Go
no, that's not how it works! This list is based on forum posts made in the official NA Arcade Forum (which is a hard criterion to take part in the contest).
Seriously people should read the rules before they try to participate in any contest.
0
@april9: Go
i dont get it, autocast works but you don't want to use it for no reason. just turn it on for your neutral units and you have no problem. there is no persistant needed for order effect. it's only needed if the target is a point and not a unit.
0
@FirefoxMetzger: Go first of all, data only is only possible if you do not need any information from the source unit (at least i think so, the modify unit has a flag copy unit but never made it work).
you could just spawn a new unit with create unit effect. to simulate the morphing use casting time on the ability (so channelin could also be canceled, and you can control the actor). then use an effect modify unit on the new unit to set the xp. ( here is the trigger editor needed, when the ability is cast you have to set the amount of xp with catalog trigger, just triggers on morphing, not really affecting performance). if you have a limited set of behaviours you wanna take over use the transfer effect to transfer each buff you know of. otherwise you have to transfer them with triggers.
may i ask why you are so concerned about performance? triggers are only a problem if they run too often or have to sync with every player (like the key event). maybe there is room for improvement?
0
if autocast already works and you only need a buff for tutorial reasons i would use a trigger to issue the order instead of having a periodic buff. or even just toogle autocast on and tell something like hey you are eating, congrats.
btw instead of changing the owner you could add a buff to the target unit to avoid 2 players eat from the same unit and also remove the unit with an effect.
0
abilties work even if the unit itself doesn't have any buttons (just the ability itself needs one). so where exactly is the problem?
0
@TheLazzoro: Go
1. my ui-editor bugs here. i always use the XML-Button, then delete one letter (e of frame) and add letter again. then press save map. now changes are saved. if i leave out one step the map might start with the current settings but if i close ui-editor it's gone
2. don't know exactly but i would try to hook the dialog items with triggers and set border then to invisible or import files with same name to override the default borders. you can also set the border image inside the ui-editor (i guess). there is an xml elem for that.this might help: http://www.sc2mapster.com/paste/7409/
3. import other graphics and override the default ones
0
@TheLazzoro: Go
does the trigger pass the first condition? not sure but does stack count work with attributes? and try to use integers instead of reals. you have to be careful here with types.
next thing is you should set the damage based on player 0 dmg amount, since the one of triggering player changes over time. so the basis stays equal.
0
@TheLazzoro: Go
you could set the damage with catalog trigger. all you need is naming conventions: ability1 has damage1, ability2 has damage2, etc....
ability power is an attribute? there is an event that triggers when an attribute changes.
if you need to set the damage of hero abilities on different heroes try to move the abilities on the same indicies (say ability 9-13 are hero abils)
you can now loop through the abilities 9-13 and extract the right number (abils need naming conventions then too, should end with the number, PsiStrike10 would correspond with damage10).
that's how i do it