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    posted a message on Unit Info Panel - Add shield icon to hero

    i thought about that too. it's quite easy to create a new info panel with triggers and just anchor it there, BUT i like the heroPanelnfo. so i am quite far with a workaround already watch this: Workaround

    my last problem is to "lift" the text to the top. i am using custom text styles with v-align top but it doesn't work :(

    how the workaround works: i'll add an attribute with the image link in name to the unit. in layoutfiles the attribute anchors are changed to ArmorIcon. the following attribute gets the defaULT anchor of the changed attribute. i'll keep track of the shield armor and regeneration in a dummydamageeffect and reference it with catalogs in the tooltips. everything that increases the shield armor just has to increase the attribute aswell to be shown correctly.

    if no1 comes up with a way to lift the text i'll have to put it on the right side :(

    __update___ why does the armor disappear??? it has the same offset as the damage label relativ to its icon. Workaround2

    Posted in: UI Development
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    posted a message on Unit Info Panel - Add shield icon to hero

    to clarify what i mean HeroInfoPane UnitInfoPane

    or is it possible to create an equipmentIcon that is linked to shield armor somehow?

    Posted in: UI Development
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    posted a message on Unit Info Panel - Add shield icon to hero

    hello there

    as soon as you add veterancy or an attribute to an unit the info panel changes to infopanehero, which only has a weapon and an armor icon but i would like to have a shield-armor icon too. any ideas how i could add it below the armor icon?

    greetings

    Posted in: UI Development
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    posted a message on Just need an idea :d

    @Hookah604: Go

    new tumors cannot be placed on creep :d, so it will terminate ah the changeling could do well, thx alot

    Posted in: Artist Tavern
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    posted a message on Just need an idea :d

    hello there

    i have a unit that places a creep tumor. this tumors creates after 60 seconds a new tumor. both tumors will create 1 more after 60 seconds. so on and on. each tumor creates creep around the unit. does anyone have an idea for visual effects? is there anything organic that could crawl on the ground to the next tumor? i don't want it to pop out out of nowhere. what would you do?

    greetings

    Posted in: Artist Tavern
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    posted a message on Chain Lightning Dead Link

    @DrSuperEvil: Go

    could you explain a bit further? how do i attach my site actor to a model? and how do i move it into position?

    _ nvm got it working _ thx alot

    what i did:

    beam action actor - Event: actor creation _ create dummyAttachModel then changed launchsite ops : weapon left and changed the launch site to dummyAttachModel and last but not least on the DummyModel - host site ops attach weapon left

    Posted in: Data
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    posted a message on Chain Lightning Dead Link

    hello there

    problem 1:

    i have a channeling chain lightning ability. you can cast it on a target, after 2 seconds a new target in range of the first target is targeted :d this goes on aslong as the caster is channeling. the ability can be cast by any player. what i would need is a way to determine if any links inside the chain are dead and if so all links behind are set free and if the caster is still channeling a new target must be found by the last active chain link. any ideas that are better than tracking each unit for each player in an array with triggers?

    Create persistant (channeling) linked with init effect toSet _- A: Damage, B: Apply Buff C: Create Persistant _ C runs out _ Search Effect _ Set _ A ....

    Problem 2:

    Attaching the beam to the weapon attachmentpoint of the caster. sounds easy since this is default BUT i had to change a little detail that seems to annoy me. i have changed the beam frame from caster to target (on the action actor) being able to react to some events happening on the targets. i have tried everything : altering the container attach query, launchattachquery, launchsiteops, none of them work. it always starts from the bottom mid of the caster. my model (dark templar) has a attachmentpoint weapon left. i have used the beam actor and action actor of archons attack as template (duplicated)

    Posted in: Data
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    posted a message on Show Halo to one player only

    wow thx alot, i rather avoid using the whole lib but i found his tutorial for actor msg per player on sc2mapster. awesome job

    Posted in: Triggers
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    posted a message on Show Halo to one player only

    hello there!

    maybe this is not only trigger related but there is no general question folder here.

    i would like to show the halo of a unit to one player only with on/off function. what i want to do: a neutral building is selected by a player -> shop dialog opens -> show halo for player around shop -> deselection = off

    any ideas how to do that?

    Posted in: Triggers
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    posted a message on What would you like to see out of an Arcade website?

    collect everything about the arcade maps (youtube vids, forum, homepage etc) and link it there. Feature small maps and review them. (and only the small ones, everybody knows the popular maps, same as 3 years ago). Maybe arrange games for certain maps on your site. Group them by their purpose, not the category (fast game, play with noob friends, play with pro friends, ... ) or both somehow.

    Posted in: General Chat
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    posted a message on The arcade is now free

    ha not too many ppl left to play sc2 at all, this won't change anything

    Posted in: General Chat
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    posted a message on Forcing a Command Card submenu

    morphing sucks because all abilities of all connected units are counted together (there is a max limit of abilities). use a different unit for each hero, easy switch with triggers.

    Posted in: Data
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    posted a message on Launch Missle while moving

    @DrSuperEvil: Go

    never heard of it, can you be more specific

    Posted in: Data
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    posted a message on Launch Missle while moving

    hello there

    i have created an instant ability that is able to launch missiles towards the facing of the unit. this works great aslong as the unit doesn't move.

    if the unit is moving, the create persistant effect is created at the last position of the unit and shoots with the old facing from there

    this looks and acts wierd and i wonder if anyone has an idea to fix this

    it's just an instant ability (- - > without target), create persistant and launch missile effect.

    Posted in: Data
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    posted a message on Cursor Actor - Behavior on

    oh that's sad but thx anyway for answering maybe i gonna try a little workaround that should work in theory: having a huge invisble unit (2 screens) that is able to interact and simple change the interact cursor to something i like but i fear this gonna take hours to test...

    Posted in: Data
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