it might just be that after you create the labels or buttons that you should immediately hide them for all players and then show them for the triggering player
from what you have provided its kinda hard to see what is happening what is showing up the labels or buttons?
or are things being hidden from the player can we see screenshot of it happening maybe?
Also something you might want to think about is using unit groups
well this does work
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
depending on how your map is setup when you create the character for the player you could add them to a unit group for easy referencing.
so instead of having the unit group pick each unit you could just say
Unit Group - Add (Last created unit) to Heroes[(Picked player)]
Unit Group - Pick each unit in Heroes[(Picked player)] and do (Actions)
Unit - Add 1 Hungry to (Unit 1 from Heroes[(Picked player)]) from Marauder [65.03, 65.47]
not sure if it would save time or reduce lag just might make it easier
well if that is your current trigger it is lowering the hunger for player 1 each time it is run
Hunger[1]: - 1 would reduce the hunger value for player 1 for the number of players if its happening 10 times then you probably have 10 players
try changing Player Group - Pick each player in (All players) and do (Actions)
to
Player Group - Pick each player in (Active Players) and do (Actions)
should be Hunger[picked player]: - 1
if thats not your current trigger you should post it
Also if you are only having a boss bar for hunger and you will need one for each player you may want to make the boss bar an array to make it easier so
UI - Set boss bar 1 current value to Hunger[1] (Do refresh the boss bar)
would become
UI - Set boss bar 1[picked player] current value to Hunger[picked player] (Do refresh the boss bar)
I dont have HOTS but when i do get it i plan on making a HOTS jungle map so that players will have the option of playing on both HOTS and WOL however the gameplay will be identical just have a different setting
If you go to the bottom of the page i linked ahli634 has a map that has a working shield health bar check it out i think its probably what your looking for.
The issue you are having has to do with the status health bar when the shield and health bar merge its because of the UnitStatusShieldedHealthBar as of right now there is no way to get just a shield bar to my knowledge you can find some example maps Here
as for the bar texture not being shown there i havent been able to figure that out
UnitStatusBar - for a generic one
UnitStatusHealthBar - for the health bar
UnitStatusEnergyBar - for the energy bar
UnitStatusShieldedHealthBar - for a combination of the health and shield bar
I made a test map using data and triggers that could be of some help.
It has a attribute like hunger for the unit and a unit status bar
the system could be used to create dialogs to show the status as well pretty simply i think depends if you want it all triggers
The Map is Here the forum is Here
Have you tried creating a custom action definition based off of the Attach Region to Unit?
Perhaps if you find it in the Blizzard library and create one called Attach Point to Unit and change the Parameter Region it might work?
Just a thought don't know if it will work.
Also a little unsure but even if you use the attach point/region it will still need to be update every few seconds
Another solution is perhaps putting the unit in a unit group and looping through each unit and getting the units X and Y coordinates from there
Perhaps with a little more clarification i can provide more possible solutions
Art: Unit Glossary Camera Star2Camera01 i beleive
There is:
Star2Camera01 - Star2Camera25
Star2CameraMid01 - Star2CameraMid25
Star2CameraLower01 - Star2CameraLower25
Star2CameraHigher01 - Star2CameraHigher25
0
it might just be that after you create the labels or buttons that you should immediately hide them for all players and then show them for the triggering player
from what you have provided its kinda hard to see what is happening what is showing up the labels or buttons?
or are things being hidden from the player can we see screenshot of it happening maybe?
0
Also something you might want to think about is using unit groups
well this does work
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
depending on how your map is setup when you create the character for the player you could add them to a unit group for easy referencing.
so instead of having the unit group pick each unit you could just say
Unit Group - Add (Last created unit) to Heroes[(Picked player)]
Unit Group - Pick each unit in Heroes[(Picked player)] and do (Actions)
Unit - Add 1 Hungry to (Unit 1 from Heroes[(Picked player)]) from Marauder [65.03, 65.47]
not sure if it would save time or reduce lag just might make it easier
0
well if that is your current trigger it is lowering the hunger for player 1 each time it is run
Hunger[1]: - 1 would reduce the hunger value for player 1 for the number of players if its happening 10 times then you probably have 10 players
try changing Player Group - Pick each player in (All players) and do (Actions)
to
Player Group - Pick each player in (Active Players) and do (Actions)
should be Hunger[picked player]: - 1
if thats not your current trigger you should post it
Also if you are only having a boss bar for hunger and you will need one for each player you may want to make the boss bar an array to make it easier so
UI - Set boss bar 1 current value to Hunger[1] (Do refresh the boss bar)
would become
UI - Set boss bar 1[picked player] current value to Hunger[picked player] (Do refresh the boss bar)
0
Perhaps look at this Page http://www.sc2mapster.com/forums/general/general-chat/46214-ui-a-sample-map-for-customized-hearth-bar/
and i beleive Ahli has a map at the bottom with a health shield bar working
there is also a map i made that shows how to set some basic status bars
and i created a status bar for the shield using a periodic update
0
I dont have HOTS but when i do get it i plan on making a HOTS jungle map so that players will have the option of playing on both HOTS and WOL however the gameplay will be identical just have a different setting
0
If you go to the bottom of the page i linked ahli634 has a map that has a working shield health bar check it out i think its probably what your looking for.
0
The issue you are having has to do with the status health bar when the shield and health bar merge its because of the UnitStatusShieldedHealthBar as of right now there is no way to get just a shield bar to my knowledge you can find some example maps Here
as for the bar texture not being shown there i havent been able to figure that out
UnitStatusBar - for a generic one
UnitStatusHealthBar - for the health bar
UnitStatusEnergyBar - for the energy bar
UnitStatusShieldedHealthBar - for a combination of the health and shield bar
0
I made a test map using data and triggers that could be of some help.
It has a attribute like hunger for the unit and a unit status bar
the system could be used to create dialogs to show the status as well pretty simply i think depends if you want it all triggers
The Map is Here the forum is Here
0
Thanks Dragoneles.
Another questions is there anyway to take the t3heightmap and convert it into a grayscale heightmap for use in other game engines?
0
I'm looking to export the heightmap of one of my projects is there a good way to do this?
I've tried some tools but they don't seem to work with the newest patch.
All i want is the basic layout of my map and help would be great.
0
Ive been working on these islands for some time i think they fit the discription:
0
Have you tried creating a custom action definition based off of the Attach Region to Unit?
Perhaps if you find it in the Blizzard library and create one called Attach Point to Unit and change the Parameter Region it might work?
Just a thought don't know if it will work.
Also a little unsure but even if you use the attach point/region it will still need to be update every few seconds
Another solution is perhaps putting the unit in a unit group and looping through each unit and getting the units X and Y coordinates from there
Perhaps with a little more clarification i can provide more possible solutions
0
Instead of having the behaviours added using the
Basic: Carry Behaviors +
Use the
Basic: Equip Behaviors +
Then in the Unit's inventory set the Inventory Slot to be Equipable
Then in the Beast units make it so the slots are UnEquipable
Hope this is an easy enough solution if this is not what your looking for maybe i will have further suggestions
0
@farban6: Go
Data Editor in the Model Tab
Hope this solves your problem
0
In your Model you must edit the Camera Field
Art: Unit Glossary Camera Star2Camera01 i beleive
There is:
Star2Camera01 - Star2Camera25
Star2CameraMid01 - Star2CameraMid25
Star2CameraLower01 - Star2CameraLower25
Star2CameraHigher01 - Star2CameraHigher25
Some models do have broken cameras sadly