I duplicate the shakura archway in the data editor, its called shakura archway copy. I drop the doodad into the map and it results in this error. I can copy the bio dome and it works with no errors. Does anyone know why this is the case? do some duplicate fine where others just don't work?
[4/16/2013 9:09:11 PM] Warning: USER: [ 6 3] CActorDoodad[ShakurasArchway2] Model Assets\Doodads\ShakurasArchway2\ShakurasArchway2_00.m3; Unable to create this model
I have solved it somehow, Thanks Zaysite for your camera knowledge otherwise I would'nt of been able to make it work. I used these following actions
Dialog - Create a Unit Model for dialog Master Dialog
Dialog - Move (Last created dialog item) to (50, 50) relative to Center of dialog for (All players)
Dialog - Set (Last created dialog item) size to (300, 300) for (All players)
Dialog - Set (Last created dialog item) Unit Link to Siege Tank (Tank Mode) for (All players)
Dialog - Set (Last created dialog item) Camera to "Star2CameraMid03" for (All players)
Dialog - Set (Last created dialog item) size to (300, 300) for (All players)
Dialog - Move (Last created dialog item) to (50, 50) relative to Center of dialog for (All players)
Dialog - Show (Last created dialog item) for (All players)
I haven't experimented with the other cameras but I have used a number of models with just the Star2CameraMid03. They all display just like they do from the unit glossary window.
I was wondering the method in creating 3D models that appear in a dialog. Something very similar to the help menu when you press F12. So far I create a dialog which is fullscreen and then
Dialog - Create a Unit Model for dialog Master Dialog
Dialog - Set (Last created dialog item) size to (100, 100) for (All players)
Dialog - Move (Last created dialog item) to (50, 50) relative to Center of dialog for (All players)
Dialog - Set (Last created dialog item) Unit Link to Marine for (All players)
Dialog - Set (Last created dialog item) Unit to No Unit for (All players)
Dialog - Show (Last created dialog item) for (All players)
This is the result that i have, as you can see the model of the marine rotates and shows, but the size is wrong, it cuts off the model. If i set the size of the dialog item it only increases the model and not the box that is around it.
I have a record called Unit Data, this record is an array and contains
- Unit Name
- Unit Type
- Unit Picture
So Unit data is an array, Unit Data[10]. My game has a shop function where when you buy a unit it adds it to Unit Data. So if I brought 2 Marines and a Hellion
Unit Data[0] .unitType = Marine
Unit Data[1] .unitType = Marine
Unit Data[2] .unitType = Hellion
These units will have other properties that will be essential to the game eg
Unit Data[1] .unitType = Marine
Unit Data[1] .strengh = 4
Unit Data[1] .defence = 4
Unit Data[1] .intelligence= 4
When a player selects unit 1 Marine, how can I make it so the game knows im accessing the properties of Unit Data[1]. One way I can think of doing this is writing the ID number before the unit name and when the player selects the unit it will read the number from the unit name and identify the correct array element that way. This may not even be possible though.
There must be an easier and more plausible method to achieve this.
I have an array of integers 0,0,0,2,2,3. I have a list which displays these values along with a button to remove these values from the array. I know how to remove the list item but not a actual specified value, I could do pick each interger but the values after wouldnt shift back by 1
for example
array [ 0,0,0,1,1,2]
I then use the remove button to remove array element 4 which is 1
This is how I want the array to become after the remove
I know of the create check box dialog item but I am not sure how to connect this up with labels.
E.g
A List of items with check boxes for each one
List item one [x]
List item two [ ]
List item three [ ]
List item four [ ]
The user can tick which ever check box and then click a remove button. The remove button would then remove the list items that have been checked.
I just wouldn't know how to create check boxes that tie with the data. How would you create the event for this and if possible is their any tutorials on check boxes.
What I image it to be is,
1) A loop that displays labels and check boxes inside a list box
2) An event that tracks users selecting check boxes
3) An event that tracks when the user clicks the remove button and this will remove the selected check-boxes
I am creating a isometric game, I need to create a different camera for the game which involves a greater zoom in and out. I have rotated the camera 45 degrees, but I don't know how to change the max zoom in and out distance. Is there a way to achieve this. I have applied a camera in the trigger editor and there are cameras in the data editor but I am not sure what I am doing. Anyone with custom camera experience is very much appreciated.
I know that you can make menus using the dialog trigger functions. I was wondering though, are there other ways of making menus in the starcraft 2 editor? And are these methods easier then using dialogs in the trigger section.
Hello
I have a pulldown list displaying the factions that the user can select, once the user has selected the faction from the dropdown they then confirm the selection by pressing the ok button which makes the dialog disappear. The problem is, how do I retrieve the selected list dialog item so I can display it as a text tag or use it to manipulate events in the game.
My code so far
This is the Creation of the race select dialog
The dialog creation step is fine
Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Race selection dialog = (Last created dialog)
Dialog - Create a Pulldown for dialog Race selection dialog
Variable - Set Race Select List = (Last created dialog item)
Dialog - Move Race Select List to (50, 50) relative to Top Right of dialog for (All players)
Dialog - Add list item "Team A" to Race Select List for (All players)
Dialog - Add list item "Team B" to Race Select List for (All players)
Dialog - Create a button for dialog Race selection dialog with the dimensions (200, 50) anchored to Bottom Right with an offset of (50, 50) setting the tooltip to "" with button text "Ok" and the hover image set to ""
Variable - Set Race Confirm Button = (Last created dialog item)
Dialog - Show Race selection dialog for (All players)
Varibles
Race selection dialog = No Dialog <Dialog>
Race Select List = No Dialog Item <Dialog Item="">
Race Confirm Button = No Dialog Item <Dialog Item="">
Here is the event that closes the faction select screen and I want it to output the selected list item or store it somehow.
Untitled Trigger 001
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
(Used dialog item) == Race Confirm Button
Actions
Dialog - Hide Race selection dialog for (All players)
Dialog - Destroy Race selection dialog
Text Tag - Create a text tag with the text (Text of Race Select List for 1) for (All players), using a font size of 24, at (Current camera target of player 1) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Text Tag - Show (Last created text tag) for (All players)
I have a button that creates units and adds them to an array so I can access their data, when one is attacked I want to be able to pull that unit from the array and modify its custom properties. How can I go about doing this.
Is there a way that I can make a conditional to see if a Unit is in range of another unit. So say Unit A weapon range is 80 and Unit B is within 30 of the weapon range. I need a conditional that can check for things like
pseudo code
if Target Unit B is in 50% of weapon range of Unit A then
Do average damage
increases chance to hit target
else
chance to hit target is less
do little damage if hit target
is there a solution that can check for weapon range or is there a solution that can be done through the data editor?
Hello all
I am making a turn based mod using the editor. I have a problem where I want a unit to attack and it attacks the target once and its energy deplets by 5 points. Currently I have this trigger running but the problem is that the energy keeps depleting till it reaches zero.
attack
Events
Unit - Hellion [23.81, 25.41] is issued an order to Attack
Local Variables
Conditions
Actions
Unit - Set Hellion [23.81, 25.41] Energy Regeneration Rate to -5.0
Unit - Set Hellion [23.81, 25.41] Energy Regeneration Rate to 0.0
Anyway to stop this from happening?
0
I duplicate the shakura archway in the data editor, its called shakura archway copy. I drop the doodad into the map and it results in this error. I can copy the bio dome and it works with no errors. Does anyone know why this is the case? do some duplicate fine where others just don't work?
[4/16/2013 9:09:11 PM] Warning: USER: [ 6 3] CActorDoodad[ShakurasArchway2] Model Assets\Doodads\ShakurasArchway2\ShakurasArchway2_00.m3; Unable to create this model
0
I have solved it somehow, Thanks Zaysite for your camera knowledge otherwise I would'nt of been able to make it work. I used these following actions
I haven't experimented with the other cameras but I have used a number of models with just the Star2CameraMid03. They all display just like they do from the unit glossary window.
0
@zaysite: Go
Where is this Unit Glossary Camera, in the trigger editor or data editor?
0
I was wondering the method in creating 3D models that appear in a dialog. Something very similar to the help menu when you press F12. So far I create a dialog which is fullscreen and then
This is the result that i have, as you can see the model of the marine rotates and shows, but the size is wrong, it cuts off the model. If i set the size of the dialog item it only increases the model and not the box that is around it.
Thanks for any help on this.
0
I have a record called Unit Data, this record is an array and contains
- Unit Name - Unit Type - Unit Picture
So Unit data is an array, Unit Data[10]. My game has a shop function where when you buy a unit it adds it to Unit Data. So if I brought 2 Marines and a Hellion
Unit Data[0] .unitType = Marine Unit Data[1] .unitType = Marine Unit Data[2] .unitType = Hellion
These units will have other properties that will be essential to the game eg
Unit Data[1] .unitType = Marine Unit Data[1] .strengh = 4 Unit Data[1] .defence = 4 Unit Data[1] .intelligence= 4
When a player selects unit 1 Marine, how can I make it so the game knows im accessing the properties of Unit Data[1]. One way I can think of doing this is writing the ID number before the unit name and when the player selects the unit it will read the number from the unit name and identify the correct array element that way. This may not even be possible though.
There must be an easier and more plausible method to achieve this.
Thanks for any help.
0
Hello
Is there an event that triggers when a user selects a list item from a dialog item?
I need it so that when a user selects a list item, it will run through the list and pick the number for the list item that is selected.
0
I have an array of integers 0,0,0,2,2,3. I have a list which displays these values along with a button to remove these values from the array. I know how to remove the list item but not a actual specified value, I could do pick each interger but the values after wouldnt shift back by 1
for example
array [ 0,0,0,1,1,2]
I then use the remove button to remove array element 4 which is 1
This is how I want the array to become after the remove
array[0,0,0,1,2]
Is there anyway to do this?
0
I know of the create check box dialog item but I am not sure how to connect this up with labels.
E.g
A List of items with check boxes for each one List item one [x] List item two [ ] List item three [ ] List item four [ ]
The user can tick which ever check box and then click a remove button. The remove button would then remove the list items that have been checked.
I just wouldn't know how to create check boxes that tie with the data. How would you create the event for this and if possible is their any tutorials on check boxes.
What I image it to be is,
1) A loop that displays labels and check boxes inside a list box 2) An event that tracks users selecting check boxes 3) An event that tracks when the user clicks the remove button and this will remove the selected check-boxes
0
Hi there
I am creating a isometric game, I need to create a different camera for the game which involves a greater zoom in and out. I have rotated the camera 45 degrees, but I don't know how to change the max zoom in and out distance. Is there a way to achieve this. I have applied a camera in the trigger editor and there are cameras in the data editor but I am not sure what I am doing. Anyone with custom camera experience is very much appreciated.
0
I know that you can make menus using the dialog trigger functions. I was wondering though, are there other ways of making menus in the starcraft 2 editor? And are these methods easier then using dialogs in the trigger section.
0
My code so far
This is the Creation of the race select dialog
The dialog creation step is fine
Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Race selection dialog = (Last created dialog)
Dialog - Create a Pulldown for dialog Race selection dialog
Variable - Set Race Select List = (Last created dialog item)
Dialog - Move Race Select List to (50, 50) relative to Top Right of dialog for (All players)
Dialog - Add list item "Team A" to Race Select List for (All players)
Dialog - Add list item "Team B" to Race Select List for (All players)
Dialog - Create a button for dialog Race selection dialog with the dimensions (200, 50) anchored to Bottom Right with an offset of (50, 50) setting the tooltip to "" with button text "Ok" and the hover image set to ""
Variable - Set Race Confirm Button = (Last created dialog item)
Dialog - Show Race selection dialog for (All players)
Varibles
Race selection dialog = No Dialog <Dialog>
Race Select List = No Dialog Item <Dialog Item="">
Race Confirm Button = No Dialog Item <Dialog Item="">
Here is the event that closes the faction select screen and I want it to output the selected list item or store it somehow.
Untitled Trigger 001
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
(Used dialog item) == Race Confirm Button
Actions
Dialog - Hide Race selection dialog for (All players)
Dialog - Destroy Race selection dialog
Text Tag - Create a text tag with the text (Text of Race Select List for 1) for (All players), using a font size of 24, at (Current camera target of player 1) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Text Tag - Show (Last created text tag) for (All players)
0
I have a button that creates units and adds them to an array so I can access their data, when one is attacked I want to be able to pull that unit from the array and modify its custom properties. How can I go about doing this.
So array of units
[0 => marine, 1=> marine, 2 => marine, 3 => marine]
lets say the marine with the key of 2 is attacked
Event any unit is attacked
Action
Change UnitArray[unitthatwasattacked].custompropertie
0
0
Heya
Is there a way that I can make a conditional to see if a Unit is in range of another unit. So say Unit A weapon range is 80 and Unit B is within 30 of the weapon range. I need a conditional that can check for things like
pseudo code
if Target Unit B is in 50% of weapon range of Unit A then Do average damage increases chance to hit target
else chance to hit target is less do little damage if hit target
is there a solution that can check for weapon range or is there a solution that can be done through the data editor?
0
Events
Unit - Hellion [23.81, 25.41] is issued an order to Attack
Local Variables
Conditions
Actions
Unit - Set Hellion [23.81, 25.41] Energy Regeneration Rate to -5.0
Unit - Set Hellion [23.81, 25.41] Energy Regeneration Rate to 0.0
Anyway to stop this from happening?