Create a Model type actor and set the Hosting: Host - Subject to the actor you want to attach to and then set the Hosting: Hosted Attachments - Host Site Operations - Operations field to use a Site Operation (Attachment) SOp actor (origin is good). You then need to get the new actor created using a Create actor event on either the actor itself or the actor it is hosted on.
- agentalpha001
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Mar 9, 2020DrSuperEvilGamepedia posted a message on Unit not selectable with drag boxPosted in: Data
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themetalinvader posted a message on Text Crawl By RacePosted in: TriggersApparently you need to do some XML editing to do this.
https://www.sc2mapster.com/forums/development/ui-development/165360-activate-classic-text-crawl
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DrSuperEvilGamepedia posted a message on Text Crawl By RacePosted in: Triggersyou could use UI layouts to emulate it.
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DrSuperEvilGamepedia posted a message on Unit not selectable with drag boxPosted in: DataJust attach a HitTestSphere model as an attachment.
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hultmanable posted a message on Unit not selectable with drag boxPosted in: Data -
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hultmanable posted a message on Unit not selectable with drag boxPosted in: DataIn reply to AlphaSquad:
Well, there is a workaround. You can check my Replicant map, the Zerg Campaign. The Valerian model has this problem, so what you can do is to add another model to the existing one. Map 3 I think it is. -
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Edhriano posted a message on Unit not selectable with drag boxPosted in: DataSeems that model need a bit of fixing in blender, that sometimes happened.
Here is one example [ jump to 5:12 ]
Just the other day the same thing happened with one of the model in Ascension final map.
Good thing the model creator, WingedArchon fixed it.
Alternatively you could try attaching a dummy actor to said model.
I think there is a tutorial for that here somewhere.
Goodluck.
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Forge_User_87697641 posted a message on Activate classic text crawlPosted in: UI DevelopmentIf you add a Void dependency chances are you have noticed that the Trigger "UI - Show Text Crawl" does no longer show a green text (http://www.galaxywiki.net/images/9/9d/Text_Crawl.jpg) but the new protoss blue text.
I did some digging and found how to revert it. In the UI editor add a new file, name it anything you like (e.g. TextCrawlGreen), add the following XML text and save it:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<Desc><Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
<Frame type="TextCrawlPanel" name="TextCrawlPanel"><!-- MOVES THE PANEL TO THE BOTTOM LEFT -->
<Anchor side="Left" relative="$parent" pos="Min" offset="20"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="-180"/>
<!-- MOVES THE PANEL TO THE BOTTOM LEFT --><Width val="1200"/>
<Height val="200"/>
<Visible val="false"/>
<Frame type="FlashFrame" name="FlashFrame">
<Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="0"/><!-- SET TO TextCrawl_Blue.swf FOR A PROTOSS LOOK-->
<File val="UI/Flash/GameUI/TextCrawl_Green.swf"/>
<!-- SET TO TextCrawl_Blue.swf FOR A PROTOSS LOOK--><FlashInputEnabled val="false"/>
<UseAlternateTime val="false"/> <!-- MSS: Used to be true -->
</Frame>
</Frame>
</Frame></Desc>
This will also move the text crawl to the bottom left as it used to be.
Please note this is my first time I manipulated UI files myself. If anything else breaks because of it then tell me and maybe we can find a better solution together.
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