• 0.963041182682154

    posted a message on (Solved) Specific Unit Respawn and Given Ownership to Killer

    so solved?

    Posted in: Triggers
  • 0.963119072708114

    posted a message on A number of questions about Trigger related issues

    1. Try this tutorial: https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons . You could just hookup the GameUI layout and set it to Hide.

     

    2. Under the Command Panel frame is the <HideUnusedButtons val="true"/> property so the buttons are all there already but hidden if not used by the command card of the caster unit. The Button type frames under the Anchor properties have an offset (used mostly for the left in the demo). All visible buttons are anchored relative to the left of the previous button while the unused ones are left in their default position.

     

    3. I believe the UnitEffectModelFrame type can do glazes but have heard it is near impossible to work with.

    Posted in: Triggers
  • 0.962962962962963

    posted a message on A number of questions about Trigger related issues

    1. Look at line 6 and 7 and 44 and 45 of the layout in the demo map. The Width and Height properties set the size of a frame if it is not anchored on both sides of a parent frame. You might need to adjust the offset for left anchor of the command panel. In hind sight I know you can use % offsets instead of Min, Mid and Max which would be more efficient since it would be self scaling. To modify the console UI just modify the GameUI layout.

     

    2. Don't know about that one. Try checking how the campaigns do it for cinematics.

    Posted in: Triggers
  • 0.962923728813559

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Yes create the turret on the Model type actor and set the Attachment: Turret Body - Subject field to the Model type actor. Use the Turret Enabled actor event to create it.

    Posted in: Data
  • 0.96288441145281

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Defaults should be enough (TurretZ).

    Posted in: Data
  • 0.962606837606838

    posted a message on A number of questions about Trigger related issues

    1. Crtl+C and Ctrl+V should do it. Not sure about mac only work arounds.

     

    3. So  notepad++ does not work for mac? You are not setting the model for the portrait after setting the size. Use a Set Dialog Item Model action to make it use the invisible model.

    Posted in: Triggers
  • 0.962566844919786

    posted a message on (Solved) Specific Unit Respawn and Given Ownership to Killer

    With the first problem check under the Units data type at the Unit: Revive Type field. I would also remove the condition. With the actors maybe use a Modify Unit effect to heal the unit and apply that using the triggers since the state monitor might not be updated with just setting the current life.

     

    With your second problem add a condition that Unit Type Of Unit (Triggering Unit)  = x

    Posted in: Triggers
  • 0.96264674493063

    posted a message on A number of questions about Trigger related issues

    1. Create a new layout with your desired name in your main map and then select all the xml text in the layout you want to copy and copy it and paste it into the blank layout in your main map.

     

    2. In previous versions the XML compiler would mess up especially with animation frames. Notepad++ was then required to manually correct the XML in the .sc2components file. This issue has allegedly been patched.

     

    3. Yes it would but then you would not have all the fancy fading in of the buttons/panel or the ability to move the panel onto the screen. I believe if using dialog item command panels there is the issue of having to move the extra buttons off screen and hiding them.

    Posted in: Triggers
  • 0.962765957446808

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    You need a Turret type actor that is created on the actor with the turret. If it is on an attachment the Attachment: Turret Body - Subject field is required. Also have you specified a turret under the Units data type?

    Posted in: Data
  • 0.962686567164179

    posted a message on A number of questions about Trigger related issues

    In my demo you will notice I used two SOp(Explicit Rotation) SOps to get the rotation facing directly at the camera. I also have a SOp (Local Offset) that was calibrated for the bridge model to position it in the right way and a third SOp(Explicit Rotation) that flipped the bridge 90 degrees to it was a top down view.

     

    Those UI screen models are pretty small by default.

     

    You should just be able to use the first two SOp(Explicit Rotation) SOps to get it straight and then use a third to get it in the correct orientation. The SOp (Local Offset) will need to be adjusted to center the model.

    Posted in: Triggers
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