• 0.96272630457934

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

    1/9. Nothing needs to be changed in the XML code since the UI layout just creates a portrait frame. All the visuals are done using triggers and actors (specifically using triggers to create the Model type actor on the portrait actor which just uses an invisible model). Just go to the actors data type and change it. In the demo map it is called 1testpanelmodel.

     

    4. https://sc2mapster.gamepedia.com/UI/Referencing#Asset_Reference . You can also ask Willuwontu. It also works for sounds too allegedly.

     

    5. Why do you think I use an invisible model for the portrait and host my models as Model type actor attachments in all my example maps.

    Posted in: Triggers
  • 0.962805526036132

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

    1. You imported the textures first followed by the model down the correct file path? I would advise asking in the artist tavern forum.

     

    2. As you said you use a Model type actor and under the Art: Model field specify the visual you want. Under Hosting: Host - Subject you specify which actor you want it attached to. Under Hosting: Host Site Operations - Operations you put in your SOps. Finally under the Event: Events+ fields you put in an event that creates the actor either on the host triggered by actor creation or on the attachment based on unit birth or a behaviour. SOp wise start with a SOp (Attachment) to specify what attachment point on the host model to attach to (use the cutscenes editor to find what your options are) followed by a SOp (Explicit Rotation) to turn the modal radially, a SOp (Local Offset) to position it and then another SOp (Explicit Rotation) or two to get the final facing angle. Some models do not automatically update their bearing unless the unit is moving so you need to use a SOp (Rotator) with 0 rotation speed to force an update in these rare situations.

    Posted in: Data
  • 0.962406015037594

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

    1. It is actually a model for a bridge that units are able to walk over. I just thought it would make a nice simple calldown visual. My advice is go to the Models data type and click browse and then let your imagination run wild. Remember since in my demo map I use a portrait with an attachment you could attach any number of models to make a good calldown panel. Frame type wise you are pretty much limited to Portrait, Cutscene, Image and Unit Model type frames. The data in the UI editor is all XML. The stuff I use I'm my demo map is pretty much the minimal you need except for the Portrait frame used for the visual.

     

    4. I am the wrong person to ask but it has something to do with the @ and @@ functionality of the game engine when using file paths. With one of those two when the engine encounters a suffix in the file that matches the Attribute Id of the race from the Races data type it will automatically use it when that race is used. Same works for cursors.

     

    8. If you are confident at working with model attachment for actors it should be straight forward.

     

    9. You mean the demo map I linked to in post #15 again? Firstly you need to use Set Dialog Item Model to specify a model. Maybe using a different actor might solve camera issues. Use a Wait For Portrait To Load action followed by a Send Actor Message action telling it to use an Animation Play actor event action.

    Posted in: Triggers
  • 0.96236559139785

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

    1. You can export and import cutscenes (file menu in the cutscenes editor). With the UI editor each layout is its own XML file so you just create a new one and then copy and paste the XML. In the end it depends how different you want your factions from the coop interpretations.

     

    1.2 Due to how many crashes it caused that feature of the UI editor was removed with the last patch. There is an in game way of debugging the UI using CTL+ALT+F12. Otherwise you need to use triggers to set it up and fidget with it.

     

    4. The Console Skins data type which feeds into the Commanders data type however the trigger action for setting the commander is blizzard only so you need to use the file path method of exporting them and then importing them under a specific file path. Hopefully in the future there will be a way for other map makers to use it.

     

    5.1. Well it is sort of expected to not work if you delete the action the creates that dialog item using the UI layout.

    5.2. Well the model behind the buttons is hosted on the actor for the portrait so it needs to be hooked up to get the actor messages to create the Model type actor for the visuals.

    5.3. Due to the poor camera placement for portraits I use a Model type actor for my visual. It is created as an attachment on the origin point of the portrait actor and rotated to face at the camera. Just host any other visuals on that actor.

    5.4. I took inspiration from other layouts under Coop_GlobalCastingTemplates especially DehakaGlobalCommandPanelTemplate and just learning what the other UI layout files did. The anchor animation was a great find. As I have no skills with the cutscenes editor I decided to use a Portrait frame for the visuals. Finally I removed any frames that were not needed.

     

    6. Most aliases and references only affect the actors stemming from a common parent so you cannot get actors getting supporters from another unit unless an effect is involved or a query response is used. Global references always exist and for only one actor so are good for map wide and transient stuff but are bad for multicasting (as the raynor snipe beam was infamous for).

     

    8. Under the UI category or triggers in the Boss Bar folder. The Display Boss Bar action definitions allow you to specify a portrait and title. You can make custom ones using UI if you want. Custom UI layouts can be used but how to make them is not something I know off the top of my head.

     

    Posted in: Triggers
  • 0.96232508073197

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

    You need to make the Unit actor use a model with a turret that is set to 0 opacity and host the desired visuals as a Model type actor on it. If the unit is able to turn and has the speed and acceleration to do so then you can skip the turret completely.

     

    For a demo map showing how to do the first method: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2499781

     

     

    Posted in: Data
  • 0.96276308688613

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

    1/2. Go to the UI editor you will see a list of layouts to the left. Most are templates but the big one used for the game UI is called GameUI. You can only modify the UI using XML. Under GameUI is the UIContainer frame that has the ConsolePanel frame which is based off the template from the ConsolePanel layout. Frames that are not based off a template state their type followed by their name in the XML. As the Model type frames for the console panel are automatically set and resist all dialog item actions except hiding and scale when hooked up you need to adjust the file paths of the models used. Use CascView on the SC2 folder to be able to look at the file paths for the game assets.

     

    Most frames have logical names and are split into the fullscreen upper and lower containers. Best way to confirm if you are looking at the right frame is to hook it up and use triggers to hide it. The path you need to enter to hookup the frame is in the order that the frames are nested in the UI editor representing which is a parent/child frame relative to each other. When you get to frames that are based on templates you then need to look at that template layout and use the nesting path to your desired frame excluding the top level (usually have the template affix). 

     

    3. Technically it is a Portrait type frame (like the dialog item) onto which I have hosted a Model type actor. Like all portraits the 3d is rendered as 2d. Most calldown panels made by blizzard use Cutscene frames that play a cutscene from the Cutscenes Editor as an overlay.

     

    4. Most begin with the prefix UI_Screens_Mission_ but blizzard mostly uses the models to make cutscenes that are then used by the UI layout. The cutscenes are usually named UI_xxxCastingPanel.

     

    5. You look at your UI layout and see the names of the Button type frames you are using and since they all are named to end in a number you can use a string made of the constant part which is shared between the names of all the frames and the variable number that can be replaced with an integer variable. It is just a way to automate button allocation instead of a long list of hookup actions going to the separate buttons.

     

    6. With portraits you can send messages to the actor for the portrait but with actors hosted on that actor there is no way to reference the actor (unlike those hosted on actors for units) using triggers so on creation I set a global reference to the actor using actor events which can then be identified by triggers allowing me to store the actor as a variable for later modification. A global reference can be any string that begins with the ::global. prefix while the ::Self is the reference for the sending actor (as seen in the missile actors for tentacles). Like all global references it can be used by any other actor and triggers but only one can exist at a time. I use a similar trick here: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497484

     

    7. No clue about that one.

     

    Posted in: Triggers
  • 0.962642122360585

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

    1. The console panel models are decided by affixes in the file path for the model. This means for your protoss factions you must set the player race to protoss and then spawn units based on the faction race. If there is no racial file path it defaults to the bnet terran. The racial resource icons are set using a similar approach but can be set manually using triggers if you hook up the Image frames from the UI layout for the resourcepanel.

     

    2. The WC3 Undead UI  models are in the WC3 art mod. Under the Attribute Id field of the Races data type is the 4 letter string used to automatically identify art assets for the race to be used for the console panel models and resource icons from the file paths. In short it all is down to the import path used. To mess with the resource panel icons you hookup existing dialog item resource panel made from a template (Hookup Standard Dialog Item) in the GameUI layout. So You hookup GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon (or ResourceIcon0-3) and then use the Set Dialog Item Image to change the stuff.

     

    3. I prefer to use UI layouts for my calldown panels. I believe with the triggers made command panels you then need to specify the individual buttons within the command panel. Here is how I made one: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497486

     

    Here is an alternative demo map doing it the way you are wanting to: https://www.sc2mapster.com/forums/development/triggers/151379-how-to-use-the-spear-of-adun-in-multiplayer-maps?page=3

    Posted in: Triggers
  • 0.963003264417845

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

    Instead of picked player just use your variable. Also you do not need to use an array since it is the integer of the player number to cycle through.

     

    Try asking about the texture in the artist tavern forum.

    Posted in: Triggers
  • 0.962845010615711

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

    1. You could also use a Unit Filter validator that looks for harvestable resources.

     

    2. I have no idea how to fix that one.

    Posted in: Data
  • 0.962682531097891

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

    2. It is just like the Combine validator set to Or.

     

    3. It is surprisingly useful for debugging by printing out a message so you know how many times your trigger/action is firing and with what values.

     

    4. Use a For Each Player loop. This requires a local variable or the integer type.

     

     

    Posted in: Triggers
  • To post a comment, please or register a new account.