The only thing that I got working for splats in terms of opacity (or something close to it) is setting the HDR value over time via the Actor Message "Set Tint Color":
Actor - Send message (Set Tint Color (99%, 99%, 99%) with HDR 0.0 over Time seconds) to actor Actor
This Action would fade a splat over "Time" Seconds to be invisible.
Also keep in mind that you must use a Color slightly darker than White (Thus the 99%), otherwise this will have no effect on the splat.
Here's a fixed version of this library. Fixes include:
Starcode is now compatible with the automatic map obfuscation by blizzard, making it possible to publish maps using this library IMPORTANT: You might have to redo the parts of your map using an older version of this library when you update it. Just be warned.
fixed a bug that crashed Sc2 when you hash an empty string
You could potentially do a workaround using dialogs and a custom ability system made completely in triggers, but this would probably lag as hell, especially with more than 2 players.
I guess the best method would indeed be a data approach (Dummy Unit with said ability) with use of the UI Editor (moving the ability button to the top left if that is possible)
Either you put them next to each other (vertically or horizontally) or you have to import a modified version of the progress bar, where you remove the background part.
Basically, no. You cant attach a smaller map without raising the borders equally, and that would mean that you have to increase the map size by 56x256 which is not possible as you already reached the max size. Alternatively you can create a little area in the corner of your map that is permanently hidden, and when people get in there you can hide the rest of the map from them. This would come as close to your plan as possible.
I think not, they probably prioritize the melee gameplay because of the huge changes they made, maybe they make the editor available later in the beta. Or maybe they will surprise us the next days.
If this has something to do with your initial problem, attach the map you are using this with. If it has nothing to do with the problem, then create a new thread for this, giving more information about your issue.
Splitting them by unit type would be rather complicated, but splitting them just so both unit groups have equal units shouldnt be that hard. Do you depend on both unit groups having equal amounts of marines & medics?
Updated Joey's map with a little system that simulates the HotS Merc Camps to a certain degree. Just type "-test" ingame to let the enemies automatically attack one merc camp.
In order to do more merc camps, you have to create the units for player 15, a region that the units are standing in and then you have to copy the action "Add Merc Camp to System(Camp 1)" I created in the "Initialization" trigger and add the region instead of "Camp 1". The system will do the rest.
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The only thing that I got working for splats in terms of opacity (or something close to it) is setting the HDR value over time via the Actor Message "Set Tint Color":
Actor - Send message (Set Tint Color (99%, 99%, 99%) with HDR 0.0 over Time seconds) to actor Actor
This Action would fade a splat over "Time" Seconds to be invisible.
Also keep in mind that you must use a Color slightly darker than White (Thus the 99%), otherwise this will have no effect on the splat.
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A wild entry has appeared!
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The download for zoldens physic map is here: http://www.sc2mapster.com/forums/resources/project-workplace/63140-physics-project/. See below first post.
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Starcode 1.5
Here's a fixed version of this library. Fixes include:
IMPORTANT: You might have to redo the parts of your map using an older version of this library when you update it. Just be warned.
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You could potentially do a workaround using dialogs and a custom ability system made completely in triggers, but this would probably lag as hell, especially with more than 2 players.
I guess the best method would indeed be a data approach (Dummy Unit with said ability) with use of the UI Editor (moving the ability button to the top left if that is possible)
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Sent you a pm, this probably isnt the right place to discuss small things like that
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Either you put them next to each other (vertically or horizontally) or you have to import a modified version of the progress bar, where you remove the background part.
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Basically, no. You cant attach a smaller map without raising the borders equally, and that would mean that you have to increase the map size by 56x256 which is not possible as you already reached the max size. Alternatively you can create a little area in the corner of your map that is permanently hidden, and when people get in there you can hide the rest of the map from them. This would come as close to your plan as possible.
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@egodbout: Go
I think not, they probably prioritize the melee gameplay because of the huge changes they made, maybe they make the editor available later in the beta. Or maybe they will surprise us the next days.
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If this has something to do with your initial problem, attach the map you are using this with. If it has nothing to do with the problem, then create a new thread for this, giving more information about your issue.
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Here
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Splitting them by unit type would be rather complicated, but splitting them just so both unit groups have equal units shouldnt be that hard. Do you depend on both unit groups having equal amounts of marines & medics?
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Depends on what criteria you want to split them with. Please give some more detail on what you planned to do exactly.
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Updated Joey's map with a little system that simulates the HotS Merc Camps to a certain degree. Just type "-test" ingame to let the enemies automatically attack one merc camp.
In order to do more merc camps, you have to create the units for player 15, a region that the units are standing in and then you have to copy the action "Add Merc Camp to System(Camp 1)" I created in the "Initialization" trigger and add the region instead of "Camp 1". The system will do the rest.
For any questions please send me a PM
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Didnt know it was that easy, thank you very much!