• 1.31053873775275

    posted a message on How to display charges on the status bar above units?

    Hello,

     

    in any unit actor, there is a field called "Status Bar Flags" and there you can click on "Charges". This enables the unit to display charges from an ability. (For example if you have 3 spider mines in your ability, then 3 blocks would show above the unit.) But the charges never appear in game at the status bar. Any idea how to activate it?

    Posted in: Data
  • 0.957910014513788

    posted a message on [Showcase] AV Reinforces

    You are a treasure for this community

    Posted in: Artist Tavern
  • 0.957607624055209

    posted a message on [Showcase] AV Reinforces

    Love that spore host!

    Posted in: Artist Tavern
  • 0.956680497925311

    posted a message on [Showcase] AV Reinforces

    Omg, when will these models be released? :O

    Posted in: Artist Tavern
  • 0.943532818532819

    posted a message on How to change the names of races shown in the lobby?

    You just need to make a trigger with a Map Initialization event that uses a For Each Player In Player Group action. Under this loop use several If Then Else actions that use a Comparison condition with the logic of Attribute Player-Value = (insert your race here) and a Set Player Race action. At the end have a Set Starting Units For Player action. You also need to use the Picked Player function for all parameters defining the player.

     Bumping this thread.

    I have managed to create the lobby selection for races, as described in post #8 in this thread. This is how it looks in the lobby: https://imgur.com/a/t9qBWUm

     

    I am now trying to create the trigger in the quote above but I don't understand. I suck at triggers. :(

     

    If anyone has time to explain in more details or upload a picture of it or something, that would be highly appreciated.

     

    I really want this to work properly : /

    Posted in: Data
  • 0.941709111488399

    posted a message on [Showcase] AV Reinforces

    Love it!

    Posted in: Artist Tavern
  • 0.946702800361337

    posted a message on [Showcase] AV Reinforces

    Wow!

    Posted in: Artist Tavern
  • 0.948378557246856

    posted a message on [Showcase] AV Reinforces

    Looks awesome!

    Hope your arm gets better!

    Posted in: Artist Tavern
  • 0.960705693664795

    posted a message on How to make a mineral field display Status Harvester Data?

    I finally managed to figure it out... and of course it was simple... Minerals field are by default neutral... But if a mineral field is controlled by a player, then it displays that message

    Posted in: Data
  • 0.962783171521036

    posted a message on How to make a mineral field display Status Harvester Data?

    By default, a Nexus, CC and Hatchery have a permanent text above their heads, displaying how many workers are currently harvesting minerals. (See picture below)

    I am aware that the field Status Harvester Data field in the Actor can be modified to make that text appear. I can give that text to Gateways, for example... And it appears perfectly fine ingame.

    I am trying to make that text field be displayed above a mineral field... So if one worker is currently harvesting minerals from a mineral field, the text above that mineral field should say something like: "Workers: 1/1" ... It might seem like a strange thing to do, but I have my reasons  : )

    The issue is that the text field refuses to appear above the mineral field... There has to be something that determines this, but I can not figure out what >.<

    Any ideas` what to look for?

    Posted in: Data
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