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    posted a message on Perfection of Armistice

    The button you see in top left isn't actually a B.net button, it's a dialog. ;D Just a very convincing one. I have the color values and triggers if anyone wants to duplicate it. (Although I'm having some problems with it. It works when I do the Test Document, but not when I play online...hm...fixing..)

    Posted in: Map Feedback
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    posted a message on PLEASE TEST: Transcendence RPG (Video Included)

    I'll post this here as well. Today, Thursday, at 3-4 PM EST, a few of us will be organizing a game of Transcendence and playing. Anyone else is welcome to try and come join. My user info is to the left, if you need to add me.

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Updated the current release of the map. The Objective Technology button has been implemented into the B.net buttons at the top of the screen(thanks to alot of help from Helral), the AI have defenses, and the reaper speed upgrade missing has been fixed. Other miscellaneous things I can't remember right now because I've been awake for 20 hours have been changed as well. Brief tests indicate no issues.

    Posted in: Map Feedback
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    posted a message on Opening UI Items Using Triggers

    Ah okay. I had a button created already using triggers, but I figured it would be better to use the SC2Layout if it was possible. At least now I know for sure it isn't. Thanks alot for your help- the UI is now very shiny. =)

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    :D

    Idk what the difference between our files is, but I copy-pasted yours instead of the one I wrote, and it worked. Soooo not complaining! It looks fantastic! Thanks so much for your help!! I'm putting you in the credits no matter what you say ;D

    Hate to be a bother again, but I tried my hand at adding a new button and I got the same error as before >> This is really quite bothersome, lol...

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
      
      	<Frame type="MenuBar" name="ObjectiveTechnology">
          <BatchImages val="true"/>
          <Frame type="Button" name="ObjectiveTechnologyButton">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Min" offset="1"/>
          </Frame>
        </Frame>
    	
        <Frame type="MenuBar" name="MenuBar">
          <BatchImages val="true"/>
          <Frame type="Button" name="MenuButton">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent/ObjectiveTechnology" pos="Min" offset="1"/>
          </Frame>
        </Frame>
    	
      </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    Urrrggh this sucks it still won't work for me D= and you tested this yourself? What the heck! lol

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
        <Frame type="MenuBar" name="MenuBar">
          <BatchImages val="true"/>
          <Frame type="Button" name="MenuButton">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Max" offset="-241"/>            
          </Frame>
        </Frame>
      </Frame>
    </Desc>
    

    What's the name of your file? Could that affect it?

    Posted in: UI Development
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    posted a message on Perfection of Armistice
    Quote from AnOddRadish: Go

    anyway, I'll keep thinking of secrets for the map, and PM them to you (Or ill just post in the thread for all to see :P)

    Nuuu! Don't do that! lol Pm me xD

    @Tech Tree Ah, okay I understand now. I'll keep that in mind, but... No promises xD I do like my new units, lol Plus, the problem with not adding anything else is the plans I have to revamp the way that Objective Technologies are done. Instead of using the linear method we have now, I want to change it to a point based system and give it a sort of 'skill tree' like you might see in Diablo 2, except race-locked and RTS. What do you think?

    @AI Okay

    @Textures I guess if I have to, I could use that, but I just feel sort of... lazy? I guess? If that makes sense.

    @Terran Okay, something basic like that I could do. I'll try and think about the specifics of the upgrade, okay?

    @Zerg How would you feel about a tier upgrade for the Evolution Chamber that allows one unit at a time to enter? These 'evolved' units would be more powerful forms of their existing selves, would cost resources, and would take time to 'morph' while inside of this structure.

    @Protoss That sounds alot more balanced. I think I'd probably do 25% increments with a check to make sure they don't take damage in the next 15 seconds or something - a check to see if they're in a battle or not.

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Alot of what you said sorta confused me lol, buuut I'll make the best of it and ask questions where I need to.

    @Starting Minerals That made a lot of sense to me, so it's already been implemented in the working version of the map that I have. I probably won't publish it yet though, since I'm working on some UI stuff.

    @Tech Tree This was one of the things that confused me. xP What are you suggesting, exactly? Should I change something, do you think? Do you mean I should keep what I have?

    • shruuuugg*

    @Stronger I assumed you meant "AI" rather than "UI", and that's a good plan, I think. Will probably add some basic defensive structures in the beginning.

    @Advancing I like the basic idea, but I have a few concerns. Firstly, the Terran Tier 3 Tech is...I...I mean..that would just be too much lol I wouldn't be opposed to a sort of 'Equipment Upgrade' on each unit which costs resources but can be used from the very start of the game, but the amount of balancing and data-work required for that is questionable. What would you think about that? Worth it?

    Secondly, the Zerg Adaptation... I like it, but...there are issues. Primarily, I've run out of directly usable Zerg structures. I could use a model from a Zerg doodad or something, but I feel it would look..out of place. Besides, I'm not sure how you could fit every single unit 'targetable' unit onto one command card. Besides that, it's sort of just another micro that players would have to think about, even while there's so much macro going on. (or should be going on, haha) As well, the problem with an efficiency system based on kills is that units that are killed more often, ie have lower health, would get killed EVEN MORE often, essentially making low hp units even less useful than they are now, even against units that would normally be considered countered by them. Any thoughts on an alternative?

    Thirdly, the pr- wow, halfway through writing this I realized I have something to complain about for all of these advancement types...I'm really sorry about this ><;; - otoss. This is a decent idea, especially since the protoss are (from my point of view) focused on damage-taking units rather than damage dealing, but it would be incredibly difficult to balance. Would it be +1 even if they took one damage? Players could send units into firefights and then run them out repeatedly... it's a pain in the ass and micro intensive, but it's still a problem especially when you consider the AI, since the AI doesn't pursue. The training facility idea, I do like that. I do. Problem is finding another model to use... I could take a look. I'll probably make the Training center one of the lower level objective technologies for the new interface I'm making. :D

    Posted in: Map Feedback
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    posted a message on Opening UI Items Using Triggers

    I gave that a shot and I still wound up with the same error =( I'm starting to worry whether this is even possible..urrgh.

    Updated sc2layout file:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer" file="GameUI">
        <Frame type="MenuBar" name="MenuBar">
          <BatchImages val="true"/>
          <Frame type="Button" name="MenuButton">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Max" offset="241"/>            
          </Frame>
        </Frame>
      </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    I got rid of the template="MenuBar..." in line 6. Is there another? This is the message I've been getting exactly.

    "Cannot create frame: MenuBarTemplate. Frames of type: MenuBar are marked as Blizzard Only and cannot be created by users."

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    Hi Helral. I didn't have time to edit this topic last n- er.. this morning, but I spent several hours reading through your SC2Layout tutorial before I even saw your comment, lol. There weren't any specifically for what I needed, but I wound up getting an error in SC2 saying that I could not "create battle.net interface panels". This is the sc2layout I used.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer" file="GameUI">
        <Frame type="MenuBar" name="MenuBarTemplate">
          <BatchImages val="true"/>
          <Frame type="Button" name="MenuButton" template="MenuBar/MenuBarButtonTemplate">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Max" offset="241"/>            
          </Frame>
        </Frame>
      </Frame>
    </Desc>
    

    Is it just a dumb error related to something i did wrong, or can I not even move the positioning of the MenuBar? What I was hoping to do was unlink the menubar from the achievement bar, since it used to be based on the relative position of the Achievement bar, instead of have actual coordinates. By unlinking it, I could just hide that achievement bar using triggers, then add my own button in it's place.

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    Hi! Thanks for checking the topic. =) I'm back with yet another question, haha. Hopefully this won't be that complicated, or simply..not possible. Well, I hope it isn't not possible, but.. Okay shutting up and moving on! lol

    What I mean to ask, is whether it's possible to open the Menu, Message Log, and Help UI's using only triggers. If it's possible, I'd like to shove all of them to the right one 'Button', and put one of my own in there with a more natural looking 'F8' instead of..uh.. F13? lol

    Posted in: UI Development
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    posted a message on Perfection of Armistice

    If you have ideas for secrets... ;D

    QUOTED FROM MY TO-DO LIST: 4 ) Continue random event production.

    ...Yea. I need more ideas...lol I'll PM you, maybe we can work together on this. =)

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Updated with a shiny picture of the map :D the edges are black, though, cuz of the weird way the editor does terrain edges. =x It's even prettier up close, though. ;D

    Posted in: Map Feedback
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    posted a message on Hero Icon Functionality Issues

    Done ;D

    Posted in: Data
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