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On October 17 2012 21:50 Kabel wrote: How can I make Inject speed up the spawn rate of larvas for a Hatchery?
If I use a Time Scale value via a buff it speeds up upgrade production. I just larvas to spawn faster while the Inject buff is active.
You could copy the hatchery spawn larva behaviour and make you own one which creates larva faster. Then change inject larva spell to apply your custom behaviour.
^ How I would do it.
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your Country52797 Posts
On October 18 2012 07:59 WniO wrote: IM SORRY but why the fuck after changing some textures from different tilesets can i not fucking use them? like whatever ones i changed now i cant even use them to paint. is this some awesome glitch? does anyone else have this shit? you know what fuck it ill just use the blizzard default 8 fuck you used the old ones to paint and then pressed undo most likely. if not... not sure
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On October 18 2012 07:59 WniO wrote: IM SORRY but why the fuck after changing some textures from different tilesets can i not fucking use them? like whatever ones i changed now i cant even use them to paint. is this some awesome glitch? does anyone else have this shit? you know what fuck it ill just use the blizzard default 8 fuck
this has been in editor since the beginning ... before you could paint it and it would update the map (sometimes). now it doesnt even do that. you have to goto map->textures to replace them even after changing it in data editor.
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EDIT: Post was too long for this section; moved to new thread.
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is there a way to tell how much of the creep on a map belongs to a specific player? I wanted to have a game where a player got bonuses based on the amount of creep they have.
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On October 19 2012 21:58 zlefin wrote: is there a way to tell how much of the creep on a map belongs to a specific player? I wanted to have a game where a player got bonuses based on the amount of creep they have.
I don't know myself, and if no one else knows you might want to try sc2mapster.com. They are more arcade/UMS-centric than we are.
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You could try something like counting the creep tumors belonging to each player, but that's not quite the same thing, and I'm also not sure how to do this (but it seems simpler).
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I want to send the observer to the production place when he clicks on a unit (Icon) in the production tab of the LeaderPanel. I got control over the main panel of the production tab with this: DialogControlHookupStandard(c_triggerControlTypePanel, "UIContainer/FullscreenUpperContainer/LeaderPanel/ProductionFrame/"); But I want the button I added in LeaderPanelUnitIconTemplate (the button exists for each production process, I see my Button in the production tab, where I want to have this Button).
So my Problem is to get from the Production Frame to the UnitIcon. I don't know the name of the UnitIcon, so I can't use the DialogControlHookupStandard function. I have already tried to use the hook up dialog item function, but only got the error that the item is not in the frame, but i know that the item has to bee in the frame, because the button gets disabled when i disable the ProductionFrame. I have also tried to use the hook up dialog function to get the LeaderPanelProductionFrameSlot, because it's the other thing that should be in the ProductionFrame, but I got the same error as the one when I tried to get directly the UnitIcon.
So, any suggestions how I get (all) the production UnitIcons from the LeaderPanel as Dialog Items for my trigger?
(I know I could also use the mouse click event but I want to use this for a tournament map and I think it would start to lag when good players throw there high action rate at my Trigger)
I already read http://www.sc2mapster.com/forums/general/general-chat/40030-1-5-ui-stuff-demo-1-control-built-in-ui-stuff-with/
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I can't answer your question exactly, Bastler. But I want to point out that the production tab only shows one icon for each type of unit built, so if someone is building multiple marines for example, how do you decide which barracks to jump to? Will it cycle between them in order of which one is nearest completion? Will you be able to script this functionality into the button while keeping track of it in a hidden process / variable(s)?
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At the moment I only jump to the Barracks which is nearest completion. I think I will add the cycle thing, it seems logical.
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I forgot to mention, that is a sweet idea and I hope you get it working. ^_^
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On October 19 2012 21:58 zlefin wrote: is there a way to tell how much of the creep on a map belongs to a specific player? I wanted to have a game where a player got bonuses based on the amount of creep they have.
On October 20 2012 04:11 RFDaemoniac wrote: You could try something like counting the creep tumors belonging to each player, but that's not quite the same thing, and I'm also not sure how to do this (but it seems simpler).
I had a quick look at yes you can actually (im from mapster). There are 2 conditons that check for creep at a point or adjacent to it. You would just use a loop to check every point in the map and modify a variable.
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On October 20 2012 20:00 hobbidude wrote:Show nested quote +On October 19 2012 21:58 zlefin wrote: is there a way to tell how much of the creep on a map belongs to a specific player? I wanted to have a game where a player got bonuses based on the amount of creep they have. Show nested quote +On October 20 2012 04:11 RFDaemoniac wrote: You could try something like counting the creep tumors belonging to each player, but that's not quite the same thing, and I'm also not sure how to do this (but it seems simpler). I had a quick look at yes you can actually (im from mapster). There are 2 conditons that check for creep at a point or adjacent to it. You would just use a loop to check every point in the map and modify a variable.
I found those conditions, but how does that determine which player creep belongs to? If there's multiple zerg players on a map I need to know which creep belongs to which player; and with creep tumors there might be a small overlapping area for the creep.
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Is it possible to change hotkeys in sc2 arcade? I use the JaKaTaK layout, but I want to get into playing starbow. I can change the hotkeys for making buildings that are in the normal game, but not new buildings or new units :'(
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On October 19 2012 21:58 zlefin wrote: is there a way to tell how much of the creep on a map belongs to a specific player? I wanted to have a game where a player got bonuses based on the amount of creep they have.
Creep does not belong to a specific player, you can only look at tumors and hatcheries
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Does anyone have a recommendation for an alternative to YABOT so I can practice builds easier without restarting games verse ai constantly?
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On October 19 2012 05:43 a176 wrote:Show nested quote +On October 18 2012 07:59 WniO wrote: IM SORRY but why the fuck after changing some textures from different tilesets can i not fucking use them? like whatever ones i changed now i cant even use them to paint. is this some awesome glitch? does anyone else have this shit? you know what fuck it ill just use the blizzard default 8 fuck this has been in editor since the beginning ... before you could paint it and it would update the map (sometimes). now it doesnt even do that. you have to goto map->textures to replace them even after changing it in data editor.
I am having a similar issue but without changing tilesets. The Mar Sara tileset simply will not work except in fill mode. Paint uniform or plain old paint won't place any texture or will place the incorrect texture. This happens only with Mar Sara so far and it happens both when I edit the tileset and start a map from scratch with a default.
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I was having this problem until someone pointed out that you need to jiggle some typically unused sliders as noted a few pages back. So frustrating. XD
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Thanks.
New question: How do I get the "Space platform above Char" skybox that's used in Star Battle and Shatter the Sky? I looked in StS' texture data and got the Background model-Fixed as Braxis Alpha Sky Box and Background Model-unfixed as Braxis Alpha Sky Parallax but that gives me a saturn-like planet in the background.
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So I've made a version of fungal growth that would only slow by 60%.
But somehow everthing still completly stops moving when cast initially and afterwards normal movement commands seem to bug around and only attack move seems to work consistently to keep them moving. Any ideas on that?
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