Staredit Network > Forums > GalaxyWiki Project > Topic: Triggered Spells
Triggered Spells
Nov 6 2010, 2:45 am
By: payne  

Nov 6 2010, 2:45 am payne Post #1

:payne:

Do we want to cover the spells done via triggers as well, even though it's laggy?
I believe we have to if we want to have a complete wiki... and people that don't want to bother learning to mess with the Data Editor will probably be pleased. :P

Anyways, if we do want this, I'd suggest contacting Qancakes (SC2M) so he comes in here to write a wiki about "How to reproduce Hex'd spells" or "Spells via triggers".
:O



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Nov 9 2010, 1:08 pm NicholasBeige Post #2



Ugh... triggers are ugly...

Everything is possible in the Data edtior, so why not just learn how to do things properly?

Purely my opinion, but triggered-spells and abilities are a step-backwards to the War3 days, with dummy units and all that nonsense.

Why use a work-a-round when the data editor can do pretty much 99.9% of things you can dream of? Not sure that this should be high on our priorities list for the Wiki - unless we really want to cater for that 0.01% of people :)

We should focus more on adding tutorials and a wider range of subjects for the Data Editor.



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Nov 9 2010, 8:11 pm DevliN Post #3

OVERWATCH STATUS GO

Yeah, I say we stick with the Data Editor for now. Trigger spells seem necessary with custom UIs, but not too many people are making maps with custom UIs around here.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 9 2010, 8:18 pm NicholasBeige Post #4



And even creating a custom UI is a time-consuming effort with few very good results. People who want to create a custom UI know how to do so already and have little need for our WIKI in my op.



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Nov 9 2010, 8:33 pm payne Post #5

:payne:

Quote from name:Cardinal
And even creating a custom UI is a time-consuming effort with few very good results. People who want to create a custom UI know how to do so already and have little need for our WIKI in my op.
Well, we already have a wiki about custom UIs... :P



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Nov 9 2010, 8:46 pm NicholasBeige Post #6



Well, as soon as someone uses a trigger to Hide Game UI their map loses 80% of it's functionality. Fact.

So until Blizzard pull the finger out and make a 'Hide Game UI' function that only 'Hides' and doesn't 'Disable' - all custom UIs are going to be lacking. The only workaround (as far as I know) is to create modal dialogs OVER the current Game-UI. This works well if you want to put something over the Minimap for example but to completely cover the entire UI is time consuming and generally speaking, not worth it. Unless you have some pretty awesome graphic designers on your team ;)...



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[02:03 am]
NudeRaider -- Suicidal Insanity
Suicidal Insanity shouted: Oh_Man In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
I mean it could still be possible. It would just look garbage. ;)
[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
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