As the title suggests, I'm trying to create a custom user interface that will allow the users to click on a dialog button to begin the placement process, after clicking the structure/unit is build in that location. I want this to be as seamless as using a unit to build. Unfortunately, the triggers that issue units orders require a target, if you're trying to use their Build ability, and if you select the "With No Target" option, the Build ability doesn't show up in the list.
Any help would be greatly appreciated!
PS: once this is mastered, a whole world of functionality opens up! So this will probably be useful for everyone!
I'll skip the button step.
Create a new trigger, action: issue order>order with target>scv-build supply depot (for example)>unit: last created unit (if u want to create one) or pick a unit on the map if u already have one>target: unit's point>unit: like above.
Ah, yes, making the unit build right where it's standing is easy, but I want to click on the button and have the building placement footprint come up on my cursor, move my cursor to the place I want the building, click and have the builder go at it. It would be as the the player had a Command-Card of his/her own that would work just like a unit's Command-Card. Click ability, select target, process actions. Does that make sense?
I am grateful of your help though! I fear that I might have to go through the pain of reverse engineering how abilities work, and I'm just not willing to do that...
I thought a long time about that and I haven't come to a satisfying conclusion of how one could fake it.
One thing I couldn't try (sicne I don't know enough about it) is whether you could somehow attach the targeting splat actors like AoE circles or building splats manually to the mouse cursor. That might somehow be able with the Data Editor.
If you can have an event that is triggered every time the mouse is moved, or at least so many times a second, and a method of capturing the cursor's current X and Y positions, then we very well could. However, as it stands I haven't found a way to do either of those. I would even be satisfied with a trigger that selects the builder unit, emulates the press of a key (the hotkey of the ability) and let's you go from there; possibly forcing the player to deselect the character after that ability has been used. Again, I don't know how to do this.
I'm beginning to look into .galaxy hoping that I might be able to engineer what I need. But even if we could get the splat actors to follow the cursor, we would still need to come up with the mathematics that cause the selected point to be one where the builder can build, and making the splat stick to the grid. All this would be so much simpler if we did it threw a unit's build ability.
Yeah, so far nothing seems to be working. I was hoping that I could use an Environment - Trigger to create an effect at a target location, but that doesn't seem to work as nicely as I would like either, because it still doesn't create the convenience cursor splat...
Wasn't Blizzard talking about how, with their we'll be able to make First Person Shooters? Well, I think we should remind them that DOOM's keyboard only control scheme was a pain in the ass and not a great display of a superior level designing tool. If we can't capture the current cursor position, whether it clicked or not, then we aren't going to be able to make a lot of really cool maps. Anyway we can put in a request for this?
hmmm....you could technically cheat this problem by using items in item containers.
I'm not sure if you are familiar with the hero system where they have bags and what not, but i've made maps where items have abilities instead. You could simply start the map with all the items in your hero's bag, only problem is you'd have to select the hero to use them, and set the distance to be used at a very large distance. thats not to say you dont simply create like a tower in the center of the map as the hero and make it unattackable with flags and use that instead of an actual unit.
I might be able to whip something up to kind of show you if this is something that'll work for you.
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As the title suggests, I'm trying to create a custom user interface that will allow the users to click on a dialog button to begin the placement process, after clicking the structure/unit is build in that location. I want this to be as seamless as using a unit to build. Unfortunately, the triggers that issue units orders require a target, if you're trying to use their Build ability, and if you select the "With No Target" option, the Build ability doesn't show up in the list.
Any help would be greatly appreciated!
PS: once this is mastered, a whole world of functionality opens up! So this will probably be useful for everyone!
I guess this is a harder problem that it sounds...
Quite easy??Even i'm not good at trigger :D
I'll skip the button step. Create a new trigger, action: issue order>order with target>scv-build supply depot (for example)>unit: last created unit (if u want to create one) or pick a unit on the map if u already have one>target: unit's point>unit: like above.
Then link it to the button.
Ah, yes, making the unit build right where it's standing is easy, but I want to click on the button and have the building placement footprint come up on my cursor, move my cursor to the place I want the building, click and have the builder go at it. It would be as the the player had a Command-Card of his/her own that would work just like a unit's Command-Card. Click ability, select target, process actions. Does that make sense?
I am grateful of your help though! I fear that I might have to go through the pain of reverse engineering how abilities work, and I'm just not willing to do that...
Thanks again for any assistance!
I read somewhere else that this was not possible?
However, you can probably fake it..
I thought a long time about that and I haven't come to a satisfying conclusion of how one could fake it.
One thing I couldn't try (sicne I don't know enough about it) is whether you could somehow attach the targeting splat actors like AoE circles or building splats manually to the mouse cursor. That might somehow be able with the Data Editor.
If you can have an event that is triggered every time the mouse is moved, or at least so many times a second, and a method of capturing the cursor's current X and Y positions, then we very well could. However, as it stands I haven't found a way to do either of those. I would even be satisfied with a trigger that selects the builder unit, emulates the press of a key (the hotkey of the ability) and let's you go from there; possibly forcing the player to deselect the character after that ability has been used. Again, I don't know how to do this.
I'm beginning to look into .galaxy hoping that I might be able to engineer what I need. But even if we could get the splat actors to follow the cursor, we would still need to come up with the mathematics that cause the selected point to be one where the builder can build, and making the splat stick to the grid. All this would be so much simpler if we did it threw a unit's build ability.
Yeah, so far nothing seems to be working. I was hoping that I could use an Environment - Trigger to create an effect at a target location, but that doesn't seem to work as nicely as I would like either, because it still doesn't create the convenience cursor splat...
Wasn't Blizzard talking about how, with their we'll be able to make First Person Shooters? Well, I think we should remind them that DOOM's keyboard only control scheme was a pain in the ass and not a great display of a superior level designing tool. If we can't capture the current cursor position, whether it clicked or not, then we aren't going to be able to make a lot of really cool maps. Anyway we can put in a request for this?
hmmm....you could technically cheat this problem by using items in item containers. I'm not sure if you are familiar with the hero system where they have bags and what not, but i've made maps where items have abilities instead. You could simply start the map with all the items in your hero's bag, only problem is you'd have to select the hero to use them, and set the distance to be used at a very large distance. thats not to say you dont simply create like a tower in the center of the map as the hero and make it unattackable with flags and use that instead of an actual unit. I might be able to whip something up to kind of show you if this is something that'll work for you.