I'm helping a guy with his RPG by making a lot of the triggers and changing some other things as well and have a few questions.
1. He has it set in the data editor (under Loot) so that when a ling is killed, a vespene canister is put on the ground where it died. How can I make this so it only happens when a boolean is true (player has quest)? Should I undo the data part of it and make it a trigger?
2. When making the skill bar at the bottom, how do I get it to look like more than just a boring rectangle? I've seen some maps where people have protoss shoulder-pad-looking things on the ends.. How do you add that?
3. Making the Character Screen (equip items, show stats, etc) how do you set that up?
A. How do you show the unit in a front-view, attach a camera to the unit?
B. How do you set up item slots to equip/unequip items?
4. If the inventory slots are supposed to be set up differently than item slots in the Character Screen, how do you do those? (It seems like they'd be the same thing though)
5. I have 8-way WASD movement set up as shown in this tutorial: http://forums.sc2mapster.com/resources/tutorials/1279-trigger-wasd-movement-the-s-key-and-you/#p13
When i turn on Camera Mouse Relative Mode and Camera Mouse Rotation on, the unit runs towards the angle the camera faces. How do I set it so when i left click down, i can move the camera with the mouse, but not affect the unit's movement angle (like in WoW)?
6. Can Progress Bars not display text?? I made a dialog item: Progress Bar for an experience bar but when i used "set dialog item (variableForExpBar) text to "aaa" for (All Players)" the thing still didn't show anything
6. Can Progress Bars not display text??I made a dialog item: Progress Bar for an experience bar but when i used "set dialog item (variableForExpBar) text to "aaa" for (All Players)" the thing still didn't show anything
Text won't show if it doesn't have enough space or it's not possible. If it's not possible you can use labels or buttons(for centered text).
2 is done by using dialogs and adjusting images to dialog items.
7. How do you say Event: "Any Unit in (Unit Group) dies"? I can only get it to say unit # from unit group (no preset "Any Unit" showing up)
And as for 6: I attached a pic showing what I have coded in. I tried making a label for the dialog but you can't set that for individual players like you can with a dialog item text. There's no "set dialog item title." So idk what to do, because this isn't working (i tried making it regular text rather than a string and that didn't show up either)
2. I think the skill bar you're talking about is a dialog with dialog items (buttons) within it. There should be an action that lets you change the art style of a Dialog.
7. Make the event: A unit dies. Make a condition for the event something like "Triggering unit is in unit group"
If you want to make an actionbar that looks nice you could also just project the dialog image item over the dialog and then put the buttons over that image. That would leave you with a dialog that you can't see because images are over it to make it look nice, then the buttons on top so you can still click them.
Okay, 2 is just an image, you can do that with dialogs in triggers.
3-
a. That's a portrait. I'm no quite sure how to do it myself, but I know it's a portrait.
b. If you only want it to use effects when equipped, then have the character screen inventory's item slots set to equip items. and have the inventory slots set to only carry items. Then, to get the effects when the items are equipped, link the weapon and or behavior to the item with the "Equip Weapon" thing and "Equip Behavior" thing. If you don't know how to do any of the, watch some of Onetwo's tutorials.
4 - I think I explained this in 3 - b.
5 - Have a variable for right mouse button clicked that is set to true when the right mouse button is pressed, and back to false when the button is released. Then, have an update trigger that sets a variable (movement angle, or whatever you want) to the camera yaw of the owner of the hero. Then, set the unit to move in facing movement angle. That way, if the left mouse button is pressed down, it will not be setting movement angle to the camera yaw.
Overall, I would recommend that you watch Onetwo's video's, they can be quite informative.
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I'm helping a guy with his RPG by making a lot of the triggers and changing some other things as well and have a few questions.
1. He has it set in the data editor (under Loot) so that when a ling is killed, a vespene canister is put on the ground where it died. How can I make this so it only happens when a boolean is true (player has quest)? Should I undo the data part of it and make it a trigger?
2. When making the skill bar at the bottom, how do I get it to look like more than just a boring rectangle? I've seen some maps where people have protoss shoulder-pad-looking things on the ends.. How do you add that?
3. Making the Character Screen (equip items, show stats, etc) how do you set that up?
A. How do you show the unit in a front-view, attach a camera to the unit?
B. How do you set up item slots to equip/unequip items?
4. If the inventory slots are supposed to be set up differently than item slots in the Character Screen, how do you do those? (It seems like they'd be the same thing though)
5. I have 8-way WASD movement set up as shown in this tutorial: http://forums.sc2mapster.com/resources/tutorials/1279-trigger-wasd-movement-the-s-key-and-you/#p13
When i turn on Camera Mouse Relative Mode and Camera Mouse Rotation on, the unit runs towards the angle the camera faces. How do I set it so when i left click down, i can move the camera with the mouse, but not affect the unit's movement angle (like in WoW)?
6. Can Progress Bars not display text?? I made a dialog item: Progress Bar for an experience bar but when i used "set dialog item (variableForExpBar) text to "aaa" for (All Players)" the thing still didn't show anything
for 1 yes i would make it trigger item drop with bool in the triggers
i think for 3/4 its using dialog boxes and dialog items.
Text won't show if it doesn't have enough space or it's not possible. If it's not possible you can use labels or buttons(for centered text).
2 is done by using dialogs and adjusting images to dialog items.
7. How do you say Event: "Any Unit in (Unit Group) dies"? I can only get it to say unit # from unit group (no preset "Any Unit" showing up)
And as for 6: I attached a pic showing what I have coded in. I tried making a label for the dialog but you can't set that for individual players like you can with a dialog item text. There's no "set dialog item title." So idk what to do, because this isn't working (i tried making it regular text rather than a string and that didn't show up either)
@ctccromer: Go
2. I think the skill bar you're talking about is a dialog with dialog items (buttons) within it. There should be an action that lets you change the art style of a Dialog.
7. Make the event: A unit dies. Make a condition for the event something like "Triggering unit is in unit group"
If you want to make an actionbar that looks nice you could also just project the dialog image item over the dialog and then put the buttons over that image. That would leave you with a dialog that you can't see because images are over it to make it look nice, then the buttons on top so you can still click them.
Okay, 2 is just an image, you can do that with dialogs in triggers.
3-
a. That's a portrait. I'm no quite sure how to do it myself, but I know it's a portrait.
b. If you only want it to use effects when equipped, then have the character screen inventory's item slots set to equip items. and have the inventory slots set to only carry items. Then, to get the effects when the items are equipped, link the weapon and or behavior to the item with the "Equip Weapon" thing and "Equip Behavior" thing. If you don't know how to do any of the, watch some of Onetwo's tutorials.
4 - I think I explained this in 3 - b.
5 - Have a variable for right mouse button clicked that is set to true when the right mouse button is pressed, and back to false when the button is released. Then, have an update trigger that sets a variable (movement angle, or whatever you want) to the camera yaw of the owner of the hero. Then, set the unit to move in facing movement angle. That way, if the left mouse button is pressed down, it will not be setting movement angle to the camera yaw.
Overall, I would recommend that you watch Onetwo's video's, they can be quite informative.