Has anyone succeed on this ? So far there is only two function to get mouse clicked position both in world and in UI. There was no way to get a position the mouse is on. I did see some map have a hover effect on their UI button (dialog item - image ) ( don't remember which ) ??
Dialog button (Custom UI) have the tooltip built in. Finding the mouse X/Y doesn't seem possible without the player first clicking. I could be wrong though.
I don't mean tooltips. I mean they have 2 separate images for a custom button and when the mouse is hovered it switch to the other image like a hover effect. Maybe I'm mistaken
I'm just speculating, but I think the reason they don't have a "mouse move" event or access to current mouse position is because if they did that then it would have to send the mouse coordinates to all other players in the game everytime the player moves their mouse. This would not work with their network engine, I'm guessing. They even put a warning when you use Key press/mouse click events saying it will send a packet for every key press/mouse click and to use it only if you need to.
You can turn on camera move events tho, and you can even lock camera to mouse movement, which causes that exact same problem except you're stuck with whatever camera movement blizzard deemed necessary.
This feature would be incredibly useful. It's a real shame that it can't be done. I was going to use it for a Diablo-style hack-n-slash game, where when you hit an ability, the ability is focused in the direction of your cursor. Without using the cursor as the target for all of the abilities, that's a lot of needless clicking. Imagine a Diablo 2 Sorceress that is chain casting Fireballs, but now has to click a second time to actually cast the Fireball or a Trapsin that needs to click a second time to place her traps. :/
I guess I'll have to use the click-to-cast built-in system as I can't think of a single work around for this. :(
I figured out the hover effect. It's just a dialog button with custom hover image that is already supported. Guess they hide the original button by another dialog image.
Has anyone succeed on this ? So far there is only two function to get mouse clicked position both in world and in UI. There was no way to get a position the mouse is on. I did see some map have a hover effect on their UI button (dialog item - image ) ( don't remember which ) ??
Dialog button (Custom UI) have the tooltip built in. Finding the mouse X/Y doesn't seem possible without the player first clicking. I could be wrong though.
@Grogian: Go
I don't mean tooltips. I mean they have 2 separate images for a custom button and when the mouse is hovered it switch to the other image like a hover effect. Maybe I'm mistaken
I'm just speculating, but I think the reason they don't have a "mouse move" event or access to current mouse position is because if they did that then it would have to send the mouse coordinates to all other players in the game everytime the player moves their mouse. This would not work with their network engine, I'm guessing. They even put a warning when you use Key press/mouse click events saying it will send a packet for every key press/mouse click and to use it only if you need to.
Sucks...
It truly is a shame, would be very usefull to have mouse position, maybe just for singleplayer maps :/
@barakatx2: Go
You can turn on camera move events tho, and you can even lock camera to mouse movement, which causes that exact same problem except you're stuck with whatever camera movement blizzard deemed necessary.
This feature would be incredibly useful. It's a real shame that it can't be done. I was going to use it for a Diablo-style hack-n-slash game, where when you hit an ability, the ability is focused in the direction of your cursor. Without using the cursor as the target for all of the abilities, that's a lot of needless clicking. Imagine a Diablo 2 Sorceress that is chain casting Fireballs, but now has to click a second time to actually cast the Fireball or a Trapsin that needs to click a second time to place her traps. :/
I guess I'll have to use the click-to-cast built-in system as I can't think of a single work around for this. :(
@Azkit: Go
I figured out the hover effect. It's just a dialog button with custom hover image that is already supported. Guess they hide the original button by another dialog image.
@caspersc: Go
I don't think it has to tell all the other players in the game what Player X's camera is oriented as, though.