i have a little problem and need your help.. i am working on a starcraft 2 map and i faced a problem. So, i want to use the abilities from "spear of adun" like in the campaign or like in the coop mode (Artanis?). How can i activate this in the trigger editor? Could someone help me with this problem or if someone want, can create it and upload the map here?
sorry for my bad english and thank you already for your time
I did a fair bit of digging in campaign maps and all the abilities of the Spear of Adun originate from a unit called "Internal - Spear of Adun Caster". From that unit you can find all the abilities you can use in the campaign and discover quite a bit about how they work. There was also another unit, "Internal - SOA Caster", which wasn't placable in the map but is very similar to the aforementioned unit.
Lots of the technical aspects (e.g. the UI effects) of the abilities, however, are buried deep in the data editor or somewhere else as I couldn't find anything beyond cursor changes. But I'm not fantastic with the data editor so I can't be sure whether or not you can create the entire ability sequence solely in the data editor (top UI buttons, UI swap, ammo counter and all). I didn't find any triggers relating to the Spear of Adun abilities, though, so either it is inaccessible or in one of the editors (interestingly enough, testing a campaign map does not provide warpgates with their "superior" status that allows them to queue up warp-ins; that is why I think there may be more under the hood that we cannot see).
At any rate, open up a campaign map and find the "Internal - Spear of Adun Caster" unit to start.
Update:
I found out that all the ability UI elements can be found in the UI editor used by the Void Campaign dependency. How that editor works is beyond me.
While watching a playthrough I noticed on harder difficulties, the warp gate doesn't que up charges like it does on normal. So could have to do with that.
Update: I found out that all the ability UI elements can be found in the UI editor used by the Void Campaign dependency. How that editor works is beyond me.
----
Could you tell us which files?
I also had a look at the campaign maps while trying to implement it myself. I copied every trigger that that has to do with the Speer of Adun and the SoA caster but I couldn't get it to work. The abilitities that appear in the top HUD alwaays change depending on the currently selected unit, furthermore they aren't even corrently aligned if it'S not the SoA Helper. Most SoA Helper abilities work fine but those that pause the game and change the UI (e.g. bombardment) pause the game indefinitely and I can never return to the game.
The question I'm wondering is, how can we make abilities appear on the SoA HUD (or any custom HUD/dialog) that stay there even when unit who has these abilities is not selected?
Btw. the alliedcommanders.sc2mod has more abilities that work similar. But I can't get the HUD to work there at all.
The question I'm wondering is, how can we make abilities appear on the SoA HUD (or any custom HUD/dialog) that stay there even when unit who has these abilities is not selected?
check out triggers, you can create a command card from dialog triggers and specify the unit and the command card for this dialog item. i tested it and it works. you can basically show unlimited amount of abilities to the player with this method.
i dont have LotV but i assume they do a custom command card in UI-editor for the DummySpear unit.
Everything that everyone's mentioned in this thread, I've managed to do myself in the editor and I've gotten to the same place as several other people have previously. I'm usually fairly adept at the editor, but I never thought to create a custom command card in the past, everything I've done previously was using the main game mechanics. Anyway, I looked up any kind of information I could on creating a custom command card and linking a unit to it, but no luck. I also tried the editor, but I just can't find it and I don't know where to look. My question is, can I get a link to a tutorial or an explanation on creating a custom command card and linking a unit to it using triggered dialogs?
I also had a look at the campaign maps while trying to implement it myself. I copied every trigger that that has to do with the Speer of Adun and the SoA caster but I couldn't get it to work. The abilitities that appear in the top HUD alwaays change depending on the currently selected unit, furthermore they aren't even corrently aligned if it'S not the SoA Helper. Most SoA Helper abilities work fine but those that pause the game and change the UI (e.g. bombardment) pause the game indefinitely and I can never return to the game.
The question I'm wondering is, how can we make abilities appear on the SoA HUD (or any custom HUD/dialog) that stay there even when unit who has these abilities is not selected?
Btw. the alliedcommanders.sc2mod has more abilities that work similar. But I can't get the HUD to work there at all.
The UI elements can be quickly found in the Void.SC2Campaign dependency under "LotV_GameUI". There's a few different ones there, but the targeting ones seem to be the "ChargesContainerTemplate [Frame]" for the 5 charges UI, "ChargesTemplate [Frame]" for single charge icon, and the "SoATargetingUITemplate [Frame]" for all the elements in one. I checked this out on my map, so they are stored in the dependency and not the campaign maps, so you should be able to use them.
Also, when testing the "Campaign Test" map, they had the UI at the top but it acted similarly to what you're talking about: the buttons would change based on the unit selected (probes had the movement buttons, Nexus had the build probe/mothership ones, and stalkers simply broke the UI with lots of buttons). Not sure if that helps, but it is something to look into: what does the other maps have that the test one did not?
I think the point of the UI as a whole is based around the "SoA Caster" unit I talked about. It would be easy to manipulate the abilities the unit has via the story map and simply load in that unit when running the map. But that is speculation because I couldn't find any related triggers beyond loading bank data.
Everything that everyone's mentioned in this thread, I've managed to do myself in the editor and I've gotten to the same place as several other people have previously. I'm usually fairly adept at the editor, but I never thought to create a custom command card in the past, everything I've done previously was using the main game mechanics. Anyway, I looked up any kind of information I could on creating a custom command card and linking a unit to it, but no luck. I also tried the editor, but I just can't find it and I don't know where to look. My question is, can I get a link to a tutorial or an explanation on creating a custom command card and linking a unit to it using triggered dialogs?
Is it possible to share your knowledge? I'll see if I can discover more about the campaign's functionality in the mean time, but something tells me it's beyond the trigger editor, thus probably beyond my understanding.
Small piece of information, so that people have a better effort at this.
What Spear of Adun uses is the new capability of the editor to create Command Card Dialog items, and assign them to a unit group, and once that is done, assigned to a submenu. So there is some trigger code somewhere that is keeping the Spear of Adun top UI element permantly selected on a dummy unit that actually poesses all the abilties. The abilties are loaded from banks, because the stuff on the Spear of Adun is its own map, and when you exit the dialog/UI for selecting the abilties, it silently saves those options to a bank file.
So you really need to find the place where a dialog item variable, of type Command Card, is hooked up and assigned, and that is the one in effect controlling te Spear of Adun. Almost certainly you will need to examine the Void libraries, all of them.
check out triggers, you can create a command card from dialog triggers and specify the unit and the command card for this dialog item. i tested it and it works. you can basically show unlimited amount of abilities to the player with this method.
i dont have LotV but i assume they do a custom command card in UI-editor for the DummySpear unit.
TO further elaborate on this. You need to create the command cards on the unit, specifically the submenus. You can then choose to display a submenu for a command card dialog item. This means a unit can have say, 20 submenus, filled with abilties/icons, and you can create 20 dialog items, and set each of them to different submenus, and show them all. This is very very powerful.
In this file we can see how it's the Template for a command panel specific to the Spear of adun abilities.
Here's the trigger hooking up said panel from the Void UI Library.
PU_GPInitEventsLocalVariablesLastFrame=NoDialogItem<DialogItem>ButtonIndex=0<Integer>ConditionsActionsTrigger-Turn(Currenttrigger)OffDialog-HooksupanexistingPanelinthestandardUIcalled"UIContainer/FullscreenUpperContainer/GlobalCastingPanel"Variable-SetPU_GPHolder=(Lastcreateddialogitem)Dialog-CreateaPanelfordialogitempanePU_GPHolderusingthetemplateLotV_SoAMissionUIPanel/SoAPanelTemplateVariable-SetPU_GPPanel=(Lastcreateddialogitem)Dialog-CreateaTooltipwithintheDialogItem(Lastcreateddialogitem)Dialog-Set(Lastcreateddialogitem)sizeto(1,1)for(Allplayers)Dialog-Move(Lastcreateddialogitem)to(-100,-100)relativetoTopLeftofdialogfor(Allplayers)Variable-SetPU_GPBlackTooltipAnchor=(Lastcreateddialogitem)Dialog-HookupanexistingCutscenecalledSoACommandCutsceneindialogitemPU_GPPanelVariable-SetPU_GPCutscene=(Lastcreateddialogitem)-------Possiblebug:hookinguptothecutsceneframedirectlycausesthecutscenetorenderincorrectlyDialog-HooksupanexistingPanelinthestandardUIcalled"UIContainer/ConsolePanel"Variable-SetLastFrame=(Lastcreateddialogitem)Dialog-HookupanexistingPanelcalledSoAButtonHolderindialogitemPU_GPPanelVariable-SetLastFrame=(Lastcreateddialogitem)Dialog-CreateaCommandPanelfordialogitempaneLastFrameusingthetemplateLotV_SoAMissionUIPanel/SoACommandPanelTemplateVariable-SetPU_GPCmdPanel=(Lastcreateddialogitem)General-ForeachintegerButtonIndexfrom1to4withincrement1,do(Actions)ActionsDialog-HookupanexistingButtoncalled"CommandButton0"+IntToString(lv_buttonIndex-1)indialogitemPU_GPCmdPanelVariable-SetPU_GPCmdButtons[ButtonIndex] = (Last created dialog item)
Dialog - Set (Last created dialog item) Model to UI_SOA_ButtonActivate for (All players)
Dialog - Hook up an existing Panel called "SoAAbilityArrow0" + IntToString(lv_buttonIndex) in dialog item PU_GPPanel
Variable - Set PU_GPAbilityArrows[ButtonIndex] = (Last created dialog item)
Dialog - Move PU_GPAbilityArrows[ButtonIndex] to (0, 15) relative to Bottom of PU_GPCmdButtons[ButtonIndex] for (All players) (from Top)
Dialog - Hook up an existing Panel called SoAEnergyBarFill in dialog item PU_GPPanel
Variable - Set PU_GPEnergyBar = (Last created dialog item)
Dialog - Hook up an existing Cutscene called SoAFillScene in dialog item PU_GPEnergyBar
Variable - Set PU_GPEnergyBarScene = (Last created dialog item)
Dialog - Hook up an existing Cutscene called SoAOverlayCutscene in dialog item PU_GPPanel
Variable - Set PU_GPEnergyGlassScene = (Last created dialog item)
Dialog - Hook up an existing Label called SoAEnergyLabel in dialog item PU_GPPanel
Variable - Set PU_GPEnergyLabel = (Last created dialog item)
As you can see it uses the Hookup standard dialog item (from dialog item panel) action in order to save the created layout UI elements to variables.
This trigger sets the unit used by the command card for ability displays
Right now I have no Idea how to set it to different submenus like Arcane says is possible. I also have yet to mess with command card panels. However you set what unit group the command Panel uses by the looks of it and not the unit.
Based on what others said, I think I figured it out. It's pretty easy once I put that stuff together. Here's a test map. I'll make a short video tutorial on it later. Though I haven't looked into advanced stuff like pausing the map such as the spear of adun bombardment abilities do. This is just hooking a super warp gate into a dialog box.
Thanks Imposter for putting it all together and making a simplified trigger. It's difficult to weave through the fluff and find what's needed. Looking forward to that tutorial and I hope to see some other parts of the system figured out.
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Hello guys!
i have a little problem and need your help.. i am working on a starcraft 2 map and i faced a problem. So, i want to use the abilities from "spear of adun" like in the campaign or like in the coop mode (Artanis?). How can i activate this in the trigger editor? Could someone help me with this problem or if someone want, can create it and upload the map here?
sorry for my bad english and thank you already for your time
open a campaign map?
lol it just came out, I doubt anyone knows yet. If you want an answer soon you're probably going to have to explore yourself.
most likely using a dummy unit and the command card dialogs but i don't know for sure.
I did a fair bit of digging in campaign maps and all the abilities of the Spear of Adun originate from a unit called "Internal - Spear of Adun Caster". From that unit you can find all the abilities you can use in the campaign and discover quite a bit about how they work. There was also another unit, "Internal - SOA Caster", which wasn't placable in the map but is very similar to the aforementioned unit.
Lots of the technical aspects (e.g. the UI effects) of the abilities, however, are buried deep in the data editor or somewhere else as I couldn't find anything beyond cursor changes. But I'm not fantastic with the data editor so I can't be sure whether or not you can create the entire ability sequence solely in the data editor (top UI buttons, UI swap, ammo counter and all). I didn't find any triggers relating to the Spear of Adun abilities, though, so either it is inaccessible or in one of the editors (interestingly enough, testing a campaign map does not provide warpgates with their "superior" status that allows them to queue up warp-ins; that is why I think there may be more under the hood that we cannot see).
At any rate, open up a campaign map and find the "Internal - Spear of Adun Caster" unit to start.
Update: I found out that all the ability UI elements can be found in the UI editor used by the Void Campaign dependency. How that editor works is beyond me.
@Landmine752: Go
While watching a playthrough I noticed on harder difficulties, the warp gate doesn't que up charges like it does on normal. So could have to do with that.
Quote from Landmine752:
Update: I found out that all the ability UI elements can be found in the UI editor used by the Void Campaign dependency. How that editor works is beyond me.
----
Could you tell us which files?
I also had a look at the campaign maps while trying to implement it myself. I copied every trigger that that has to do with the Speer of Adun and the SoA caster but I couldn't get it to work. The abilitities that appear in the top HUD alwaays change depending on the currently selected unit, furthermore they aren't even corrently aligned if it'S not the SoA Helper. Most SoA Helper abilities work fine but those that pause the game and change the UI (e.g. bombardment) pause the game indefinitely and I can never return to the game.
The question I'm wondering is, how can we make abilities appear on the SoA HUD (or any custom HUD/dialog) that stay there even when unit who has these abilities is not selected?
Btw. the alliedcommanders.sc2mod has more abilities that work similar. But I can't get the HUD to work there at all.
When someone does figure this out, would love a video tutorial :D
check out triggers, you can create a command card from dialog triggers and specify the unit and the command card for this dialog item. i tested it and it works. you can basically show unlimited amount of abilities to the player with this method.
i dont have LotV but i assume they do a custom command card in UI-editor for the DummySpear unit.
@FunkyUserName: Go
yeah they create a command card from triggers for it and then link the unit to it.
@Landmine752: Go
The UI elements are actually created using those templates and then hooked up and linked in variables
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Everything that everyone's mentioned in this thread, I've managed to do myself in the editor and I've gotten to the same place as several other people have previously. I'm usually fairly adept at the editor, but I never thought to create a custom command card in the past, everything I've done previously was using the main game mechanics. Anyway, I looked up any kind of information I could on creating a custom command card and linking a unit to it, but no luck. I also tried the editor, but I just can't find it and I don't know where to look. My question is, can I get a link to a tutorial or an explanation on creating a custom command card and linking a unit to it using triggered dialogs?
Open the Allied Commander mod from blizzard. I think it contains everything you need :)
The UI elements can be quickly found in the Void.SC2Campaign dependency under "LotV_GameUI". There's a few different ones there, but the targeting ones seem to be the "ChargesContainerTemplate [Frame]" for the 5 charges UI, "ChargesTemplate [Frame]" for single charge icon, and the "SoATargetingUITemplate [Frame]" for all the elements in one. I checked this out on my map, so they are stored in the dependency and not the campaign maps, so you should be able to use them.
Also, when testing the "Campaign Test" map, they had the UI at the top but it acted similarly to what you're talking about: the buttons would change based on the unit selected (probes had the movement buttons, Nexus had the build probe/mothership ones, and stalkers simply broke the UI with lots of buttons). Not sure if that helps, but it is something to look into: what does the other maps have that the test one did not?
I think the point of the UI as a whole is based around the "SoA Caster" unit I talked about. It would be easy to manipulate the abilities the unit has via the story map and simply load in that unit when running the map. But that is speculation because I couldn't find any related triggers beyond loading bank data.
Care to explain how? Not sure how the UI Editor works/fits into everything else.
Is it possible to share your knowledge? I'll see if I can discover more about the campaign's functionality in the mean time, but something tells me it's beyond the trigger editor, thus probably beyond my understanding.
Small piece of information, so that people have a better effort at this.
What Spear of Adun uses is the new capability of the editor to create Command Card Dialog items, and assign them to a unit group, and once that is done, assigned to a submenu. So there is some trigger code somewhere that is keeping the Spear of Adun top UI element permantly selected on a dummy unit that actually poesses all the abilties. The abilties are loaded from banks, because the stuff on the Spear of Adun is its own map, and when you exit the dialog/UI for selecting the abilties, it silently saves those options to a bank file.
So you really need to find the place where a dialog item variable, of type Command Card, is hooked up and assigned, and that is the one in effect controlling te Spear of Adun. Almost certainly you will need to examine the Void libraries, all of them.
TO further elaborate on this. You need to create the command cards on the unit, specifically the submenus. You can then choose to display a submenu for a command card dialog item. This means a unit can have say, 20 submenus, filled with abilties/icons, and you can create 20 dialog items, and set each of them to different submenus, and show them all. This is very very powerful.
@Landmine752: Go
Sure, here's the UI layout file they use as a template for the elements.
In this file we can see how it's the Template for a command panel specific to the Spear of adun abilities.
Here's the trigger hooking up said panel from the Void UI Library.
As you can see it uses the Hookup standard dialog item (from dialog item panel) action in order to save the created layout UI elements to variables.
This trigger sets the unit used by the command card for ability displays
Right now I have no Idea how to set it to different submenus like Arcane says is possible. I also have yet to mess with command card panels. However you set what unit group the command Panel uses by the looks of it and not the unit.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
It is a new Dialog Item action, just like Set Dialog Item Height or any other, I believe it is Set Dialog Item Submenu.
@ArcaneDurandel: Go
That appears to be it. One of these days when i have a free moment i'll test this stuff out.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Based on what others said, I think I figured it out. It's pretty easy once I put that stuff together. Here's a test map. I'll make a short video tutorial on it later. Though I haven't looked into advanced stuff like pausing the map such as the spear of adun bombardment abilities do. This is just hooking a super warp gate into a dialog box.
Thanks Imposter for putting it all together and making a simplified trigger. It's difficult to weave through the fluff and find what's needed. Looking forward to that tutorial and I hope to see some other parts of the system figured out.