I would like some help with portrait control and editing.
I have no clue how it works.
I've figured out so far that you can anchor a portrait to any part of the screen as well as decide it's size, which figure should be used etc.
I would like to make a little portrait that plays an animation of Jim Raynor saying something. I believe in the campaign he says something about hanging in there and help was almost there or something similar. Help with this would be greatly appreciated.
But also just how to control portraits in general. Their animation, timings etc..
I would like some help with portrait control and editing. I have no clue how it works.
I've figured out so far that you can anchor a portrait to any part of the screen as well as decide it's size, which figure should be used etc. I would like to make a little portrait that plays an animation of Jim Raynor saying something. I believe in the campaign he says something about hanging in there and help was almost there or something similar. Help with this would be greatly appreciated.
But also just how to control portraits in general. Their animation, timings etc..
@deathtorn: Go
I was just wondering where everybody went cause everyone was gone for a few days... but anyways.
Uhh I need help on making a Team Set Up triggers... I have 8 players and its a 2vs6 game what I would like to happen is right when the game starts players are automaticly and randomly set into teams, and then create specific units in specific points/regions after the teams are set.
as well as if anyone is really good at making custom upgrade requirements then can you plz help me...
ok dethtron i like the set up umm can it take up the whole screen a little more spacing and then a item selection for that hero 3 different category with 4 in each category and each hero has its own item selection dialog ... they both take up the whole screen
I have this trigger I'm working on that dynamically sets the value of a point variable using a While Loop. I want to check for units around the point every time the point variable's value changes. I also want to store the first unit found into a unit variable.
PolarOffsetPointMovementEventsLocalVariablesMaxOffsetDistance=0<Integer>ConditionsActionsGeneral-While(Conditions)aretrue,do(Actions)ConditionsMaxOffsetDistance<45(Clifflevelof(PositionofPlayer1Hero))==(ClifflevelofPointB)ActionsVariable-SetPointB=(PointBoffsetby(+(3.0))towards(FacingofPlayer1Hero)degrees)Variable-SetMaxOffsetDistance=(MaxOffsetDistance+3)General-If(Conditions)thendo(Actions)elsedo(Actions)IfMaxOffsetDistance==45ThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Clifflevelof(PositionofPlayer1Hero))==(ClifflevelofPointB)((ClosestunittoPointBin(Anyunitsin(Entiremap)ownedbyplayerAnyPlayermatchingRequired:Structure,withatmostAnyAmount))isin(Region(PointB,1.0)))==falseThenUnit-OrderPlayer1Heroto(MovetargetingPointB)(ReplaceExistingOrders)UI-Display("Moving To Max Distance of "+((Text(MaxOffsetDistance))+"!!!"))for(Allplayers)toSubtitleareaPing-PingtheminimapatPointBfor(Allplayers)over5.0seconds,usingthecolor(0%,100%,0%)ElseVariable-SetPointB=(PointBoffsetby(-(3.0))towards(FacingofPlayer1Hero)degrees)General-Wait0.1GameTimesecondsUnit-OrderPlayer1Heroto(MovetargetingPointB)(ReplaceExistingOrders)UI-Display("Moving To Max Distance of "+((Text(MaxOffsetDistance))+"!!!"))for(Allplayers)toSubtitleareaPing-PingtheminimapatPointBfor(Allplayers)over5.0seconds,usingthecolor(0%,100%,0%)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfMaxOffsetDistance<45ThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Clifflevelof(PositionofPlayer1Hero))!=(ClifflevelofPointB)ThenVariable-SetPointB=(PointBoffsetby(-(3.0))towards(FacingofPlayer1Hero)degrees)General-Wait0.1GameTimesecondsUnit-OrderPlayer1Heroto(MovetargetingPointB)(ReplaceExistingOrders)UI-Display("Moving To Cliff Detected At "+((Text(MaxOffsetDistance))+"Distance!!!"))for(Allplayers)toSubtitleareaPing-PingtheminimapatPointBfor(Allplayers)over5.0seconds,usingthecolor(100%,0%,0%)ElseElse
It's a movement trigger for a wasd movement system I'm working on. The idea is to use a point to check various positions in front of the hero unit and move it straight forward. If a cliff is detected the unit will only move up to the cliff other wise it would move straight to a max of 45 distance.
The reason I wanted to move the unit forward in this way it simply to limit trigger use which is a huge problem with other wasd movement people have created. I came up with the idea to try to move the unit up to the furthest position it could move until its path was redirected.
The first step of this was to detect cliffs and I actually have this part down. In fact its very solid, but now I want to implement detecting units which seems a bit more complicated.
I mostly want to do this for detecting structures that would cause the hero unit to path around. Basically if a player moves into a structure I want them to come to a complete stop instead of pathing around.
I would like some help with portrait control and editing. I have no clue how it works.
I've figured out so far that you can anchor a portrait to any part of the screen as well as decide it's size, which figure should be used etc. I would like to make a little portrait that plays an animation of Jim Raynor saying something. I believe in the campaign he says something about hanging in there and help was almost there or something similar. Help with this would be greatly appreciated.
But also just how to control portraits in general. Their animation, timings etc..
What?
I'll take a look for you.
@deathtorn: Go I was just wondering where everybody went cause everyone was gone for a few days... but anyways.
Uhh I need help on making a Team Set Up triggers... I have 8 players and its a 2vs6 game what I would like to happen is right when the game starts players are automaticly and randomly set into teams, and then create specific units in specific points/regions after the teams are set.
as well as if anyone is really good at making custom upgrade requirements then can you plz help me...
hope you can understand this i dont have photo shop so i cant just make it the actual visual with out the code so i used paint
Where did deadthorn go? :b
@Emnesia: Go
Blarg, I've been busy with Real life, and things should get finished up soon, Sorry everyone!
@deathtorn: Go
All good, was just wondering.
You should come on MSN :3
@Emnesia: Go
Here
@deathtorn: Go
Thanks :)
Here's just the hero selection dialog, tell me if it's basically what you're looking for. I need more of an explanation of the item selection dialog.
@deathtorn: Go
ok dethtron i like the set up umm can it take up the whole screen a little more spacing and then a item selection for that hero 3 different category with 4 in each category and each hero has its own item selection dialog ... they both take up the whole screen
@aczchef: Go
It could, but when i tested it, it looked really ugly. If you want to make everything else black, that's not very hard.
may be the portraits bigger and bigger text umm and there will be alot more descriptions info can you also post what variables i put my units into?
I have this trigger I'm working on that dynamically sets the value of a point variable using a While Loop. I want to check for units around the point every time the point variable's value changes. I also want to store the first unit found into a unit variable.
@Writhes: Go
I'm sure I can do that, do you want me to build off of what you have, or start from scratch?
@deathtorn: Go
Hmm, How about I show you exactly what I'm doing.
It's a movement trigger for a wasd movement system I'm working on. The idea is to use a point to check various positions in front of the hero unit and move it straight forward. If a cliff is detected the unit will only move up to the cliff other wise it would move straight to a max of 45 distance.
The reason I wanted to move the unit forward in this way it simply to limit trigger use which is a huge problem with other wasd movement people have created. I came up with the idea to try to move the unit up to the furthest position it could move until its path was redirected.
The first step of this was to detect cliffs and I actually have this part down. In fact its very solid, but now I want to implement detecting units which seems a bit more complicated.
Why do you need it to detect units?
@aczchef:
Modify the settings for the heroes in the "Settings" folder.
@deathtorn: Go
I mostly want to do this for detecting structures that would cause the hero unit to path around. Basically if a player moves into a structure I want them to come to a complete stop instead of pathing around.
This is probably what you want.