Been a while, I'm in the middle of fixing my map which was broken by the 1.5 update. Most of it is fixed except for one issue, which is getting a unit to use an item at a target point.
Does anyone know how to do this now?
Also were any of these "limitations" alleveiated in any way?
- 32 ability limit per unit
- No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
- No good way to show a non-laggy targetting cursor
- No custom layout files for inventory containers
As for number two, the ability with target, I used that successfully back several patches ago. So it should work still, now.
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I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Sorry for #2 I meant having a dialog button that behaved like a command button. So they click the dialog button, then a splat cursor is shown for targetting and so on. Not with a predefined target.
I'm assuming that is still not possible?
Looking into the inventory alternative again, it looks like one of my original issues might have been fixed with that at least.
- 32 ability limit per unit
Use dummy invisible unit... Or research ability and trigger you ability effects by it...
- No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
I think its pretty easy to solver anything like that.
- No good way to show a non-laggy targetting cursor
Bnet and wasd mouse control still have too big lag for fps games.
- No custom layout files for inventory containers
I think thats now possible. (there have been some improvements on inventory, however I dont use inventory in any of my maps)
Still in effect, although as mentioned button limit got doubled. Depending on your application, you can use abilities, which support multiple ability commands, like train or research abilities.
Quote:
- No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
- No good way to show a non-laggy targetting cursor
I assume, these 2 go hand-in-hand for what you have in mind, and no, there is still no good way to do this.
Quote:
- No custom layout files for inventory containers
Not sure, what you are trying to do, but you can definitely alter inventory containers with layout files. Also, with the new ui hookup functions, you can show and hide them via trigger now :D
For example, this uses a manipulated, always-open container.
@Kueken531: Go Dont forget Specialize that is basically abunch of Effect abilities that count as one.
you could also have one ability that has a switch effect that changes the behavior on the unit and then have all your other abilities have switch effects that validate which behavior your unit currently has and preform a different effect.
Yeah, it gets a bit messy. I'm using inventories with the layout changes now, the end result is better since I can have propper splat cursors now.
Plus they are shared abilities that do behave more like items, so it makes sense. It's really a shame that they don't just let us create buttons that trigger events for a unit to begin casting a targetted ability! Would solve a lot of messing around with the layout :(
Previously I couldn't use inventory because of the layout limitations, but there was also a bug that caused your unit to move when manipulating the inventory in a certain way - luckily this is fixed now.
I am a bit disappointed with how little progress has been made from Blizzard, was hoping for more. Are we expecting any significant update with HOTS?
I am a bit disappointed with how little progress has been made from Blizzard, was hoping for more. Are we expecting any significant update with HOTS?
Honestly, huge changes have been made, just not in these very specific areas. I expect a significant update with HOTS, but I cannot tell you, if they will update exactly the stuff you need :)
Hey guys,
Been a while, I'm in the middle of fixing my map which was broken by the 1.5 update. Most of it is fixed except for one issue, which is getting a unit to use an item at a target point.
Does anyone know how to do this now?
Also were any of these "limitations" alleveiated in any way?
- 32 ability limit per unit
- No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
- No good way to show a non-laggy targetting cursor
- No custom layout files for inventory containers
Thanks!
@KratsAU: Go
As for number two, the ability with target, I used that successfully back several patches ago. So it should work still, now.
Sorry for #2 I meant having a dialog button that behaved like a command button. So they click the dialog button, then a splat cursor is shown for targetting and so on. Not with a predefined target.
I'm assuming that is still not possible?
Looking into the inventory alternative again, it looks like one of my original issues might have been fixed with that at least.
I think units can have up to 64 buttons in their command card.
@SoulFilcher: Go
Hmm I tried just before, can still only have 32 abilities (even if you can have more buttons with multiple command cards).
- 32 ability limit per unit
Use dummy invisible unit... Or research ability and trigger you ability effects by it...
- No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
I think its pretty easy to solver anything like that.
- No good way to show a non-laggy targetting cursor
Bnet and wasd mouse control still have too big lag for fps games.
- No custom layout files for inventory containers
I think thats now possible. (there have been some improvements on inventory, however I dont use inventory in any of my maps)
Still in effect, although as mentioned button limit got doubled. Depending on your application, you can use abilities, which support multiple ability commands, like train or research abilities.
I assume, these 2 go hand-in-hand for what you have in mind, and no, there is still no good way to do this.
Not sure, what you are trying to do, but you can definitely alter inventory containers with layout files. Also, with the new ui hookup functions, you can show and hide them via trigger now :D
For example, this uses a manipulated, always-open container.
€ damn ninjas
@Kueken531: Go Dont forget Specialize that is basically abunch of Effect abilities that count as one.
you could also have one ability that has a switch effect that changes the behavior on the unit and then have all your other abilities have switch effects that validate which behavior your unit currently has and preform a different effect.
Yeah, it gets a bit messy. I'm using inventories with the layout changes now, the end result is better since I can have propper splat cursors now.
Plus they are shared abilities that do behave more like items, so it makes sense. It's really a shame that they don't just let us create buttons that trigger events for a unit to begin casting a targetted ability! Would solve a lot of messing around with the layout :(
Previously I couldn't use inventory because of the layout limitations, but there was also a bug that caused your unit to move when manipulating the inventory in a certain way - luckily this is fixed now.
I am a bit disappointed with how little progress has been made from Blizzard, was hoping for more. Are we expecting any significant update with HOTS?
Honestly, huge changes have been made, just not in these very specific areas. I expect a significant update with HOTS, but I cannot tell you, if they will update exactly the stuff you need :)
@Kueken531: Go
Fair enough, I guess it just depends on the type of game you are making and whether the changes were what you needed.