I am not that great in trigger, so I just learning from scratch thanks to the Wiki and some assets I could find.
Do someone got a nice tutorial of how to make a ingame, Tutorial or a asset?
I want to make a ingame tutorial for my map, that will handle quests. and will show you which Icon you need to click at the command card, Upgrade section to fulfill that quest.
I know how to make quests, but how can I make certain Icon 'Glintch up' between the other Icons or make the other Icons Grey if that quest is active.
2nd thing.
I already made a dialog for this, but want the Things you bought to glinch up in that dialogue (after you open that dialogue, the first thing you bought will glow, the first time.
I also want this, if you get hit by enemy units with abilities so you can see what those abilities does, while you first encounter that Unit ability. This time the newest ability where you get hit by takes the top position in that dialogue the rest will go 1 place down, this dialogue only will show the 4 latest abilities you encounter.
1. "Glintch up" - I assume this means: to be in color, to be active; while the other command card icons are grey and inactive.
If so, I would make the command card buttons in the data editor to be in a 'restricted' state. There is a pulldown option in the data editor for each cmd card button with options "available, restricted, suppressed"
Once the cmd card buttons are set to restricted in the data editor, go to the trigger editor. In triggers, enable "Tech Tree Restrictions" for the player. This will now allow you enable/disable those cmd card buttons by using the "Allow/Disallow Ability For Player" trigger action. Both of these trigger actions are located in Triggers\Tech Tree actions category.
2. Dialogs, again I assume this means you want the dialog icon to be in color, and flashing or something like that. Those trigger actions are all inside of dialog actions. You can disable/enable a dialog item to make it active in color or inactive in grey. Flashing dialog items in color is also possible or you can loop a hide/unhide dialog action to make the dialog item appear to be blinking.
3. Abilities, I think you will need to find the specific trigger event that correlates to that ability. Ie: any unit uses [ability X] at stage [X] event. I do not know much more about this
I hope that helps, a word of warning though; I myself have only been editing for 5 months. So, definitely take senior editing advise before mine.
Hi all,
I am not that great in trigger, so I just learning from scratch thanks to the Wiki and some assets I could find.
Do someone got a nice tutorial of how to make a ingame, Tutorial or a asset?
I want to make a ingame tutorial for my map, that will handle quests. and will show you which Icon you need to click at the command card, Upgrade section to fulfill that quest.
I know how to make quests, but how can I make certain Icon 'Glintch up' between the other Icons or make the other Icons Grey if that quest is active.
2nd thing.
I already made a dialog for this, but want the Things you bought to glinch up in that dialogue (after you open that dialogue, the first thing you bought will glow, the first time.
I also want this, if you get hit by enemy units with abilities so you can see what those abilities does, while you first encounter that Unit ability. This time the newest ability where you get hit by takes the top position in that dialogue the rest will go 1 place down, this dialogue only will show the 4 latest abilities you encounter.
Greetings, AppleFee
Also do people know, if you can detect in the editor the settings of the player. For example the hotkey, settings?
PM Blixor. He is working on a campaign called Lifeforce and I believe he has something to similar to what you want.
@AppleFee: Go
1. "Glintch up" - I assume this means: to be in color, to be active; while the other command card icons are grey and inactive.
If so, I would make the command card buttons in the data editor to be in a 'restricted' state. There is a pulldown option in the data editor for each cmd card button with options "available, restricted, suppressed"
Once the cmd card buttons are set to restricted in the data editor, go to the trigger editor. In triggers, enable "Tech Tree Restrictions" for the player. This will now allow you enable/disable those cmd card buttons by using the "Allow/Disallow Ability For Player" trigger action. Both of these trigger actions are located in Triggers\Tech Tree actions category.
2. Dialogs, again I assume this means you want the dialog icon to be in color, and flashing or something like that. Those trigger actions are all inside of dialog actions. You can disable/enable a dialog item to make it active in color or inactive in grey. Flashing dialog items in color is also possible or you can loop a hide/unhide dialog action to make the dialog item appear to be blinking.
3. Abilities, I think you will need to find the specific trigger event that correlates to that ability. Ie: any unit uses [ability X] at stage [X] event. I do not know much more about this
I hope that helps, a word of warning though; I myself have only been editing for 5 months. So, definitely take senior editing advise before mine.
good luck!