Hey - not sure if this is more appropriate here, or in the Data section.. but anyways:
I'm trying to recreate the Diablo 3 ability system - wherein your character has say 30 skills (passive / active / aura) etc. Then you have 7 slots wherein you must select the 7 skills you wish to utilise in combat - since you cannot readily chop and change all your skills, you are forced to make a strategic decision in the 7 skills you think you will most require for the next quest / encounter.
Here's my problem (shit maybe it's even UI related xD)...
I'll try keep this short:
Is it possible to edit the hotkey of an ability for an individual player?
Is it possible to edit which location on the command card UI a button appears in? (for example I have slots 1 to 7 arrayed in a horizontal row in the bottom-center of the screen, is it possible through triggers to say button object 1 appears in slot 4, with hotkey 4 and linked to ability 1?)
Note: I will want to have these command cards unique to each player - even if they are using the same 'hero' unit.
Failing all this, any suggestions on a way to implement this that doesn't revolve around the command card?
Using a dialogue is the obvious answer, but then I would have to record keypresses for abilities and come up with a clever way of showing cooldowns on buttons, etc. Also how would I get an ability to initiate through a key-press event, that allows the player to 'target' it? For example, the stim-pack ability is transient and will activate if the player simply presses it's hotkey. But for an ability like psionic storm? The key-press would have to activate the ability, and then allow the player to cast it normally (AoE cursor effect etc).
If you don't have too many abilities you could make duplicates for each hotkey, then show/hide abilities depending on what hotkeys the player wants to use.
Hey - not sure if this is more appropriate here, or in the Data section.. but anyways:
I'm trying to recreate the Diablo 3 ability system - wherein your character has say 30 skills (passive / active / aura) etc. Then you have 7 slots wherein you must select the 7 skills you wish to utilise in combat - since you cannot readily chop and change all your skills, you are forced to make a strategic decision in the 7 skills you think you will most require for the next quest / encounter.
Here's my problem (shit maybe it's even UI related xD)...
I'll try keep this short:
Is it possible to edit the hotkey of an ability for an individual player? Is it possible to edit which location on the command card UI a button appears in? (for example I have slots 1 to 7 arrayed in a horizontal row in the bottom-center of the screen, is it possible through triggers to say button object 1 appears in slot 4, with hotkey 4 and linked to ability 1?)
Note: I will want to have these command cards unique to each player - even if they are using the same 'hero' unit.
Failing all this, any suggestions on a way to implement this that doesn't revolve around the command card?
Using a dialogue is the obvious answer, but then I would have to record keypresses for abilities and come up with a clever way of showing cooldowns on buttons, etc. Also how would I get an ability to initiate through a key-press event, that allows the player to 'target' it? For example, the stim-pack ability is transient and will activate if the player simply presses it's hotkey. But for an ability like psionic storm? The key-press would have to activate the ability, and then allow the player to cast it normally (AoE cursor effect etc).
If you don't have too many abilities you could make duplicates for each hotkey, then show/hide abilities depending on what hotkeys the player wants to use.
you can actually catalog hotkeys,but you wont actually be able to move any abilities around on the command card