it is all set through a dialog, if you know nothing of dialogs, then there is no way for someone to help you without doing it for you; but I will give you the gist of it.
Create a dialog box,
hide the background of it.
create image items until you have what you want.
for example:
Create dialog item (image) "blah_blah_border" of type "border" at "a center area" size "long and narrow"
Create dialog item (image) "Solid_Bar" of type "border" at "inside this border" size "Long and narrow"
Create dialog item (image) "Solid_Bar" of type "border" at "on top of the one you just made" size "Long and narrow" (Yeah, anoher bar, of a different color hopefully)
Set this bar to a variable (dialog item)
Set this bars width to a variable (integer)
Create dialog item (image) "blah_blah_border" of type "border" at "a left area" size "About square"
Create dialog item (image) "kerrigan_icon" of type "normal" at "inside of that border you just made" size "About square"
Create dialog item (image) "blah_blah_border" of type "border" at "a right area" size "About square"
Create dialog item (image) Narud_icon" of type "normal" at "inside of that border you just made" size "About square"
Then, as 1 side is winning the tug of war; you alter the X scale of the saved dialog item above; so that it will grow and shink based on the rate of win loss.
A formula something along the lines of "(bar width variable/100)*% of winning. Then you set bar width=to that number you just came up with, and it will look like a moving bar based on who is winning.
If this is completely over your head... Maybe you should stay away from dialogs. On the other hand, I feel as though it is a decent explanation to making "alright" looking dialogs, so you should roll with it.
Without being rude... Considering that you sent me a PM less than 2 minutes after I made my post; I am willing to go out on a limb and assume that you did not even open the editor and try it yourself (Takes a solid 2 minutes to get everything loaded).
What I gave you above is pretty much a demo without creating the entire thing for you. the only blanks you need to fill in are the size and location of the dialog images, and to sort through and find the images you like. Both of which are a little bit of guess and check.
If you want a real life example of what creating a dialog may look like:
Dialog - Create a Modal dialog of size (1600, 1200) at (0, 0) relative to Center of screen
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
Variable - Set x = 680
Variable - Set y = 275
Dialog - Create an image for dialog (Last created dialog) with the dimensions (600, 400) anchored to Top Left with an offset of (x, y) setting the tooltip to "" using the image Assets\Textures\meinhoff_white_sand_low.dds as a Normal type with tiled set to False tint color (78%, 78%, 78%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (600, 400) anchored to Top Left with an offset of (x, y) setting the tooltip to "" using the image Assets\Textures\decal_terran_0005_01.dds as a Normal type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (630, 430) anchored to Top Left with an offset of ((x - 15), (y - 15)) setting the tooltip to "" using the image Assets\Textures\ui_battle_frame_summary_metal_protoss.dds as a Horizontal Border type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (650, 75) anchored to Top Left with an offset of ((x - 50), (y - 30)) setting the tooltip to "" using the image Assets\Textures\ui_gamemenu_difficulty_glow.dds as a Normal type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create a label for dialog (Last created dialog) with the dimensions (400, 45) anchored to Top Left with an offset of ((x + 175), (y - 5)) with the text "Buy Drugs:" color set to Automatic text writeout set to False with a writeout duration of 2.0
Almost all dialog work is just making the images the proper size. you get that much done; and I will show you how to do the triggering aspect to make that bar move.
I made a bar like in hots but i have only one beam... ANd this i go try it and then you have to tell me how to move with that when for exemple is pylon destroyed.
if you have a beam made like in hots; you need to put a 2nd beam over it, that is the opposing color.
save that dialog item to a variable; you will need to reference it later.
create a new trigger, say, every .5 seconds of game time as an event
you will have to have some sort of victory condition or number to reach; I dont know your game, so that is something you will have to figure out. Say you want it to be based on the total life of all building you own; I will use as an example...
every .5 second
pick every unit owned by player 1 matching: is a structure and
modify local int variable 1 +current life of picked unit (This will give you a number equal to the total life of all structures player 1 has)
pick every unit owned by player 3 matching: is a structure and
modify local int variable 2 +current life of picked unit (This will give you a number equal to the total life of all structures player 2 has)
Now you have a temp int variable which has the total life of all buildings owned by player 1, and another for player 2.
Now you need to compare these numbers, to find out who is winning. one way of doing that is:
Combine the two numbers (giving you 100% of structure life) then divide that number by 100 (giving you what 1% is equal to)
look at the 2 original numbers again, and divide them by that 1% number you just came up with; this will give you a % for each player, based on their total life. for example; player 1 may have 40% of the total life, while player 2 has 60% of the total life.
Now, using this number, you need to scale the X size value of the dialog bar you created and saved to a variable at the top of this (X size is the width)
if player 1 has 40% life, you can scale the bar to 40% of its original X value; using a size*(% saved/100) formula. this will now display the bar at 40% for player 1 (leaving player 2 with 60%)
This updates every .5 seconds, so it will look like the bar is moving as the life of structures changes.
I am also pretty sure, if you know the mission it is from, you can open that specific map up and look at the triggers blizzard used to create it and move it.
Same. I wanna make Kerrigan vs Taldarim and i need it same like in Hots... I opened that stupid map from blizzard, but they have no move or something, OMG i dont understand how that can move or how can they have two beams when i copied it all i have only one beam.. and nothing is moving.. I know make only beams but this ui is impossible to move.. Only one beam in full of that ui. I need two and move like in mission.
Send me demo or something because i will mad from this. I know work with dialogues but this bullshet is over my skills with dialogues. LOok on images , i have only one beam from kerrigan and its on full. Like i'm already won...
Help me with that , with dialogues or with something. please i need it! Original doesnt work and i need it so someone help me make it with dialogues, send demo , just help meee.
all of your work... nice joke. I know everything make in editor only dialogs are problem, and this stupid bugged panel from blizzard. This panel should be for my private mission and this is only 1% of my work. So np.
I tried everything what everyone told me, nothing works.
a week later... if you have copied and pasted that dialog from the campaign map, and are showing only 1 bar; that is correct. That is how it should be shown. If you have paid attention to what I have said 4 times now; there is 1 bar on top of another bar. You need to use a trigger to move the top bar; which will, in turn, show the bar behind it as well.
you say that you know everything and have tried what has been suggested; that simply cannot be true if you are still lacking the very basic concept (Which again, has been explained multiple times).
Saying "I dont know, can someone do it for me" will not get you an answer from me; maybe someone else though.
take a screen shot of your honest attempt at the triggering, take a screen shot of the in-game result, and take a screen shot of any errors the trigger debugger spits out. Upload them here so we can show you where you went wrong.
In your "panel percentage" it would seem as though you are running the same equation twice, unless I am missing something.
set A=distance between kerrigan and zeratul
set B=distance between zeratul and kerrigan
in this case, A and B will be the same number.
then, you do (A/B)*100. if A=B then A/B=1, every time. So, your % is always returning as 1*100 (or 100%)
This will also explain why you are only seeing 1 bar every time.
I am not sure how often the above is run though, or what runs it, or if it is even important.
Looking at your actual "update bar" trigger:
Set A=kerrigan to center ball
Set B=zeratul to center ball
Set C=A/(A-B)
Assuming the ball starts in the center, using an 11.5 scale for easy reference in this situation, here is a number your equation may spit out...
Total distance =10
A=5.5 (-1.5 = 4)
B=6 (-2 = 4)
C=4/(4-4) (4/0) See a problem there? along the lines of dividing by zero? Though these numbers arent exactly related to your game numbers, there is proof that your equation could result in division by zero; which in itself is a sign of a problem.
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above. This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
errrp, i meant 11.5 as I stated the line above that. and the scale is pretty irrelevant, like, completely irrelevant; it was just a random showing of the concept that "the formula you are using is wrong"
Another example would be the seconds before a player died; what if that distance was 1, and you subtract 2 from it; you now have a negative number you are trying to divide=broken game.
you find the typo in my explanation (Which has the correct number right above it and which also meant nothing at all, considering that number really didnt affect the formula at all, with excpetion to suggesting it may be a total size), and ask about that specifically; did you read anything else at all?
Am I getting through to you? Is it possible that you can use more words? 80% of the time I have no clue what you are even asking for. I understand broken english, but "How compare" is not a question that can be answered.
Quote from GlornII:
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII:
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII:
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII:
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
- I do not understand to this: You should take the distance from player 1 to the ball, and compare it with the full distance. I dont know point of this. What i should do to have two beams and how to move with them. I sent you bad image about Ball and Full Distance. Here are images again, and tell me where and what i should do to make it work. You are very good at this and i dont want to lose contact or work with you. Then want credit you if will works. Here are two images which are need to get it work i guess.
Hmm, how to better explain the need to only move 1 bar...
Follow me step by step here, any anything that doesnt make sense to you say "Why this step #?"
Info:
You have 1 beam, lets call it Blue Beam. Blue beam represents team 1.
You have another beam, lets call it Red Beam. Red Beam represents team 2.
Step 1:
Blue Beam is full sized, and BEHIND Red Beam. Red Beam overlaps blue beam.
The entire beam looks red, because Red Beam is on top of Beam.
Step 1.5:
You say, "I dont like you Red Beam" so you delete Red Beam.
Now you can clearly see Blue Beam, because Red Beam was hiding Blue Beam.
You are now upset because all you see is Blue Beam; there must be some way to see both!
Step 2:
"AHA!" -you say. "What if I put Red Beam back, but only make Red Beam half the size of what it used to be? Then I would see Red Beam AND Blue Beam at the same time!
----- Now stick with me here for a recap -----
Blue Bar was not moved at all during steps 1-2.
During step 1, the entire bar was red; this was not good.
During step 1.5 the entire bar was blue, this was not good.
During step 2, the bar was half red, and half blue, this was an improvement.
During the recap we learned that Blue Beam was not altered during the making of theses steps.
---- Recapping the recap ----
We somehow managed to show various stages of this fight (Team 1 winning, Team 2 winning, and a tie) without altering Blue Beam at all. Only a single bar was altered, and we managed to show 3 different game outcomes. We only altered Red Beam.
Does this help you understand how you can alter the value of a single bar, to come to the same result?
Moving on.
Your first screen shot looks correct.
A= Total Distance
B= Distance from 1 player to defeat
C= (B/A)*100
As a reference, if player 1 is at 10% life/distance/from losing
A=100
B=10
C=(10/100)*100 = 10
The math checks out!
Your second screenshot is incorrect. You need to use the same formula you used above.
A= Total Distance
B= Distance from 1 player to defeat
C= (B/A)*100
Remember that neat step 1-2 example I gave you above? Recall how Red Beam was altered to show Team 1 winning, Team 2 winning, and a tie?
We can alter the width of Red Beam to reflect our value C above. Set the width of Red Beam = the width of Blue Beam *.01 (Or remove the *100 from the C equation).
If Blue Beam is 100 wide, and C=50, then Red Beam = 50. If Red Beam=50 and Blue Beam=100, then Red Beam will be 1/2 of the bar, and Blue Beam will be 1/2 the bar.
in that picture, you have a "then" statement. IT has "set variable, modify variable, set variable, modify variable" Remove those 4 actions.
What you need to do is go into your other trigger/definition titled "panel percentage" and copy and paste all of that into your "then statement"
I am not sure what your following action definition does; however, using all of the information above; you can forward the winning % to said definition.
The triggers you are working with; did you make them yourself, or are they a copy/paste from a blizzard map?
I need help , how to make dialogue or set it like in hots mission narud vs kerrigan beam panel (beam war , tug of war)?
I set it from blizzard but i cant move with beams, only one beam is already and i cant set it, Help me pls.
it is all set through a dialog, if you know nothing of dialogs, then there is no way for someone to help you without doing it for you; but I will give you the gist of it.
Create a dialog box,
hide the background of it.
create image items until you have what you want.
for example:
Create dialog item (image) "blah_blah_border" of type "border" at "a center area" size "long and narrow"
Create dialog item (image) "Solid_Bar" of type "border" at "inside this border" size "Long and narrow"
Create dialog item (image) "Solid_Bar" of type "border" at "on top of the one you just made" size "Long and narrow" (Yeah, anoher bar, of a different color hopefully)
Set this bar to a variable (dialog item)
Set this bars width to a variable (integer)
Create dialog item (image) "blah_blah_border" of type "border" at "a left area" size "About square"
Create dialog item (image) "kerrigan_icon" of type "normal" at "inside of that border you just made" size "About square"
Create dialog item (image) "blah_blah_border" of type "border" at "a right area" size "About square"
Create dialog item (image) Narud_icon" of type "normal" at "inside of that border you just made" size "About square"
Then, as 1 side is winning the tug of war; you alter the X scale of the saved dialog item above; so that it will grow and shink based on the rate of win loss.
A formula something along the lines of "(bar width variable/100)*% of winning. Then you set bar width=to that number you just came up with, and it will look like a moving bar based on who is winning.
If this is completely over your head... Maybe you should stay away from dialogs. On the other hand, I feel as though it is a decent explanation to making "alright" looking dialogs, so you should roll with it.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
please demo :D
Without being rude... Considering that you sent me a PM less than 2 minutes after I made my post; I am willing to go out on a limb and assume that you did not even open the editor and try it yourself (Takes a solid 2 minutes to get everything loaded).
I give you the power of knowledge:
http://starcraft-2-galaxy-editor-tutorials.thehelper.net/tutorials.php?view=166817
http://www.sc2mapster.com/forums/resources/tutorials/17969-dialogs-really-great-looking-dialogs-part-1/#p1
What I gave you above is pretty much a demo without creating the entire thing for you. the only blanks you need to fill in are the size and location of the dialog images, and to sort through and find the images you like. Both of which are a little bit of guess and check.
If you want a real life example of what creating a dialog may look like:
Dialog - Create a Modal dialog of size (1600, 1200) at (0, 0) relative to Center of screen
Dialog - Show (Last created dialog) for (All players)
Dialog - Hide the background image of (Last created dialog)
Variable - Set x = 680
Variable - Set y = 275
Dialog - Create an image for dialog (Last created dialog) with the dimensions (600, 400) anchored to Top Left with an offset of (x, y) setting the tooltip to "" using the image Assets\Textures\meinhoff_white_sand_low.dds as a Normal type with tiled set to False tint color (78%, 78%, 78%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (600, 400) anchored to Top Left with an offset of (x, y) setting the tooltip to "" using the image Assets\Textures\decal_terran_0005_01.dds as a Normal type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (630, 430) anchored to Top Left with an offset of ((x - 15), (y - 15)) setting the tooltip to "" using the image Assets\Textures\ui_battle_frame_summary_metal_protoss.dds as a Horizontal Border type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create an image for dialog (Last created dialog) with the dimensions (650, 75) anchored to Top Left with an offset of ((x - 50), (y - 30)) setting the tooltip to "" using the image Assets\Textures\ui_gamemenu_difficulty_glow.dds as a Normal type with tiled set to False tint color (78%, 90%, 100%) and blend mode Normal
Dialog - Create a label for dialog (Last created dialog) with the dimensions (400, 45) anchored to Top Left with an offset of ((x + 175), (y - 5)) with the text "Buy Drugs:" color set to Automatic text writeout set to False with a writeout duration of 2.0
Almost all dialog work is just making the images the proper size. you get that much done; and I will show you how to do the triggering aspect to make that bar move.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I made a bar like in hots but i have only one beam... ANd this i go try it and then you have to tell me how to move with that when for exemple is pylon destroyed.
I did it and its bullshet :D all dialogs are messed in my screen...
if you have a beam made like in hots; you need to put a 2nd beam over it, that is the opposing color.
save that dialog item to a variable; you will need to reference it later.
create a new trigger, say, every .5 seconds of game time as an event
you will have to have some sort of victory condition or number to reach; I dont know your game, so that is something you will have to figure out. Say you want it to be based on the total life of all building you own; I will use as an example...
every .5 second
pick every unit owned by player 1 matching: is a structure and
modify local int variable 1 +current life of picked unit (This will give you a number equal to the total life of all structures player 1 has)
pick every unit owned by player 3 matching: is a structure and
modify local int variable 2 +current life of picked unit (This will give you a number equal to the total life of all structures player 2 has)
Now you have a temp int variable which has the total life of all buildings owned by player 1, and another for player 2.
Now you need to compare these numbers, to find out who is winning. one way of doing that is:
Combine the two numbers (giving you 100% of structure life) then divide that number by 100 (giving you what 1% is equal to)
look at the 2 original numbers again, and divide them by that 1% number you just came up with; this will give you a % for each player, based on their total life. for example; player 1 may have 40% of the total life, while player 2 has 60% of the total life.
Now, using this number, you need to scale the X size value of the dialog bar you created and saved to a variable at the top of this (X size is the width)
if player 1 has 40% life, you can scale the bar to 40% of its original X value; using a size*(% saved/100) formula. this will now display the bar at 40% for player 1 (leaving player 2 with 60%)
This updates every .5 seconds, so it will look like the bar is moving as the life of structures changes.
I am also pretty sure, if you know the mission it is from, you can open that specific map up and look at the triggers blizzard used to create it and move it.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Ah... So again. I need THIS:
Same. I wanna make Kerrigan vs Taldarim and i need it same like in Hots... I opened that stupid map from blizzard, but they have no move or something, OMG i dont understand how that can move or how can they have two beams when i copied it all i have only one beam.. and nothing is moving.. I know make only beams but this ui is impossible to move.. Only one beam in full of that ui. I need two and move like in mission.
Send me demo or something because i will mad from this. I know work with dialogues but this bullshet is over my skills with dialogues. LOok on images , i have only one beam from kerrigan and its on full. Like i'm already won...
Help me with that , with dialogues or with something. please i need it! Original doesnt work and i need it so someone help me make it with dialogues, send demo , just help meee.
@Narudek: Go
Nobody is going to do all of your work for you.
all of your work... nice joke. I know everything make in editor only dialogs are problem, and this stupid bugged panel from blizzard. This panel should be for my private mission and this is only 1% of my work. So np.
I tried everything what everyone told me, nothing works.
a week later... if you have copied and pasted that dialog from the campaign map, and are showing only 1 bar; that is correct. That is how it should be shown. If you have paid attention to what I have said 4 times now; there is 1 bar on top of another bar. You need to use a trigger to move the top bar; which will, in turn, show the bar behind it as well.
you say that you know everything and have tried what has been suggested; that simply cannot be true if you are still lacking the very basic concept (Which again, has been explained multiple times).
Saying "I dont know, can someone do it for me" will not get you an answer from me; maybe someone else though.
take a screen shot of your honest attempt at the triggering, take a screen shot of the in-game result, and take a screen shot of any errors the trigger debugger spits out. Upload them here so we can show you where you went wrong.
the community is quick to help, slow to "do for"
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Ah. ok :D I will do anything to finish it. So
Trigger Images:
Result Image:
First thing I notice:
In your "panel percentage" it would seem as though you are running the same equation twice, unless I am missing something.
set A=distance between kerrigan and zeratul
set B=distance between zeratul and kerrigan
in this case, A and B will be the same number.
then, you do (A/B)*100. if A=B then A/B=1, every time. So, your % is always returning as 1*100 (or 100%)
This will also explain why you are only seeing 1 bar every time.
I am not sure how often the above is run though, or what runs it, or if it is even important.
Looking at your actual "update bar" trigger:
Set A=kerrigan to center ball
Set B=zeratul to center ball
Set C=A/(A-B)
Assuming the ball starts in the center, using an 11.5 scale for easy reference in this situation, here is a number your equation may spit out...
Total distance =10
A=5.5 (-1.5 = 4)
B=6 (-2 = 4)
C=4/(4-4) (4/0) See a problem there? along the lines of dividing by zero? Though these numbers arent exactly related to your game numbers, there is proof that your equation could result in division by zero; which in itself is a sign of a problem.
In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above. This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
How compare? From what you have that numbers: Total distance =10 A=5.5 (-1.5 = 4) B=6 (-2 = 4) C=4/(4-4) (4/0)
errrp, i meant 11.5 as I stated the line above that. and the scale is pretty irrelevant, like, completely irrelevant; it was just a random showing of the concept that "the formula you are using is wrong"
Another example would be the seconds before a player died; what if that distance was 1, and you subtract 2 from it; you now have a negative number you are trying to divide=broken game.
you find the typo in my explanation (Which has the correct number right above it and which also meant nothing at all, considering that number really didnt affect the formula at all, with excpetion to suggesting it may be a total size), and ask about that specifically; did you read anything else at all?
Am I getting through to you? Is it possible that you can use more words? 80% of the time I have no clue what you are even asking for. I understand broken english, but "How compare" is not a question that can be answered.
Quote from GlornII: In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII: In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII: In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Quote from GlornII: In my opinion, you should take the distance from 1 player to to ball, and compare it with the full distance, as described above.This will always return the value for 1 player, and allow you to adjust the bar based on that value alone.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
OK, no more broken english, now sriesly.
- I do not understand to this: You should take the distance from player 1 to the ball, and compare it with the full distance. I dont know point of this. What i should do to have two beams and how to move with them. I sent you bad image about Ball and Full Distance. Here are images again, and tell me where and what i should do to make it work. You are very good at this and i dont want to lose contact or work with you. Then want credit you if will works. Here are two images which are need to get it work i guess.
Hmm, how to better explain the need to only move 1 bar...
Follow me step by step here, any anything that doesnt make sense to you say "Why this step #?"
Info:
You have 1 beam, lets call it Blue Beam. Blue beam represents team 1.
You have another beam, lets call it Red Beam. Red Beam represents team 2.
Step 1:
Blue Beam is full sized, and BEHIND Red Beam. Red Beam overlaps blue beam.
The entire beam looks red, because Red Beam is on top of Beam.
Step 1.5:
You say, "I dont like you Red Beam" so you delete Red Beam.
Now you can clearly see Blue Beam, because Red Beam was hiding Blue Beam.
You are now upset because all you see is Blue Beam; there must be some way to see both!
Step 2:
"AHA!" -you say. "What if I put Red Beam back, but only make Red Beam half the size of what it used to be? Then I would see Red Beam AND Blue Beam at the same time!
----- Now stick with me here for a recap -----
Blue Bar was not moved at all during steps 1-2.
During step 1, the entire bar was red; this was not good.
During step 1.5 the entire bar was blue, this was not good.
During step 2, the bar was half red, and half blue, this was an improvement.
During the recap we learned that Blue Beam was not altered during the making of theses steps.
---- Recapping the recap ----
We somehow managed to show various stages of this fight (Team 1 winning, Team 2 winning, and a tie) without altering Blue Beam at all. Only a single bar was altered, and we managed to show 3 different game outcomes. We only altered Red Beam.
Does this help you understand how you can alter the value of a single bar, to come to the same result?
Moving on.
Your first screen shot looks correct.
A= Total Distance
B= Distance from 1 player to defeat
C= (B/A)*100
As a reference, if player 1 is at 10% life/distance/from losing
A=100
B=10
C=(10/100)*100 = 10
The math checks out!
Your second screenshot is incorrect. You need to use the same formula you used above.
A= Total Distance
B= Distance from 1 player to defeat
C= (B/A)*100
Remember that neat step 1-2 example I gave you above? Recall how Red Beam was altered to show Team 1 winning, Team 2 winning, and a tie?
We can alter the width of Red Beam to reflect our value C above. Set the width of Red Beam = the width of Blue Beam *.01 (Or remove the *100 from the C equation).
If Blue Beam is 100 wide, and C=50, then Red Beam = 50. If Red Beam=50 and Blue Beam=100, then Red Beam will be 1/2 of the bar, and Blue Beam will be 1/2 the bar.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I dont know if i do right but i can do only this with A B and C: :D Can i send you map? Maybe its not connected.
in that picture, you have a "then" statement. IT has "set variable, modify variable, set variable, modify variable" Remove those 4 actions.
What you need to do is go into your other trigger/definition titled "panel percentage" and copy and paste all of that into your "then statement"
I am not sure what your following action definition does; however, using all of the information above; you can forward the winning % to said definition.
The triggers you are working with; did you make them yourself, or are they a copy/paste from a blizzard map?
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418