What I Want: A simple dialog hero selection with 2 boxes, one Monstrosity and one Queen. I want it to show their portraits above the select button.
:D thats all.
Please and Thanks to anyone who is willing to do it for me.
Credit will be on the loading screen.
Email the trigger download link via: [email protected]
Or pm me it.
Specialization and workload. I have tons of things in my current project I can do VERY easily, but I let my designer help out and do them for me. Reason? He would rather I spent my time solving that actual tricky things, and not be bogged down with trivial crap (like entering static data into User Type instances, or finding/setting icons for such a class selection screen
Doable, the only thing is that you need to be a bit more specific. Due to advances in the editor, there is about 4 different ways this can be done, all with a variety of complexity, based on various assumptions.
1) It can be created purely in triggers, with triggers to account for the actual selection logic.
2) The UI element can be created entirely in a UI template/layout, but that assume you will change nothing about the UI in future development
3) UI element can be created from a UI Layout and the values/images can be stored and queried from a User Type, allowing flexibility for future development/expansion of the screen.
4) Same as #3, but with signals to do dispatch logic allowing for multiple things to take place from the selection. One reason this is done is although you can run triggers based off dialog interactions, you either need to A) Have a trigger per button, to account for each possible selection, or B) One trigger for all buttons and run a search to figure out which button was selected, which if you have more then 1 trigger going off for this button selection, leads to the same search being done over and over, wastefully. Generic Events avoid this, by doing the search once, then sending an appropriate Generic event for that selection.
There are no others, so nope. He gets tired of doing the design stuff so likes to help me along. Plus he wants to learn the editor himself for stuff. At the current stage of our project, implementation is the bottleneck, not design work.
Well im sorry do bother you. I never had much experience with tiggers. I have tried to do it myself but it never works out. Triggers are always confusing to me. So if no one wants to help me i never told them they had to.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ok so for my new map Extinction, forum here:
------------------------------------ http://www.sc2mapster.com/forums/player-zone/map-suggestions-requests/71506-extinction-v-0-1-features-and-details/#p7------------------------------------What I Want: A simple dialog hero selection with 2 boxes, one Monstrosity and one Queen. I want it to show their portraits above the select button. :D thats all.
Please and Thanks to anyone who is willing to do it for me. Credit will be on the loading screen. Email the trigger download link via: [email protected] Or pm me it.
@WesMan00: Go
If it's that simple why haven't you bothered to put a little effort in and do it yourself?
If I recall correctly there should be planty of hero selection tutorials somewhere on this site.
@hobbidude: Go
Specialization and workload. I have tons of things in my current project I can do VERY easily, but I let my designer help out and do them for me. Reason? He would rather I spent my time solving that actual tricky things, and not be bogged down with trivial crap (like entering static data into User Type instances, or finding/setting icons for such a class selection screen
@WesMan00: Go
Doable, the only thing is that you need to be a bit more specific. Due to advances in the editor, there is about 4 different ways this can be done, all with a variety of complexity, based on various assumptions.
1) It can be created purely in triggers, with triggers to account for the actual selection logic.
2) The UI element can be created entirely in a UI template/layout, but that assume you will change nothing about the UI in future development
3) UI element can be created from a UI Layout and the values/images can be stored and queried from a User Type, allowing flexibility for future development/expansion of the screen.
4) Same as #3, but with signals to do dispatch logic allowing for multiple things to take place from the selection. One reason this is done is although you can run triggers based off dialog interactions, you either need to A) Have a trigger per button, to account for each possible selection, or B) One trigger for all buttons and run a search to figure out which button was selected, which if you have more then 1 trigger going off for this button selection, leads to the same search being done over and over, wastefully. Generic Events avoid this, by doing the search once, then sending an appropriate Generic event for that selection.
@Mille25: Go
http://wiki.sc2mapster.com/Tutorials
Ctrl + F
Type in: Dialog
You mean let your designer pass off easy work to others.
@hobbidude: Go
There are no others, so nope. He gets tired of doing the design stuff so likes to help me along. Plus he wants to learn the editor himself for stuff. At the current stage of our project, implementation is the bottleneck, not design work.
@hobbidude: Go
Well im sorry do bother you. I never had much experience with tiggers. I have tried to do it myself but it never works out. Triggers are always confusing to me. So if no one wants to help me i never told them they had to.