I was able to make a dialog button with button text (StringName) but how can I get the button to say:
(String1)
(String2)
RegularWord (String 3)
I want to be able to put in multiple string variables, and it would be much better if I could also do it on multiple lines like that. And would also like to use a regular words on the same line as a string
As Darkfiredragoon said, it's kinda tricky when the normal plain text inserts a new line, but you can always be sure to do it manually by displaying the text in codes and inserting the code above. Else trial and error works too.
I made a string that's a combination of multiple strings, but still unsure how to get them each on different lines. So now I have:
Char Name (string)
Char Class (string)
Char Level (string)
"Level" (constant string)
New Line (constant string)
Actual Display (combination of all the strings above to show):
Char Name/New Line
Char Class/New Line
"Level"/Char Level
I'll play around with what the code is for making a new line and try doing this. Is there a simplified way? I'm not sure if I'm overcomplicating this
And also, since Actual Display is a combination of strings, would it be a constant, or since the values of the strings it's combining change would it not be?
I got it to work doing what I said 2 posts up, but I have a few issues
1. I have integer "Level" and string (convent into to string) Level. Yet that string isn't showing up
2. When i say Set Variable to change CharClass, it isn't saving the string value...
I've somewhat fixed the issues but STILL NEED HELP.
1. I figured this one out
2. So the string itself is setting as it should, the issue is that I have a variable that's a combination of strings (to be specific, it's "charName" + "NewLine" + "charClass" + "NewLine" + " 'Level' " + "Level"(int))
The issue is that when i update charClass (string) it upates, but the combination that has that as one of the strings DOESN'T update. How can I fix this? I don't see anything like 'refresh variable'
EDIT: Found out how to do it. I used the action "set variable" and basically reassigned the combination string to the same values it's defined as when it's create, and that served as refreshing it
Just to serve as inspiration to everyone else how it's coming out. Doesn't matter if it's code or in-game, but I strongly think in-game would be most optimal. Just post some images when you actually have made it run :)
I'm making an RPG and currently still just working on the opening menu (making and selecting chars)
Here's making a char and the button with the string combo showing correctly on a dialog button to select him :)
Also, I have another issue I can't figure out! I have a trigger that runs if (int) = 0 and sets it to 1, then another that does the same thing except runs if (int) = 1 and sets it to 2. They both activate when i hit a certain button, so the problem is that when I click the button to set the int to 1, it imediately sets it to 2 as well.
To refresh a dialog you have to set it again, when you create a dialog it should always be blank. And then you set the dialogs using a refresh script, basically a blank function/trigger that sets the dialog to the texts you want.
TLDR: Everytime you want the dialog to update you have to 'set text' again.
Thanks, I'll remember that in the future! And I fixed my issue above. Rather than have 2 different triggers, I have an if then else-if chain (the 2nd trigger is an if-then statement in the first trigger's else area)
Also, one minor issue I'm having is that I have an edit box (dialog item) that isn't lining up with the dialog it's in and doesn't even offer to set the size of it? Here's a pic. I want it to look normal and fit the dialog correctly
List boxes are stupid dialog items, that serve no purpose other than making you waste triggers. That means unlike "Create dialog (button" that contains all info in same trigger, you have to add additional lines of coding to it to adjust it, as "set dialog item size" "move dialog item" to control them. If you want I can post some pictures of what I did with my list boxes for inspiration.
I tried adjusting the size but it's positioned in the top left of the dialog and i don't see Set Dialog Item Offset. I tried Set Dialog Item Size to Parent, but that sets it the same size as the dialog so the text still shows on the border of the dialog and looks tacky :/ Is there any way to make it positioned from center or to set an offset?
I was able to make a dialog button with button text (StringName) but how can I get the button to say:
(String1)
(String2)
RegularWord (String 3)
I want to be able to put in multiple string variables, and it would be much better if I could also do it on multiple lines like that. And would also like to use a regular words on the same line as a string
You want it to be:
(String 1) (String 2) (String 3)
or:
(String 1)(String 2)(String 3)
@DarkFireDragoon: Go
<n />
@MotiveMe: Go
As Darkfiredragoon said, it's kinda tricky when the normal plain text inserts a new line, but you can always be sure to do it manually by displaying the text in codes and inserting the code above. Else trial and error works too.
I made a string that's a combination of multiple strings, but still unsure how to get them each on different lines. So now I have:
Char Name (string)
Char Class (string)
Char Level (string)
"Level" (constant string)
New Line (constant string)
Actual Display (combination of all the strings above to show):
Char Name/New Line
Char Class/New Line
"Level"/Char Level
I'll play around with what the code is for making a new line and try doing this. Is there a simplified way? I'm not sure if I'm overcomplicating this
And also, since Actual Display is a combination of strings, would it be a constant, or since the values of the strings it's combining change would it not be?
...
Inbetween each of those add another parameter with the text <n/>
I got it to work doing what I said 2 posts up, but I have a few issues
1. I have integer "Level" and string (convent into to string) Level. Yet that string isn't showing up
2. When i say Set Variable to change CharClass, it isn't saving the string value...
I've somewhat fixed the issues but STILL NEED HELP.
1. I figured this one out
2. So the string itself is setting as it should, the issue is that I have a variable that's a combination of strings (to be specific, it's "charName" + "NewLine" + "charClass" + "NewLine" + " 'Level' " + "Level"(int))
The issue is that when i update charClass (string) it upates, but the combination that has that as one of the strings DOESN'T update. How can I fix this? I don't see anything like 'refresh variable'
EDIT: Found out how to do it. I used the action "set variable" and basically reassigned the combination string to the same values it's defined as when it's create, and that served as refreshing it
@ctccromer: Go
SO; When will we see an example screenshot of your progress; Ya know - Our helping has a price, best paid in screenshots :)
of the code or of the map/game? I'm happy to post any screenshots :)
@ctccromer: Go
Just to serve as inspiration to everyone else how it's coming out. Doesn't matter if it's code or in-game, but I strongly think in-game would be most optimal. Just post some images when you actually have made it run :)
@Deeweext:
I'm making an RPG and currently still just working on the opening menu (making and selecting chars)
Here's making a char and the button with the string combo showing correctly on a dialog button to select him :)
Also, I have another issue I can't figure out! I have a trigger that runs if (int) = 0 and sets it to 1, then another that does the same thing except runs if (int) = 1 and sets it to 2. They both activate when i hit a certain button, so the problem is that when I click the button to set the int to 1, it imediately sets it to 2 as well.
To refresh a dialog you have to set it again, when you create a dialog it should always be blank. And then you set the dialogs using a refresh script, basically a blank function/trigger that sets the dialog to the texts you want.
TLDR: Everytime you want the dialog to update you have to 'set text' again.
Thanks, I'll remember that in the future! And I fixed my issue above. Rather than have 2 different triggers, I have an if then else-if chain (the 2nd trigger is an if-then statement in the first trigger's else area)
I'm still waiting on an answer for making a sidescroller camera -- I want to work on this RPG but I also want to make a mario tribute
http://forums.sc2mapster.com/general/general-chat/19242-how-to-make-a-sidescroller-camera/
Also, one minor issue I'm having is that I have an edit box (dialog item) that isn't lining up with the dialog it's in and doesn't even offer to set the size of it? Here's a pic. I want it to look normal and fit the dialog correctly
@ctccromer: Go
List boxes are stupid dialog items, that serve no purpose other than making you waste triggers. That means unlike "Create dialog (button" that contains all info in same trigger, you have to add additional lines of coding to it to adjust it, as "set dialog item size" "move dialog item" to control them. If you want I can post some pictures of what I did with my list boxes for inspiration.
I tried adjusting the size but it's positioned in the top left of the dialog and i don't see Set Dialog Item Offset. I tried Set Dialog Item Size to Parent, but that sets it the same size as the dialog so the text still shows on the border of the dialog and looks tacky :/ Is there any way to make it positioned from center or to set an offset?
@ctccromer: Go
Usually you have to set any parameter that you usually do with a button
Set dialog item offest
Set dialog item size
Set dialog item anchor (Top/Left/Rigt etc..)
You can do more if you want like:
Set dialog item text
Set dialog item style (text style)
Set dialog item background/image ...
...
pic attached. I don't see offset or anchor, and I need one or the other (unless there's another way I can fix it how i want?)