ok my UI/Trigger skills are shyt. Not sure in which forum this should be asked. So I have some diablo-like stuff going on and i want my skill button "play" animation and make noise when i'm using skill with RMB like if i clicked on it. HOWEVER, i dont want actualy this button to be used this way, because i make so when i press on it the sub-menu of available skills pops-up, i want make it so only "cosmetics" happens on RMB. Possible?
I am having a little trouble understanding the question; but here is my shot at it:
You have skills on a dialog. You have a button on that unit also that changes the submenu to other skills. When you click the submenu, your character (and this is where you lost me) either is or is not playing an animation; and you want them to either play or not play the animation. I think it is playing when you press the button, and you want it to not play.
I am guessing you cast spells from this dialog; and you have a trigger to play an animation whenever a dialog item is used. If you add in a condition, checking which dialog item is used, you can make it not play that animation/cast an ability when you select the "view submenu" button.
I may be way off; if I am, please try to elaborate on your problem more.
The skill assigned to RMB has hotkey "W", i can switch between 5 available skills with hotkeys and choosen one will be asigned to RMB. As you know the buttons change their texture when they are pressed and play sounds. I called this "animation" in previous post. So i want like simulation of button being used when i cast skill with RMB.
But also when i click on the button itself normaly, i can switch skill in a pop-up menu, so i want only simulation of button being used but not the actual use of it.... sry if my inglich saxx hope you got the idea of mine.
The button usage appearance is a UI thing. For any given image, in the UI XML, you can specify that it has 2 states (State Count = 1, 2 or 3). By doing this, the game automatically takes the image and splits it in half vertically. The top portion of the image will be used for the normal image, but when the image is pressed, the bottom half is swapped in. The 3rd state is to handle toggled, which again will subdivide the image into 3 sections.
As to solve your problem/complete the design, what you can do is stack 2 buttons on each other. The top button will be transparent and will handle the skill tree. The other button will be tied to the RMB, though this part I'm not as sure on.
The button usage appearance is a UI thing. For any given image, in the UI XML, you can specify that it has 2 states (State Count = 1, 2 or 3). By doing this, the game automatically takes the image and splits it in half vertically. The top portion of the image will be used for the normal image, but when the image is pressed, the bottom half is swapped in. The 3rd state is to handle toggled, which again will subdivide the image into 3 sections.
I already using this for my buttons.
Ok i fake this by changing default image of a button to hover image while RMB down and then swapping back. That worked so nvm. Solved.
ok my UI/Trigger skills are shyt. Not sure in which forum this should be asked. So I have some diablo-like stuff going on and i want my skill button "play" animation and make noise when i'm using skill with RMB like if i clicked on it. HOWEVER, i dont want actualy this button to be used this way, because i make so when i press on it the sub-menu of available skills pops-up, i want make it so only "cosmetics" happens on RMB. Possible?
I am having a little trouble understanding the question; but here is my shot at it:
You have skills on a dialog. You have a button on that unit also that changes the submenu to other skills. When you click the submenu, your character (and this is where you lost me) either is or is not playing an animation; and you want them to either play or not play the animation. I think it is playing when you press the button, and you want it to not play.
I am guessing you cast spells from this dialog; and you have a trigger to play an animation whenever a dialog item is used. If you add in a condition, checking which dialog item is used, you can make it not play that animation/cast an ability when you select the "view submenu" button.
I may be way off; if I am, please try to elaborate on your problem more.
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Ok i have something like this in my map: (screen)
The skill assigned to RMB has hotkey "W", i can switch between 5 available skills with hotkeys and choosen one will be asigned to RMB. As you know the buttons change their texture when they are pressed and play sounds. I called this "animation" in previous post. So i want like simulation of button being used when i cast skill with RMB.
But also when i click on the button itself normaly, i can switch skill in a pop-up menu, so i want only simulation of button being used but not the actual use of it.... sry if my inglich saxx hope you got the idea of mine.
The button usage appearance is a UI thing. For any given image, in the UI XML, you can specify that it has 2 states (State Count = 1, 2 or 3). By doing this, the game automatically takes the image and splits it in half vertically. The top portion of the image will be used for the normal image, but when the image is pressed, the bottom half is swapped in. The 3rd state is to handle toggled, which again will subdivide the image into 3 sections.
As to solve your problem/complete the design, what you can do is stack 2 buttons on each other. The top button will be transparent and will handle the skill tree. The other button will be tied to the RMB, though this part I'm not as sure on.
I already using this for my buttons.
Ok i fake this by changing default image of a button to hover image while RMB down and then swapping back. That worked so nvm. Solved.