Can you copy dialog items or save an image?
Save the dialog image and then using it in a different dialog or recreating it without having to manually add each image. Not referring to saving the dialog type and only having the options for moving/sizing/coloring.
You could make a function to create your dialog item that requires a dialog parameter.
To do this, instead of adding a Trigger, add an Action Definition, add a Parameter and set it to be a Dialog, then cut and paste your dialog item into it, then use the function in place of your Create Dialog Item action.
You lost me a bit there. I'm trying to make the diablo ui, so I pick spells and I only want those listed when clicking on the button. Doing what you just said, is it possible?
You lost me a bit there. I'm trying to make the diablo ui, so I pick spells and I only want those listed when clicking on the button. Doing what you just said, is it possible?
Wait, so are you trying to make buttons for the fly out menu that Diablo had for its spells? In that case, you would want to also use a Dialog Item parameter and make a variable for each spell you're using. It would just save you the copy and pasting. I can make and upload a map with what I mean if you like.
Nah, I think I've got it. If it's a short thing for you to show, then please feel free to copy the text of the trigger or upload a map with the example though (As I don't fully understand what you mean, and it may be easier than what I'm currently doing).
It doesn't save all that much time, just the manual job of changing a bunch of numbers over and over. You would also have to have a second action to set the image to whatever you want it to be, as I can't find a way to have an Image parameter.
Figured it out. I can't change the map I uploaded previously (keep getting 404s) so here's the updated version:
With this, you input the dialog they go to, the offsets, a dialog item variable with which to store the button information, and the icon for it. This would allow you to create an array of dialog items and an array of images for all your buttons, then use a loop to create them all.
Of course, for your own UI, you may want larger images. For that, just make sure you change the sizes of the Image and Button Dialog Items in the function, as well as changing the "Tiled" Boolean for the Dialog Item Image to false.
Thank you. I love you dude. I never knew about these 3 values. I may have a orgasm because you found this!
Hehe, you inspired me to make a random map with a dialog that emulates the Diablo 2 Sorceress talent tree. I'm having trouble emulating the stuff turn blue without having to make a hover image map (can't use an image with transparency for some reason).
I actually found a problem with the function, for some reason, it's not setting the Dialog Item I input to it correctly. I have no idea why, it should (as far as I know), but it wasn't.
Can you copy dialog items or save an image? Save the dialog image and then using it in a different dialog or recreating it without having to manually add each image. Not referring to saving the dialog type and only having the options for moving/sizing/coloring.
@Skittles17: Go
You could make a function to create your dialog item that requires a dialog parameter.
To do this, instead of adding a Trigger, add an Action Definition, add a Parameter and set it to be a Dialog, then cut and paste your dialog item into it, then use the function in place of your Create Dialog Item action.
@Tudentau: Go
You lost me a bit there. I'm trying to make the diablo ui, so I pick spells and I only want those listed when clicking on the button. Doing what you just said, is it possible?
Wait, so are you trying to make buttons for the fly out menu that Diablo had for its spells? In that case, you would want to also use a Dialog Item parameter and make a variable for each spell you're using. It would just save you the copy and pasting. I can make and upload a map with what I mean if you like.
@Tudentau: Go
Nah, I think I've got it. If it's a short thing for you to show, then please feel free to copy the text of the trigger or upload a map with the example though (As I don't fully understand what you mean, and it may be easier than what I'm currently doing).
@Skittles17: Go
This is what I mean:
It doesn't save all that much time, just the manual job of changing a bunch of numbers over and over. You would also have to have a second action to set the image to whatever you want it to be, as I can't find a way to have an Image parameter.
@Tudentau: Go
Figured it out. I can't change the map I uploaded previously (keep getting 404s) so here's the updated version:
With this, you input the dialog they go to, the offsets, a dialog item variable with which to store the button information, and the icon for it. This would allow you to create an array of dialog items and an array of images for all your buttons, then use a loop to create them all.
Of course, for your own UI, you may want larger images. For that, just make sure you change the sizes of the Image and Button Dialog Items in the function, as well as changing the "Tiled" Boolean for the Dialog Item Image to false.
@Tudentau: Go
Thank you. I love you dude. I never knew about these 3 values. I may have a orgasm because you found this!
Hehe, you inspired me to make a random map with a dialog that emulates the Diablo 2 Sorceress talent tree. I'm having trouble emulating the stuff turn blue without having to make a hover image map (can't use an image with transparency for some reason).
@Tudentau: Go
Yeah, I cant seem to make much of anything transparent either, rather lame. Btw, I'm making a diablo 3 map, which is why this came up. =D
http://forums.sc2mapster.com/resources/project-workplace/18989-diabolical-hero-siege/#posts
@Skittles17: Go
I actually found a problem with the function, for some reason, it's not setting the Dialog Item I input to it correctly. I have no idea why, it should (as far as I know), but it wasn't.
@Skittles17: Go
Hello. I know there is a software which can not only save images but also process images effectively.Here is the method to save image in c#:
public static void SaveImageFile(REImage image, string filePath); public static void SaveImageFile (REImage image, string filePath, BaseEncoder enc);