In way it can be said that, the community is the lifeblood of SC2 mapster and Dr.Superevil is the heart or maybe then again more so the brain. He does one hell of a job keeping this entire site running as smoothly as it does and keeping it a desirable place to come to for answers. I'd say sc2 mapster has multiple hearts and those multiple hearts pumping blood are their mod, mapmakers and content creators..
Actually there used to be a dedicated trigger forum moderator so I hardly ever visit the triggers forum. Although with how slow things have been I am visiting it more frequently.
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Problem is the feedback. People have good ideas and they never document how they did it. Currently working on delimiting the coop mod. So far managed to remove the restrictions on commander choice but hit a snag with exp and levels.
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["Actually there used to be a dedicated trigger forum moderator so I hardly ever visit the triggers forum. Although with how slow things have been I am visiting it more frequently."]
I had a feeling this was the case. My suspicions was that at one point there was a dedicated moderator for each major forum just when looking at some of the old posts from 2010. Maybe some recruitment for dedicated folks need to be in order?
["Problem is the feedback. People have good ideas and they never document how they did it. Currently working on delimiting the coop mod. So far managed to remove the restrictions on commander choice but hit a snag with exp and levels."]
Yea. I think that comes from the way some people view map/mod/content creation as competitive with others. There are some mods I've sometimes been somewhat envious of in the past, but ultimately I am not trying to directly trying to compete with others for the best of mods. Although some mods start the standards of what people expect very high so in that sense the competition is very much there. However, I think you've be hard pressed to find even one person who has not gotten help from the community with their mods in some kind of way. The truth is that none of any of this could have exist without their having been hundreds to thousands of expert manpower when you consider everything to the models, the technology used to operate our computers, the time to come up with ideas and all the initial things that needed to work for all this to be I place. Its quite amazing really.
We would need the traffic for that to be needed. The data forum used to get a full page of new threads every day so back then me being a dedicated wiki and data forum moderator made sense but now the entire site does not have that many posts.
Even still if you do think of something unique or hard to do in the SC2 editor you should document your secrets at least before retiring from the game.
How could we reach more people to get into mapmaking? Starcraft 2 really need more people to get involved into this... we should make some sort of questionary about why people does not do mapmaking, and why they should and how they could.
Obvious reason is the number of hours needed to learn how the editor works. Just look at me and triggers. Even now I am only able to make slow progress deciphering the Co-op mod and making it usable for non-blizzard employees,
Although we would need a series of questionnaires for identifying the other motivations.
Good'old well thought questionnairy would be nice to make and share to see the status of mapmaking. Sharing across mapster, teamliquid, blizzard's forum, hiveworkshop, and even in-game when playing to get people that are not necessairly interested into mapmaking already. Someone that is on mapsters is there for a reason. The more I think of it, the more I see a well made questionnary with google doc or something so people can leave comments, etc.
["Even still if you do think of something unique or hard to do in the SC2 editor you should document your secrets at least before retiring from the game."]
I'd be happy to do this. It would be a good way to give back to the community. There is a few things I came across that might be unique enough and complicated enough worth posting. Like for example, I've noticed a lot of people aren't aware about how to make malignant creep even though its actually pretty easy. I have not seen any direct tutorial on this so far. I was planning on making one once I am done with the project.
["How could we reach more people to get into mapmaking? Starcraft 2 really need more people to get involved into this... we should make some sort of questionary about why people does not do mapmaking, and why they should and how they could."]
and
["Obvious reason is the number of hours needed to learn how the editor works. Just look at me and triggers. Even now I am only able to make slow progress deciphering the Co-op mod and making it usable for non-blizzard employees,
Although we would need a series of questionnaires for identifying the other motivations."]
Honestly, I am frankly very surprised that more people aren't into modding/mapmaking. I see so many people complain about how the game is on the forums and I just think to myself. Why don't you guys just make a mod. SCbroodsc2 seems to highlight though why they aren't doing it. Its complicated. I remember before I decided to set out to make the mod I was planning on making, I told and friend and that friend discouraged me from it saying its too hard. My solution to this would simply be trying to get more word out about SC2 mapster, encourage lots more people to come up with really awesome content and try having lots and lots of resources to learn from as well as make sure everything on this site is backed up. Before I joined this site, the goals for my mod were set so much lower as I was trying to learn from youtube videos, the battle.net forum and a site called the helper. This site is what turned all that around because people are so helpful here.
_______________________
I actually have another idea which may significantly increase traffic to this site. One of the things that many people new to mods will likely do to learn first is look for youtube videos on how to do things. Maybe we need an SC2 mapster youtube series on how to do many different kinds of things, but save some of the more advanced stuff to only be learned on this site?
Well as a community we are trying to move all new tutorials to being written directly into the wiki since that is easier to update when the time comes that you are no longer active.
What is the "Helper"?
Problem with the Youtube videos is when the people who made them leave the community they often let the videos decay or even have their whole youtube account shut down.
If you make a video tutorial make it a simple video file format tutorial that is put on the wiki.
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This is the first website I originally looked to for advice. I found out very quickly that they are basically dead right now. As bad as things seem to have gotten for this site, this site is practically a flourishing metropolis compared to that site now. Their wiki's can still be useful, but the one at this site is far better and more up to date.
I was suggesting Youtube videos done by the people running SC2 Mapster. This way the Youtube videos can last and continue to be updated for as long as the people running this site, continue to run it. I can even picture some pretty cool intros from SC2 Mapster for videos. I think it could be quite a success although it would take some hard work and motivation to do.
["By the way was that demo map of mine useful?"]
Also my apologies. I forgot to address this before. I am happy you sent me that map. There is a number of things that map displays I've been wanting to learn. SC2broodsc2's example map demonstrated the voting system very well and I learned a lot from that one after studying it rigorously. The example map you sent has taught me more some more advanced dialog setups and there is something in particular that caught my attention. I've been trying figure out to set up dialog models like this one in the example:
That highlight and start an animation like seen in this. It looks very nice doesn't it of course. So I was having a look at this part.
Now I am not as familiar with parameters. I wondered if you could into more detail about how to create dialog models such as this? This is something I've wanted to do for the faction select screen for a while. For reference here is what my current faction select screen looks like:
Of course its just experimental, but so far clicking on each of the buttons is properly creating each base with starting units. Eventually I want it to be a fullscreen dialog with an icon for each 15 factions. Right now I am sticking with 9 factions to keep it a reasonable goal. Now here is a few other questions I have in this regard:
1. How do I go about setting the soundtrack played for a specific player that chooses a specific race?
Currently I am trying to have it play when the timer hits 0 if a player chooses a specific race. I've tried disabling all soundtracks for each race and then setting it up so when the timer hits zerg, it starts playing. Here is what the current timer event looks like:
This question is also for SC2broodsc2 since he created part of this example you see. In the middle you will notice I tried to add that soundtrack event. Nothing happened in game then I added that. Least not which I was aware of. I have a few others questions, but I think I was stick with this for now.
Parameters are the parts of a definition that you set for example with the Unit Create action you define the unit type and number parameters. They follow the same types as variables limiting what data parameters can be used to define them and with them. With custom definitions parameters can be used to define the parameters of native definitions.
The models seen in dialogs are Portrait dialog items. In my demo map I use my dialog creator action definition to make the portraits using the Invisible model and then use the portrait model creator action definition to create additional threads for the creation of the Model type actors hosted as an attachment onto the actor for the portrait. The reason for this is that to send actor messages to the actor of the portrait dialog item requires a wait which if part of the same thread results in a delay for each item (without multithreading it took about 3 seconds to create all the models). By creating attached actors there is a faster response time to sent messages and the actors are easier to manipulate with regards to SOps and scaling.
The highlight is just the Halo Start actor event action and the animation is the Animation Bracket Start actor event action. When the actor is created it then sets a global reference to itself using actor events allowing the created actor to be catalogued in a variable for later reference eg. sending actor messages to in response to the button being clicked.
With my system the dialog creator is designed to be able to create up to 20 different dialogs with up to 500 buttons each. It uses the User Types data type to determine the position and content of each button. The index number is the button number and each part is stored in a variable array to allow manipulation post creation (dialogs are tricky that way). For some reason game links used as parameters and user types are treated as a string so need to be converted into a local variable for use in conditions.
Just be aware that with dialogs they are sensitive to the screen resolution settings. Once solution to this is make players calibrate the dialog by clicking the corners of their screen to get the positions.
Do you think you can give me a simplified explanation on how to create portrait dialog items that show up in game and can be clicked? As much as I would very much love to utilize he more efficient method there is lots of time constraints for me as its a busy year. Pardon the lackluster response though. I am rather tired at the time of writing this. As for the soundtracks. I figured this part out and the soundtracks appear to be playing as they should now.
Show/Hide Dialog Background (Removes the border and background of the dialog)
Show/Hide Dialog (Dialogs are created as hidden so you need to show it to see what you are making)
Set Variable (Used to store the dialog so that other triggers can manipulate it eg. show/hide)
Set Dialog Item Render Type (Use one of these set to HDR after any Image dialog items to stop them covering the model completely)
Create Dialog Item (Used to create the Portrait type dialog item)
Set Dialog Item Render Type (Set to LDR otherwise the model for the portrait appears behind all other dialog items)
Set Dialog Item Render Priority (Set this number above any dialog items to go behind the model but below that of the button)
Set Dialog Item Size (Specifies the max size of your model)
Set Dialog Item Model (Sets the model for the portrait dialog item actor but it usually is the wrong scale, unaffected by model scale and resistant to all but the most basic of manipulations. This is best set to the Invisible model)
Set Dialog Item Border Visible (Allows the background and border of the portrait to be hidden so just the model shows)
Move Dialog Item (Allows you to place the model in your dialog)
Set Variable (Used to store the portrait dialog item incase you want to move, hide or resize it later using other triggers and to attach the button)
Wait For Portrait To Load (Necessary for the portrait actor to respond to an actor message)
Send Actor Message (Used to send the Create actor event to create your Model type actor used for the visuals) Set Variable (Used to store the created Model actor via a global reference (::global.stringofchoice) that the actor sets to itself on creation)
Create Dialog Item (Creates your button)
Set Dialog Item Size (Sets the size of the clickable button)
Attach Dialog Item To Dialog Item (Used to center the button in the middle of the model using variable 2)
Set Dialog Item Tooltip (What the button says when the mouse is hovering over it)
Set Dialog Item Image (Use Assets\Textures\blank.dds to make the button invisible)
Set Dialog Item Hover Image (Use Assets\Textures\blank.dds to make the button invisible when hovered over)
Set Dialog Item Click On Down (Use so the button gives a click response as soon as it is touched)
Set Dialog Item Render Priority (Set this to higher than your portrait so the button is in the front)
Set Variable (Stores the button so other triggers can know when it has been clicked)
Trigger 2:
Dialog Item Is Used (event used to detect if a dialog button is used but cannot tell which)
If Then Else (compare if the used (clicked) dialog item = variable 4 (your button) then do the next action(s))
Send Actor Message (send to the actor stored in variable 3 to do the response on click)
Add important trigger actions here!
Model Type Actor x:
Hosting: Host - Subject = ::Creator (this makes the actor attach to the actor of the portrait when created by it)
Hosting: Host Site Operations - Operations = SOpAttachOrigin (standard attachment SOp to stop the attached actor detaching from the portrait actor)
Properties: Inherited Properties = Deselect everything (This isolates the attachment actor from any weird stuff that might happen to the host actor)
Events+ = Actor Creation->Reference Set (Use this to set a global reference to the Self Reference Source to that the actor can be stored as a variable to send actor messages to)
The coop mod has a trigger called CT_InitializeUberDarkness if you have any soundtrack related problems
I think I am going to come back to this, but I did make an attempt at doing all of this. When I tried this(oviously must have done something wrong), nothing showed up. What I did though is I saved the triggers and this post you made in a file to keep note of. The truth is that I am uncertain if I will even ultimately want to use models on the main screen. When I get more familiar with the trigger editor, I will revisit this. For now I think that I will just try to make a relatively standard faction select screen with icons, buttons and images. In the meantime, I have a few other trigger related questions to ask of:
1. One important thing I need to know how to do, is get the user interfaces for zerg, protoss and terran set up. Those interfaces that show all the command buttons and the map. What I need to know is how to show a specific type of user interface like that for a custom race such as Primal Zerg if the person picked Protoss in the lobby. The supply icons also need to be changed accordingly to fit the race. I am also facing the same issue with virtually anyone someone picks a race in the lobby then picks another type of race. Other issues include wrong victory type, not using the proper announcers meant for the race and wrong cursor just to name a few.
2. Another thing I need to know was how one would go about making dialog items that show cooldowns as well as can only be clicked on when the cool down is over like those overhanging cool down abilities in co-op. I also wanted to know how to set up health bars that display on the side for heroes like Kerrigan and nova.
3. The final thing also was that I needed to know how to go about creating Kerrigan's cocoon and other such similar hero stasis chambers as well as reviving them. I asked about this a while ago, but since I am more familiar with triggers now, I may be able to understand correctly now.
EDIT:
4. Another thing I was wondering was how one can go about changing the style of the text in dialog items as well as the style of the boarders in dialogs themselves. Currently the boarder will show race specifically. This needs to be fixed in case someone picks a different faction of the race they picked in lobby.
Some people say using a custom UI layout is easier than dialogs for making buttons/models/animated stuff. Best tip I can give you is make a variable to store every dialog item incase you need it.
1. That is all UI editor stuff so talk to Avelice, Willuwontu, Hoclleberry and SolidSC. Hooking it up the the game using triggers is easy looking at the coop mod.
2. Again a UI issue in that in coop they link abilities to that place in the screen vie UI frames so it is the same as the cooldowns for abilities in the unit bar (if you screw up the triggers you end up with the selected unit having the move ability button below raynors calldowns).
3. Coop triggers are messy as hell. The hero on death has a stun buff applied to it that creates the Model type actor for the revive visuals. The spawn pad is a dummy unit set under the commanders User Data type while some revive/hero structures are another field created independently. The first spawn/revive time is handles by catalog triggers using a common revive ability. To make matters worse is the coop mode deliberately has troll code inserted (currently about 50% though beating it into any form of useful shape).
4. try the Set Dialog Item Style action. For borders you use Set Dialog Image Type followed by a Set Dialog Image action (see https://sc2mapster.gamepedia.com/UI/Frame_Properties/TextureType). Set Dialog Background Image and Set Dialog Item Border Image also can be used depending on what you want to create (worst case make textures that meld at the corners and import them). Again you seem to be wanting a UI solution. I advise looking at the Mission - Global Powers folder for the coop mod.
Edit: At what point did your attempt to make a portrait model fail? As always be systematic about finding the point of fault so you can correct it.
You're right. I am sorry. I will give another try. You said persistence after all is the key to getting mods properly done. Here is a picture of what I have so far.
There were variables assigned to each of these before. Once I move these back into the main file I will have all the variables reassigned, but this shows the order and set of actions that I had attempted to use. I can repost an image once all variables are properly reassigned. The model I was trying to set up was an Archon for starters. When I set this combination up nothing appeared, but on another try I got a portrait to appear, but the Archon was showing to be too large to be seen in the Portrait.
1. Alright. I'll message them up.
3. I should probably wait a bit before getting into these types of triggers them or maybe just find an alternate way to set this stuff up. I could probably just do this really. Here is an idea:
-Add a hero cocoon as one of the racial starting items.
-Already aware of how to create units using behaviors and effects so you know where I am going with this.
-Set up some sort of trigger event to create the hero stasis item at a random existing base once such and such hero dies.
4. [Solved] The first two parts. I am going to have a look at that folder you mentioned. It seems its time to learn more about the UI editor as well.
I think my mistake was that I went through all the steps that you had given me and tried to complete all of them without testing things from here to there first. The important thing is that I need to learn these steps, not just repeat them. Once I went through doing those steps you mentioned(although I clearly went wrong somewhere) and tested it, that is when I found out that nothing was showing up.
EDIT:
All issues with the race specific game ui has been solved. Turned out all I needed to do was use the action "Set Player Race" for each of the race creation buttons and the UI was automatically setup. I'll keep note of this. Maybe is something that outta be added to the wiki or good for a small video tutorial.
With that image you are hiding your dialog. You must set it to Show. You also have no variable to store the created Model actor. This is why you use the Invisible model for the portrait and use the attached Model actor for the visuals.
3. I would make a generic hero spawn unit that then automatically morphs based on the player race. The way coop does hero revives is once it takes fatal damage a model showing the hero die is created while the unit is teleported to the lower left of the map before being set to be revived at the hero spawner.
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Sorry for taking so long to respond. I was getting the menu buttons ready that I wanted to use the models on. What kind of variable do I need and where should I put that variable? I am just about to add the actions back into the main mod and set everything up and try this again. Also by the way, I got the hero spawn units issue 100% solved. The method I chose to do this was by having an automatic train ability on the bases with a requirement that it will only train if there is not 1 hero spawn unit or the hero unit itself actively existing on field. Seems to be working perfectly right now.
In reply to Scbroodsc2:
Actually there used to be a dedicated trigger forum moderator so I hardly ever visit the triggers forum. Although with how slow things have been I am visiting it more frequently.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Problem is the feedback. People have good ideas and they never document how they did it. Currently working on delimiting the coop mod. So far managed to remove the restrictions on commander choice but hit a snag with exp and levels.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
We would need the traffic for that to be needed. The data forum used to get a full page of new threads every day so back then me being a dedicated wiki and data forum moderator made sense but now the entire site does not have that many posts.
Even still if you do think of something unique or hard to do in the SC2 editor you should document your secrets at least before retiring from the game.
By the way was that demo map of mine useful?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
How could we reach more people to get into mapmaking? Starcraft 2 really need more people to get involved into this... we should make some sort of questionary about why people does not do mapmaking, and why they should and how they could.
Working on projects:
Obvious reason is the number of hours needed to learn how the editor works. Just look at me and triggers. Even now I am only able to make slow progress deciphering the Co-op mod and making it usable for non-blizzard employees,
Although we would need a series of questionnaires for identifying the other motivations.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Good'old well thought questionnairy would be nice to make and share to see the status of mapmaking. Sharing across mapster, teamliquid, blizzard's forum, hiveworkshop, and even in-game when playing to get people that are not necessairly interested into mapmaking already. Someone that is on mapsters is there for a reason. The more I think of it, the more I see a well made questionnary with google doc or something so people can leave comments, etc.
Working on projects:
["Even still if you do think of something unique or hard to do in the SC2 editor you should document your secrets at least before retiring from the game."]
I'd be happy to do this. It would be a good way to give back to the community. There is a few things I came across that might be unique enough and complicated enough worth posting. Like for example, I've noticed a lot of people aren't aware about how to make malignant creep even though its actually pretty easy. I have not seen any direct tutorial on this so far. I was planning on making one once I am done with the project.
["How could we reach more people to get into mapmaking? Starcraft 2 really need more people to get involved into this... we should make some sort of questionary about why people does not do mapmaking, and why they should and how they could."]
and
["Obvious reason is the number of hours needed to learn how the editor works. Just look at me and triggers. Even now I am only able to make slow progress deciphering the Co-op mod and making it usable for non-blizzard employees,
Although we would need a series of questionnaires for identifying the other motivations."]
Honestly, I am frankly very surprised that more people aren't into modding/mapmaking. I see so many people complain about how the game is on the forums and I just think to myself. Why don't you guys just make a mod. SCbroodsc2 seems to highlight though why they aren't doing it. Its complicated. I remember before I decided to set out to make the mod I was planning on making, I told and friend and that friend discouraged me from it saying its too hard. My solution to this would simply be trying to get more word out about SC2 mapster, encourage lots more people to come up with really awesome content and try having lots and lots of resources to learn from as well as make sure everything on this site is backed up. Before I joined this site, the goals for my mod were set so much lower as I was trying to learn from youtube videos, the battle.net forum and a site called the helper. This site is what turned all that around because people are so helpful here.
_______________________
I actually have another idea which may significantly increase traffic to this site. One of the things that many people new to mods will likely do to learn first is look for youtube videos on how to do things. Maybe we need an SC2 mapster youtube series on how to do many different kinds of things, but save some of the more advanced stuff to only be learned on this site?
Well as a community we are trying to move all new tutorials to being written directly into the wiki since that is easier to update when the time comes that you are no longer active.
What is the "Helper"?
Problem with the Youtube videos is when the people who made them leave the community they often let the videos decay or even have their whole youtube account shut down.
If you make a video tutorial make it a simple video file format tutorial that is put on the wiki.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Parameters are the parts of a definition that you set for example with the Unit Create action you define the unit type and number parameters. They follow the same types as variables limiting what data parameters can be used to define them and with them. With custom definitions parameters can be used to define the parameters of native definitions.
The models seen in dialogs are Portrait dialog items. In my demo map I use my dialog creator action definition to make the portraits using the Invisible model and then use the portrait model creator action definition to create additional threads for the creation of the Model type actors hosted as an attachment onto the actor for the portrait. The reason for this is that to send actor messages to the actor of the portrait dialog item requires a wait which if part of the same thread results in a delay for each item (without multithreading it took about 3 seconds to create all the models). By creating attached actors there is a faster response time to sent messages and the actors are easier to manipulate with regards to SOps and scaling.
The highlight is just the Halo Start actor event action and the animation is the Animation Bracket Start actor event action. When the actor is created it then sets a global reference to itself using actor events allowing the created actor to be catalogued in a variable for later reference eg. sending actor messages to in response to the button being clicked.
With my system the dialog creator is designed to be able to create up to 20 different dialogs with up to 500 buttons each. It uses the User Types data type to determine the position and content of each button. The index number is the button number and each part is stored in a variable array to allow manipulation post creation (dialogs are tricky that way). For some reason game links used as parameters and user types are treated as a string so need to be converted into a local variable for use in conditions.
Just be aware that with dialogs they are sensitive to the screen resolution settings. Once solution to this is make players calibrate the dialog by clicking the corners of their screen to get the positions.
1. How you disabling the soundtracks?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Ok easiest way to make a clickable model:
Trigger 1:
Create Dialog (Creates your dialog)
Show/Hide Dialog Background (Removes the border and background of the dialog)
Show/Hide Dialog (Dialogs are created as hidden so you need to show it to see what you are making)
Set Variable (Used to store the dialog so that other triggers can manipulate it eg. show/hide)
Set Dialog Item Render Type (Use one of these set to HDR after any Image dialog items to stop them covering the model completely)
Create Dialog Item (Used to create the Portrait type dialog item)
Set Dialog Item Render Type (Set to LDR otherwise the model for the portrait appears behind all other dialog items)
Set Dialog Item Render Priority (Set this number above any dialog items to go behind the model but below that of the button)
Set Dialog Item Size (Specifies the max size of your model)
Set Dialog Item Model (Sets the model for the portrait dialog item actor but it usually is the wrong scale, unaffected by model scale and resistant to all but the most basic of manipulations. This is best set to the Invisible model)
Set Dialog Item Border Visible (Allows the background and border of the portrait to be hidden so just the model shows)
Move Dialog Item (Allows you to place the model in your dialog)
Set Variable (Used to store the portrait dialog item incase you want to move, hide or resize it later using other triggers and to attach the button)
Wait For Portrait To Load (Necessary for the portrait actor to respond to an actor message)
Send Actor Message (Used to send the Create actor event to create your Model type actor used for the visuals)
Set Variable (Used to store the created Model actor via a global reference (::global.stringofchoice) that the actor sets to itself on creation)
Create Dialog Item (Creates your button)
Set Dialog Item Size (Sets the size of the clickable button)
Attach Dialog Item To Dialog Item (Used to center the button in the middle of the model using variable 2)
Set Dialog Item Tooltip (What the button says when the mouse is hovering over it)
Set Dialog Item Image (Use Assets\Textures\blank.dds to make the button invisible)
Set Dialog Item Hover Image (Use Assets\Textures\blank.dds to make the button invisible when hovered over)
Set Dialog Item Click On Down (Use so the button gives a click response as soon as it is touched)
Set Dialog Item Render Priority (Set this to higher than your portrait so the button is in the front)
Set Variable (Stores the button so other triggers can know when it has been clicked)
Trigger 2:
Dialog Item Is Used (event used to detect if a dialog button is used but cannot tell which)
If Then Else (compare if the used (clicked) dialog item = variable 4 (your button) then do the next action(s))
Send Actor Message (send to the actor stored in variable 3 to do the response on click)
Add important trigger actions here!
Model Type Actor x:
Hosting: Host - Subject = ::Creator (this makes the actor attach to the actor of the portrait when created by it)
Hosting: Host Site Operations - Operations = SOpAttachOrigin (standard attachment SOp to stop the attached actor detaching from the portrait actor)
Properties: Inherited Properties = Deselect everything (This isolates the attachment actor from any weird stuff that might happen to the host actor)
Events+ = Actor Creation->Reference Set (Use this to set a global reference to the Self Reference Source to that the actor can be stored as a variable to send actor messages to)
The coop mod has a trigger called CT_InitializeUberDarkness if you have any soundtrack related problems
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In reply to DrSuperEvil:
Sounds like you forgot to show your dialog.
Some people say using a custom UI layout is easier than dialogs for making buttons/models/animated stuff. Best tip I can give you is make a variable to store every dialog item incase you need it.
1. That is all UI editor stuff so talk to Avelice, Willuwontu, Hoclleberry and SolidSC. Hooking it up the the game using triggers is easy looking at the coop mod.
2. Again a UI issue in that in coop they link abilities to that place in the screen vie UI frames so it is the same as the cooldowns for abilities in the unit bar (if you screw up the triggers you end up with the selected unit having the move ability button below raynors calldowns).
3. Coop triggers are messy as hell. The hero on death has a stun buff applied to it that creates the Model type actor for the revive visuals. The spawn pad is a dummy unit set under the commanders User Data type while some revive/hero structures are another field created independently. The first spawn/revive time is handles by catalog triggers using a common revive ability. To make matters worse is the coop mode deliberately has troll code inserted (currently about 50% though beating it into any form of useful shape).
4. try the Set Dialog Item Style action. For borders you use Set Dialog Image Type followed by a Set Dialog Image action (see https://sc2mapster.gamepedia.com/UI/Frame_Properties/TextureType). Set Dialog Background Image and Set Dialog Item Border Image also can be used depending on what you want to create (worst case make textures that meld at the corners and import them). Again you seem to be wanting a UI solution. I advise looking at the Mission - Global Powers folder for the coop mod.
Edit: At what point did your attempt to make a portrait model fail? As always be systematic about finding the point of fault so you can correct it.
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In reply to DrSuperEvil:
With that image you are hiding your dialog. You must set it to Show. You also have no variable to store the created Model actor. This is why you use the Invisible model for the portrait and use the attached Model actor for the visuals.
3. I would make a generic hero spawn unit that then automatically morphs based on the player race. The way coop does hero revives is once it takes fatal damage a model showing the hero die is created while the unit is teleported to the lower left of the map before being set to be revived at the hero spawner.
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In reply to DrSuperEvil:
Sorry for taking so long to respond. I was getting the menu buttons ready that I wanted to use the models on. What kind of variable do I need and where should I put that variable? I am just about to add the actions back into the main mod and set everything up and try this again. Also by the way, I got the hero spawn units issue 100% solved. The method I chose to do this was by having an automatic train ability on the bases with a requirement that it will only train if there is not 1 hero spawn unit or the hero unit itself actively existing on field. Seems to be working perfectly right now.
Use a Dialog type for the dialog itself, Dialog Item type variables for most of it and an Actor type one for the attachment.
Use global variables for all dialog stuff since the button click triggers referencing it will be different triggers.
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