How are you planning on using targeted abilities? From what I can tell, there isn't a way to prime a targeted ability from a custom UI. Have you found a solution to this, or do you plan on having active abilities only?
Also, I may be interested in helping with design, if you're looking for ideas. Be it level, gameplay mechanics, hero, story, etc. Have decent programming and triggering background as well, at least with the WC3 Editor.
When you click an ability on a command card, a targeting reticule appears. As far as I know, there is no way to do this without using the native UI. Any custom UI dialogs do not have the ability to enter the Placement System Mode that is entered by clicking on an Ability Command from a Command Card.
Suppose you gave one of your heroes a spell, like Psi Storm. You press your Skill List button and a dialog appears. You choose Psi Storm. Then what happens? In theory, you would want this to work just like a regular Command Card button (in fact, this might be your only solution, to render the Command Card dialog), and bring up a targeting reticule. But in practice, as far as I can tell (and I could very well be mistaken, in fact I hope I am), there is no way to make a dialog button issue an order to a unit that is incomplete-to bring up the targeting reticule.
i think if the ability uses the "select a target" if you use it through a trigger it should still work? i could be wrong though havent tried it. the way im setting up my combat is you use all abilites on the target you have selected. though when i get to my support class for healing and such i might have to use that, havent gotten that far yet, just started building my "command card"
Have you triggered this for multiplayer yet? I made very basic char creation screen/ level up screen for 4 players and it's causing a significant amount of lag. I'd hate to see what triggers for this would do.
Very cool, I like the Health Bar/Energy Bar window, the center stats frame, and the idea of the progress bar for the XP. I'm not crazy about the two frames on the left and right, will they be used for something in the future? Or do they do anything now? And the two progress bars for enemy health are a tad redundant, but it seems mostly aesthetic.
the left and right windows were filler for something i was planning on doing but i changed my combat system and changing the menu/inventory system around so those are getting an overhaul. and for the enemy health bar its one giant bar that moves to the center i like the idea of it but i might tweak it a bit it does seem a bit off. or i might just go boring with it and make it more like your hero's health bar. not sure. and im also thinking of doing something less "typical" and boring for the xp bar :)
my abilities/command window is a circle pop up design thats being finished. its pretty :)
sweet work cant wait for library of this. i really need it infact that character selection is kinda the same as a diablo/champions theme which im using diablo movement in my map, but for this version im doing it with an urban feel on characters, id like to have the 4 direction(NSEW) "spell/ability" dialog like used in other rpgs. i need some help on items though i want individual models for diffrent items ie. the chestplate being a chestplate, wepons being guns and so on.
itll be a while for the library, i got a lot to finish and then have to move all the code into library form. and individual actors for items is not simple, if you just want one basic chest piece or gun or w/e its not so bad if you can find someone to make them or ones that have been made, but thats a lot.
i need some trigger help. i have a trigger that selects your hero then makes him unselectable because you never have a reason to unselect him but i also have a onclick hero trigger for my abilites but when a unit is unselectable it "runs" the trigger twice so the menu opens then closes or vice versa. anyone have a fix for this? i tried making an invisible dialog button to bypass it but kind of forgot about the not being able to click behind buttons