i believe thats how i have it except it picks each player and creates a boss bar but is there a way i can disable this automatic portrait or put a portrait on unit i like that how would i go about putting portraits on units not 3d ones or does it need to be 3d
i prefer putting a portrait on the unit (would like to know how) saves coding the image every time for different monsters as this monster list could be in the 40s idk rough estimate
i figured it out also i fixed the infested civilian glitch has to be infested colonist but the model name is infested civilian change respected code in galaxy here it is
"Change Civlilian to Colonist if it exist"
if(StringFind(a,"civilian",false) != -1){
a = StringReplaceWord(a,"Civilian","Colonist",1,c_stringNoCase);
}
the quotation sentence is a comment cant use forward slashes as it makes it italic
just place this under the check for male/female in the bbSetBoss looks like this:
if(StringFind(a,"male",false) != -1){
a = StringReplaceWord(a,"Female","",1,c_stringNoCase);
a = StringReplaceWord(a,"Male","",1,c_stringNoCase);
}
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is there a way i can disable this automatic portrait or put a portrait on unit i like that how would i go about putting portraits on units not 3d ones or does it need to be 3d
This feature will be added in the upcoming update. It will always use the static portraits, not the 3d one's.
Will probably do so by including an extra option to toggle on or off automatic portrait detection on a boss bar exclusive basis. This way, you can disable it for units that don't have a portrait, and enable it for units that do.
i prefer putting a portrait on the unit (would like to know how) saves coding the image every time for different monsters as this monster list could be in the 40s idk rough estimate
Yes, this is possible. Every unit by default has an actor correct? The auto detect works as such.
1) Retrieve the actor unit.
2) Check the actor catalog for the supposed units model name.
3) Use the name to read into the portrait model catalog, which typically has the same name as the model name with the added string +"Portrait"
The Artosis Bot for example, has the model name "UtilityBot" under the actor "Model" field.
It's portrait model is stored in "UtilityBotPortrait" under the "Image" field
Thus in order to put a portrait for a unit, it should be possible to do by making sure your actor "model" field points to a valid portrait. Let me know i you need a screenshot to illustrate this, I'll attach a few.
i figured it out also i fixed the infested civilian glitch has to be infested colonist but the model name is infested civilian change respected code in galaxy here it is
"Change Civlilian to Colonist if it exist"
if(StringFind(a,"civilian",false) != -1){
a = StringReplaceWord(a,"Civilian","Colonist",1,c_stringNoCase);
}
Will include this in the upcoming update, thanks for pointing this out, due credit will be given to you for this. :)
There are probably more special cases like this which I won't be able to find myself as there are simply too many assets.
PS: Looking at the next update probably tonight or tomorrow. (It's currently 10.30am my time GMT+8)
ok thank dont forget the having battle.net names in the bossbar if you can add to update that will be awesome or ill look around the coding to see if i can find a workaround (currently 11:17PM GMT -5 where i am)
Considered uploading what you have so far to the trigger libraries forum?
Not just yet, thanks for the tip. I'll do that as soon as I'm done with another round of updates :) Sorry the delayed reply, I overlooked your message earlier.
I noticed this problem too, I'll look into it and see if anything can be done. I do recall in earlier patches it is possible, it might have something to do with dialog's being modal or not.
Thanks for helping me verify that. I'm starting to suspect it might be because of the invisible button i used to prevent clicking. If so its going to be tricky to fix. Will be uploading version 2 shortly. My apologies about any inconveniences caused, but I've repackaged all the functions as a .SC2Lib file to make it easier to port between maps.
To fix this, you will need to import the library, then migrate all your existing functions to the library version. The source should be labelled as BossBarsPlus in trigger GUI. Once the migration is complete, then only delete the existing script.
Whatever happens, do not delete the existing script until all functions have been migrated, as it will break all the functions that were previously sourced as Global. Will attach a screenshot to make this clearer shortly.
PS: Need some time to think about the click problem.
Edit: As can be seen in the screenshot. After importing the library into a map that has an existing older version of Boss Bars Plus, there will be 2 copies of each of the functions. One is Global the other sourced under BossBarsPlus. To ensure no functions break when removing the old version, it will be necessary to migrate all global functions to the BossBarsPlus sourced version.
The reason for repackaging as a library is to make it easier to port between maps.
Alright, do let me know if the changes have addressed all the issues you've faced. Asides the clicking one of course, I haven't thought of a fix to it yet.
Alright, do let me know if the changes have addressed all the issues you've faced. Asides the clicking one of course, I haven't thought of a fix to it yet.
they have i might look over the fix for the clicking through i can just rewrite my movement system to ignore dialogs but on one not my ui at the bottom it doesnt fire when over a dialog item like a button so thats probably where the issue is not that important just nice you know
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Its actually quite hindering, I've considered it as a problem not only for your map but for others. Being unable to click through the dialog can affect gameplay. Did you experience any difficulties migrating to the library package? Just hoping it didn't break too many of the functions you've used from the earlier release.
its funny what i did was open your sc2map file up the new one in sandboxie and just copied and pasted the coding lol and created the gui action definitions wasn't that hard to migrate and change the labels to text but im having one other problem its not accepting the player name as text when i publish it works when i test locally but its acting up on bnet idk could just be glitch in triggers i will publish new one up later
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Maps
A Rogue's Story
Death Haven V2
Assets
Diablo 3 Waypoint
Diablo 3 UI Tutorial
Custom Chatbox
its funny what i did was open your sc2map file up the new one in sandboxie and just copied and pasted the coding lol and created the gui action definitions wasn't that hard to migrate and change the labels to text but im having one other problem its not accepting the player name as text when i publish it works when i test locally but its acting up on bnet idk could just be glitch in triggers i will publish new one up later
I suppose that works too, if you don't mind the code clutter of course >_< Library importing is still preferred as it doesn't take up as much space at the trigger window. I'm gonna give publishing a try and see what happens.
Found a possible fix to the clicking problem, but will take awhile to fix, it requires some dialog item elements to be reworked.
Edit: its not accepting the player name as text when i publish. it works when i test locally but its acting up on bnet
Just tried it, seems to work for me. I'm wondering if its got anything to do with localization settings. FYI, I published to the SEA server.
Just tried it, seems to work for me. I'm wondering if its got anything to do with localization settings. FYI, I published to the SEA server.
im localized to us if you can figure it out that would be great. note i would like to have localization to both us and eu as i would like to publish there aswell
EDIT: i will post a screenshot just need to republish and test it with 2 accounts
Another possibility is that the player name is being set as text before the players unit is being set. (Though I kinda doubt this since you say it works locally) This would cause the player name to be overridden by the automatic labeling feature. The fix to this would be to set the player name after the unit has been set. If this is the root of the problem, I will consider adding a function to allow auto-labels to be disabled as well.
Btw, check my last post for the screenshot of the player name working.
Another possibility is that the player name is being set as text before the players unit is being set. This would cause the player name to be overridden by the automatic labeling feature. The fix to this would be to set the player name after the unit has been set. If this is the root of the problem, I will consider adding a function to allow auto-labels to be disabled as well.
Btw, check my last post for the screenshot of the player name working.
im not setting the player name im using the function name of player and this happens after you pick your character so its not that
Note: im gonna test it now just have to wait my upload is terrible plus i have to start up 2 sc2's
i believe thats how i have it except it picks each player and creates a boss bar but is there a way i can disable this automatic portrait or put a portrait on unit i like that how would i go about putting portraits on units not 3d ones or does it need to be 3d
i prefer putting a portrait on the unit (would like to know how) saves coding the image every time for different monsters as this monster list could be in the 40s idk rough estimate
i figured it out also i fixed the infested civilian glitch has to be infested colonist but the model name is infested civilian change respected code in galaxy here it is
"Change Civlilian to Colonist if it exist"
if(StringFind(a,"civilian",false) != -1){
a = StringReplaceWord(a,"Civilian","Colonist",1,c_stringNoCase);
}
the quotation sentence is a comment cant use forward slashes as it makes it italic
just place this under the check for male/female in the bbSetBoss looks like this:
if(StringFind(a,"male",false) != -1){
a = StringReplaceWord(a,"Female","",1,c_stringNoCase);
a = StringReplaceWord(a,"Male","",1,c_stringNoCase);
}
is there a way i can disable this automatic portrait or put a portrait on unit i like that how would i go about putting portraits on units not 3d ones or does it need to be 3d
This feature will be added in the upcoming update. It will always use the static portraits, not the 3d one's. Will probably do so by including an extra option to toggle on or off automatic portrait detection on a boss bar exclusive basis. This way, you can disable it for units that don't have a portrait, and enable it for units that do.
i prefer putting a portrait on the unit (would like to know how) saves coding the image every time for different monsters as this monster list could be in the 40s idk rough estimate
Yes, this is possible. Every unit by default has an actor correct? The auto detect works as such.
1) Retrieve the actor unit.
2) Check the actor catalog for the supposed units model name.
3) Use the name to read into the portrait model catalog, which typically has the same name as the model name with the added string +"Portrait"
The Artosis Bot for example, has the model name "UtilityBot" under the actor "Model" field.
It's portrait model is stored in "UtilityBotPortrait" under the "Image" field
Thus in order to put a portrait for a unit, it should be possible to do by making sure your actor "model" field points to a valid portrait. Let me know i you need a screenshot to illustrate this, I'll attach a few.
i figured it out also i fixed the infested civilian glitch has to be infested colonist but the model name is infested civilian change respected code in galaxy here it is
"Change Civlilian to Colonist if it exist"
if(StringFind(a,"civilian",false) != -1){
a = StringReplaceWord(a,"Civilian","Colonist",1,c_stringNoCase);
}
Will include this in the upcoming update, thanks for pointing this out, due credit will be given to you for this. :) There are probably more special cases like this which I won't be able to find myself as there are simply too many assets.
PS: Looking at the next update probably tonight or tomorrow. (It's currently 10.30am my time GMT+8)
ok thank dont forget the having battle.net names in the bossbar if you can add to update that will be awesome or ill look around the coding to see if i can find a workaround (currently 11:17PM GMT -5 where i am)
Not just yet, thanks for the tip. I'll do that as soon as I'm done with another round of updates :) Sorry the delayed reply, I overlooked your message earlier.
I noticed this problem too, I'll look into it and see if anything can be done. I do recall in earlier patches it is possible, it might have something to do with dialog's being modal or not.
oh ok i cant find out and fix it with the galaxy thanks to your coding im learning some galaxy
its not that as i have both dialogs for my minimap both model and nonmodel and i can still click through
@xXdRaGoNrIdDeRXx: Go
Thanks for helping me verify that. I'm starting to suspect it might be because of the invisible button i used to prevent clicking. If so its going to be tricky to fix. Will be uploading version 2 shortly. My apologies about any inconveniences caused, but I've repackaged all the functions as a .SC2Lib file to make it easier to port between maps.
To fix this, you will need to import the library, then migrate all your existing functions to the library version. The source should be labelled as BossBarsPlus in trigger GUI. Once the migration is complete, then only delete the existing script.
Whatever happens, do not delete the existing script until all functions have been migrated, as it will break all the functions that were previously sourced as Global. Will attach a screenshot to make this clearer shortly.
PS: Need some time to think about the click problem.
Edit: As can be seen in the screenshot. After importing the library into a map that has an existing older version of Boss Bars Plus, there will be 2 copies of each of the functions. One is Global the other sourced under BossBarsPlus. To ensure no functions break when removing the old version, it will be necessary to migrate all global functions to the BossBarsPlus sourced version.
The reason for repackaging as a library is to make it easier to port between maps.
did you fix the nameing thing you know having it as text instead of string
@xXdRaGoNrIdDeRXx: Go
nvm i found it in changelog
Dear Mod,
As suggested by DrSuperEvil, could I please get this thread migrated to the trigger libraries and scripts sub-forum? Thanks in advance!
@xXdRaGoNrIdDeRXx: Go nvm i found it in changelog
Alright, do let me know if the changes have addressed all the issues you've faced. Asides the clicking one of course, I haven't thought of a fix to it yet.
they have i might look over the fix for the clicking through i can just rewrite my movement system to ignore dialogs but on one not my ui at the bottom it doesnt fire when over a dialog item like a button so thats probably where the issue is not that important just nice you know
@xXdRaGoNrIdDeRXx: Go
Its actually quite hindering, I've considered it as a problem not only for your map but for others. Being unable to click through the dialog can affect gameplay. Did you experience any difficulties migrating to the library package? Just hoping it didn't break too many of the functions you've used from the earlier release.
@FuzzYD: Go
its funny what i did was open your sc2map file up the new one in sandboxie and just copied and pasted the coding lol and created the gui action definitions wasn't that hard to migrate and change the labels to text but im having one other problem its not accepting the player name as text when i publish it works when i test locally but its acting up on bnet idk could just be glitch in triggers i will publish new one up later
I suppose that works too, if you don't mind the code clutter of course >_< Library importing is still preferred as it doesn't take up as much space at the trigger window. I'm gonna give publishing a try and see what happens.
Found a possible fix to the clicking problem, but will take awhile to fix, it requires some dialog item elements to be reworked.
Edit: its not accepting the player name as text when i publish. it works when i test locally but its acting up on bnet
Just tried it, seems to work for me. I'm wondering if its got anything to do with localization settings. FYI, I published to the SEA server.
ok thanks its not that big to me as my dialogs are small on a 1600x900 resolution its not that big of a bother
im localized to us if you can figure it out that would be great. note i would like to have localization to both us and eu as i would like to publish there aswell
EDIT: i will post a screenshot just need to republish and test it with 2 accounts
@xXdRaGoNrIdDeRXx: Go
Another possibility is that the player name is being set as text before the players unit is being set. (Though I kinda doubt this since you say it works locally) This would cause the player name to be overridden by the automatic labeling feature. The fix to this would be to set the player name after the unit has been set. If this is the root of the problem, I will consider adding a function to allow auto-labels to be disabled as well.
Btw, check my last post for the screenshot of the player name working.
im not setting the player name im using the function name of player and this happens after you pick your character so its not that
Note: im gonna test it now just have to wait my upload is terrible plus i have to start up 2 sc2's
im not setting the player name im using the function name of player and this happens after you pick your character so its not that
Hm. Alright. Check your PM? I'll see i can help you troubleshoot this.
Note: im gonna test it now just have to wait my upload is terrible plus i have to start up 2 sc2's
Heh.. you have no idea. I have to use cheatengine just to get a 10mb map uploaded. My connection keeps timing out within the 2 minutes.
Note to self: