You are calling far too many actions - I know you can't see what they say due to a bug in hint texts... go to the library, open the libCircleHeroSelection folder, open the action folder, click on any action. There you can see the explanation of what the action does (the first comment, in green)
Anyway you are calling too many actions. Use this:
Set Circle Hero Selection At Point
Add Unit To Circle Hero Selection Pool
Repeat for all the units you want in there (1 is not much of a circle)
Create Circle Hero Selection
The other actions are optional - check the comments to see what they do
I'll make a short manual soon, until blizzard fixes the hint texts
now for my quick question before downloading and localizing it. I assume this is easy to do and possible.
Can I set the max allowed picks of one hero type to a number other than 1? For example: I have 9 hero types and want to allow only 1 pick of some hero types and 2 or more of others?
How well does this work on the edge of a map? Does it require space around the point to allow the units to be placed?
[Suggestions?]
I would like to recommend some way of giving cloak detection to all the players when selecting heroes. Some units which may have permanent cloak, will be cloaked and invisible to the player till they select it. Nova for example.
Aircraft units are also not viewable as they are too high up. Any way to make them visible with the library?
Ban hero system? Would make a very nice system for games where people can ban heroes.
[Not sure if implemented already] Take turn hero selection. Each player picks there hero after the next, with a "Waiting for player to pick" dialog at the bottom till that person picks. Team 1 pick hero, team 2 pick hero, team 1 pick hero, team 2 pick hero.
Item shop version. Walk into a store, and you get your items you could buy laid out in front of you like a shop.
This Library is amazing, I am quite surprised at how easy it is to simply select a hero, give it some text, and an icon and the rest is setup for you.
I've encountered this too, just haven't given it much thought yet, but I think I'll make it check for Flying flag and if so, reduce it's height
I don't think I'll implement a ban system because the entire system is somewhat based around the fact players are playing with eachother, not against eachother (no forced pick order for example). I'll consider it...
See above - Have to consider it
Yea, my next project will also be a library (no data editor yay :D) but I haven't decide which yet, item shop is on the list already though
i seem to have a little problem using your hero selection. in my map i have added some computer players to fight the heroes, but unfortunately it looks like they also take part in the hero selection and a random hero will be spawned for each of them. how can i prevent that from happening so that only.. maybe players 1-4 can choose, or 1-6, but not everyone
Hey there, worked fine, the computer heroes didnt spawn, but i still had to wait for the timer, so i think they are still somehow involved in the selection process.
Anyway, i just thought i should show where your selection system will be used in the future. It was a bit difficult to fit hero circle into that small room, had to set the distance from the hero pick point to 3.0 and the camera made some problems, it was always looking to much up, so i had to make a small hole were i put the pick point in^^
And I can see at the option icons (next to the clock) that the Spawn Immediately option is set to false - that's why you still had to wait for the timer
Also you made the hole for the camera - in the Action 'Create Circle Hero Selection' there are some camera settings you can play with instead, you'll see them in there
For the next and final version, I'll actually be removing the distance option (although it is already hidden right now) and calculate the optimal distance based on amount of heroes... So you could still edit that of course but I think considering a bigger room would be easier :)
Oh i thought that Spawn Immediately thing is when you wait for until everyone has made their choice. So i thought its still waiting for computers 1 and 2. And in the room were i made the hero circle and had to "dig the hole" (its a different room somewhere on the map, a bit larger) i also played around with the camera height, its about -0.5 already, but still not enough. I think if i go deeper i end up below the map xD
Its really a bit difficult working on that tiny space.
Without using the "hole" and with height 0 some units are still visible but others, well...
Hm, and i think the condition for Hero picking complete is not working properly. I tried to make it as a condition for my briefing dialogues to start, but it didnt work. Right now i just let them begin 65 seconds after map initialize.
And another strange thing, i just used Spawn Immediately but encountered some bug i think. I could still see the selection buttons.
Ouch... i suck :)
Sorry ive been using the editor for only one week and im still learning how most of its functions work, sometimes im not sure if its a bug, or if i just do it completely wrong :)
Hm, maybe my event was wrong, i used map initialize. When a trigger uses initialize as the starting event, but conditions are not met, then it will never start, right? Even if the condition are met at a later point of time?
I wonder how i can make my briefing start then.
edit: ok got that too, used timer - every 1.0 second like you did, added a condition briefingstarted == false and set it on true when the trigger starts.
Yes, the trigger will fire once when the event = true. If conditions are not met, the event does not continue (unless called with Run Trigger and set to Ignore Conditions)
I would have made a custom Event so you can simply add stuff in a trigger and it would happen immediately when the hero pick is complete with conditions, but sadly its not possible to make a custom Event currently (it is implemented in the editor but extremely vague and requires galaxy code, of which i cant see how blizzard made their events)
I am taking use of this library in my current project. It is awesome, I have really had no problems with it so far.
One thing that I wonder is if it is possible for a certain number of players to have a hero selection, while not for others? So that upon map initialization, f.ex. players 1-4 enter Hero Selection mode, while players 5-8 do not.
I think that was asked regarding not activating for computer players, but I wonder specifically for human players.
@TheRupturedD: Go
You are calling far too many actions - I know you can't see what they say due to a bug in hint texts... go to the library, open the libCircleHeroSelection folder, open the action folder, click on any action. There you can see the explanation of what the action does (the first comment, in green)
Anyway you are calling too many actions. Use this:
The other actions are optional - check the comments to see what they do
I'll make a short manual soon, until blizzard fixes the hint texts
@SweetZombieJesus: Go
alright thanks got it going, ill be sure to report bugs or things to add :)
excellent work SZJ!! It is beautiful.
now for my quick question before downloading and localizing it. I assume this is easy to do and possible.
Can I set the max allowed picks of one hero type to a number other than 1? For example: I have 9 hero types and want to allow only 1 pick of some hero types and 2 or more of others?
How well does this work on the edge of a map? Does it require space around the point to allow the units to be placed?
[Suggestions?]
This Library is amazing, I am quite surprised at how easy it is to simply select a hero, give it some text, and an icon and the rest is setup for you.
@FahqueL: Go
Currently no, but I can implement that. Will put it on my todo list
@Storm07: Go
And thank you for the compliment :)
GREAT lib. So easy to use and looking so great, thanks a million, popped it in into my Minigunners map ( yes, I remembered to credit you ;) )
Update
v2.3 released
Changelog
v2.3
Download
Latest version can always be found in the files section of the project page.
@SweetZombieJesus: Go
i seem to have a little problem using your hero selection. in my map i have added some computer players to fight the heroes, but unfortunately it looks like they also take part in the hero selection and a random hero will be spawned for each of them. how can i prevent that from happening so that only.. maybe players 1-4 can choose, or 1-6, but not everyone
Yes they do, it was actually part of my testing procedure and I did not remove them...
Next version (final) already has them removed, as a workaround until then you can do this:
Easier to wait 1 or 2 days for the final version probably
Hey there, worked fine, the computer heroes didnt spawn, but i still had to wait for the timer, so i think they are still somehow involved in the selection process.
Anyway, i just thought i should show where your selection system will be used in the future. It was a bit difficult to fit hero circle into that small room, had to set the distance from the hero pick point to 3.0 and the camera made some problems, it was always looking to much up, so i had to make a small hole were i put the pick point in^^
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/sZ6c9jKOkQs?fs=1&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/sZ6c9jKOkQs?fs=1&amp;hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
This is actually just one quarter of the map, the rest of the map is set on char after you crash with your battlecruiser.
Nice to see it in action :)
And I can see at the option icons (next to the clock) that the Spawn Immediately option is set to false - that's why you still had to wait for the timer
Also you made the hole for the camera - in the Action 'Create Circle Hero Selection' there are some camera settings you can play with instead, you'll see them in there
For the next and final version, I'll actually be removing the distance option (although it is already hidden right now) and calculate the optimal distance based on amount of heroes... So you could still edit that of course but I think considering a bigger room would be easier :)
Oh i thought that Spawn Immediately thing is when you wait for until everyone has made their choice. So i thought its still waiting for computers 1 and 2. And in the room were i made the hero circle and had to "dig the hole" (its a different room somewhere on the map, a bit larger) i also played around with the camera height, its about -0.5 already, but still not enough. I think if i go deeper i end up below the map xD
Its really a bit difficult working on that tiny space.
Without using the "hole" and with height 0 some units are still visible but others, well...
Hm, and i think the condition for Hero picking complete is not working properly. I tried to make it as a condition for my briefing dialogues to start, but it didnt work. Right now i just let them begin 65 seconds after map initialize.
And another strange thing, i just used Spawn Immediately but encountered some bug i think. I could still see the selection buttons.
Strange, I was sure I hid those... well the current version in development definitely hides them (just update tomorrow )
Try changing Angle of Attack on the camera instead of height, there are also more settings you can try that are currently not used
I'll test the condition some more now
@Rendarg: Go
Test 'Is Hero Pick Complete' and it seems to work fine for me...
I just made an event that fires every 1 second with that condition and it works.
@SweetZombieJesus:
Ouch... i suck :)
Sorry ive been using the editor for only one week and im still learning how most of its functions work, sometimes im not sure if its a bug, or if i just do it completely wrong :)
Hm, maybe my event was wrong, i used map initialize. When a trigger uses initialize as the starting event, but conditions are not met, then it will never start, right? Even if the condition are met at a later point of time?
I wonder how i can make my briefing start then.
edit: ok got that too, used timer - every 1.0 second like you did, added a condition briefingstarted == false and set it on true when the trigger starts.
Yes, the trigger will fire once when the event = true. If conditions are not met, the event does not continue (unless called with Run Trigger and set to Ignore Conditions)
I would have made a custom Event so you can simply add stuff in a trigger and it would happen immediately when the hero pick is complete with conditions, but sadly its not possible to make a custom Event currently (it is implemented in the editor but extremely vague and requires galaxy code, of which i cant see how blizzard made their events)
I am taking use of this library in my current project. It is awesome, I have really had no problems with it so far.
One thing that I wonder is if it is possible for a certain number of players to have a hero selection, while not for others? So that upon map initialization, f.ex. players 1-4 enter Hero Selection mode, while players 5-8 do not.
I think that was asked regarding not activating for computer players, but I wonder specifically for human players.
Hm no, all players are given the hero selection. Only Active Users (taken player slots) may actually spawn
Honestly I wasn't planning on adding something like that. Only use I can see for it is something competitive with spectators
You can however edit the library to do this, won't be that hard... the code is heavily commented
@SweetZombieJesus: Go
Okay no problem. My use for it is a map where players are either heroes or army/creep.
I will try to edit the library itself then... Nice use of comments so perhaps it will work as you say. :)
Update!
v3.0 Final
Last feature release - only bugfixes from here on out
Check frontpage for changelog
Download