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    posted a message on Dialog image behind the dialog border?

    Thank you :) But I found another solution, I just found an image and set it to a border.

    Posted in: Triggers
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    posted a message on Dialog image behind the dialog border?

    I am creating a dialog, which I've assignet a custom background for, but I also want to to fill the empty space inside it with an image, I've tried creating a dialog image, but it lays on top of the border of the dialog, is there any way to make it lay underneath the dialog border? Currently this is my trigger:

    ScoreBoard
        Events
            Game - Map initialization
        Local Variables
            X = 0 <Integer>
        Conditions
        Actions
            Dialog - Create a Modal dialog of size (700, 800) at (0, 50) relative to Top of screen
            Dialog - Set the background image of (Last created dialog) to Assets\Textures\ui_mercenary_mercbuttonframe.dds
            Dialog - Create an image for dialog (Last created dialog) with the dimensions (690, 790) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\ui_battlenet_replay_backdrop.dds as a Normal type with tiled set to False tint color White and blend mode Normal
            Variable - Set Stats Board = (Last created dialog)
            Dialog - Show (Last created dialog) for (All players)
    
    Posted in: Triggers
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    posted a message on Please Help - FPS Weapon Issues

    You might want to post some of the triggers you are using, I cant tell much from the video you have shown (though it's good to have a video to see the actual error).

    Posted in: Triggers
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    posted a message on Monthly(ish) Triggering Exercise- Beta Key Editon

    I made a voting system some time ago, which finds the average vote of all votes cast after a specified amount of time. I do not expect anything but maybe one person finding it usefull, but I thought I'd put it out here :)

    When launching the map, a dialog will be shown for all players, where they can vote. Each vote will increase a global value by a value specific to the vote. For instance voting Very Easy will increase the value by 1, while voting Hard will increase it by 4. After the vote time has passed, the global value will be devided by the amount of people who have voted, and the average will be found. When the average have been found a trigger will determine what difficulty value should be set.

    So if 1 person votes Very Easy (1) and 1 person votes Normal (3) the average will be 2, and the difficulty will be set to Easy (2).

    Right now the only thing happening when voting is to display a Text Message displaying what the final result is, but to set a difficulty you could easily just set an upgrade for a player, or allow/disable a behavior, depending on what difficulty is set.

    Posted in: Triggers
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    posted a message on Help with Diablo Attribute Type System

    @msong7229: Go

    http://www.thehelper.net/threads/diablo-style-stat-system.157925/

    Here you go ;) I'll post it on SC2Mapster aswell, but that will be tomorrow.

    Posted in: Triggers
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    posted a message on Help with Diablo Attribute Type System

    @msong7229: Go

    I mean that if this is not the kind of system you need, I dont want to waste time creating it ;)

    NOTE: The system I'm making will only work for 1 unit per player, btw.

    Posted in: Triggers
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    posted a message on Help with Diablo Attribute Type System

    @msong7229: Go

    I could most likely create a system like this pretty fast with a dialog. You will just have to create 5 global integer variables with array room enough for each player (16). 1 for the Attribute Points Remaining to spend. and then 4, 1 for each attribute.

    Then create a trigger that increases the Attribute Points Remaining by 5 when your unit gains an expirience level.

    Then you will have to create 4 buff behaviors (1 for each attribute) that each will increase the coresponding attribute by 1, make it stack as many times as possible.

    Then you will have to create a dialog with 4 buttons, 1 for each attribute. Then make the buttons add the attribute to the unit when a player uses the button, and increase the amount of the global variable coresponding to attribute, with 1. You will have to add a condition that checks if the Attribute Points Remaining is higher than 0.

    Then you could also add a label that displays the amount of attribute points remaining, and maybe make the dialog toggle able with a button, or a hotkey.

    This will only work for 1 unit for each player though.

    I can make it for you, but I want to know if you can use it before I make it though ;)

    Posted in: Triggers
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    posted a message on Help with Menu

    I made a system for voting some time ago, as a tutorial. It will let all players vote for the difficulty in the start of the game, and then take the average.

    For instance if you got 3 difficulties; Easy Normal Hard

    if one votes easy and one votes hard, the final result will be normal.

    The way this works is to give each difficulty a number, and when a player votes, add the number coresponding to the option selected, and then when they are done, take the final amount, and devide it by the amount of players who voted.

    EDIT: Sorry for necro posting, was browsing some post to look for something, while I was browsing the most recent posts, so mixed it up.

    Posted in: Triggers
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    posted a message on Custom tabs in the Help menu (F12)

    Is it possible to create new tabs in the help menu? I have removed the race info tabs, now I only got the TIPS tab, but I want to create an additional tab named "Attributes", how can I do this?

    Posted in: Triggers
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    posted a message on Alligning Text in dialog labels?

    @b0ne123: Go

    Thank you :)

    Posted in: Triggers
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    posted a message on Alligning Text in dialog labels?

    @BasharTeg: Go I dont want to increase the size of the dialog, I want to make it allign to the right edge,

    @Monkalizer: Go I have already made the dialog, the only problem I got is that I can not make the text allign.

    Posted in: Triggers
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    posted a message on Alligning Text in dialog labels?

    I want to allign the text in a dialog label. I want the dialog to show some stats, and this is what happens now:

    Stamina:     1000...
    I want this:
    Stamina: 10000
    
    Posted in: Triggers
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    posted a message on Library: Improved GetResolution

    I cant seem to get this to work?

    I imported your library, and I can make it show me my resolution, but now when I try to create a dialog, I am setting it up like this, and It does not create a dialog.

    Untitled Trigger 001
        Events
            Timer - Elapsed time is 10.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Dialog - Create a Modal dialog of size ((Resolution[5].X-Resolution * (Integer(0.2))), (Resolution[5].Y-Resolution * (Integer(0.2)))) at (0, 0) relative to Center of screen
            Dialog - Show (Last created dialog) for (All players)
    

    I DID run both the setup and refresh action at initialization. Any idea why this is not working, or do I have to use another method.

    Posted in: Triggers
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    posted a message on Custom Script to edit data?

    Well, yeah - might've expressed myself wrong. I should not have posted here, because it turned out I did not solve it with a custom script at all (And had more with triggers than galaxy scripting to do).

    I used the Catalog Field Value Set action. With that you can change the data for a specific player, so for instance increase the damage of an effect only for player 1.

    Posted in: Galaxy Scripting
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    posted a message on Missile coming straight down from the sky, firing a damage effect upon impact with ground?

    @abvdzh: Go

    I copied over your effect, and tried to set my persistants to the same as yours, but I couldnt get it to work. So I ended up just completely copying your spell, and modifying it from there :) thank you.

    EDIT: I think I figured out what caused it. For some reason, I cant make a missile launch from a 0,0,Z offset, the X value has to be something else than 0.

    Posted in: Data
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