One and a half year later, I'm still at that point where I'm thrilled to continue, but lack time to invest... so it did not advance as much as I would have hoped. Yesterday, I went back into it and fixed some bugs again. Feel Great. Would anyone be interested with some decent trigger and data knowledge in helping out?
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Sep 17, 2017Posted in: Triggers
You must make sure that you first create the dialog or dialog item and only then set the variable to last created dialog or dialog item (or any action at all like showing it; the dialog must be created first). Dialog item like images are not necessarily needed to be set as a variable. Variables are there mostly to be able to track what is happening with what specefic dialog. For example it's very usefull to set a button as a variable, but not an image or a label (text). If you hide the dialog containing dialog items, they all get hide, so no need to hide all of them individually.
So first, create the "Dialog". Set it's variable. Then do any action on it like hiding its background, changing scale, etc. Then create your dialog item like an image, label, etc. and only if needed (if you need to keep track of it, say if you want to change the image, or the text, or the values of the dialog item, you have to save it as a variable, if you don't need to keep track of it for futur changes, you can just create it and leave it there all fine. When the time comes to destroy the "Dialog" all the dialog items it contain will be deleted as well.
Then create your button and set a variable to it (after your created it). Then your other trigger will be able to work because the condition will have a valid reference of what is "Amon Zerg".
The use of array is to prevent having many many variables for the same kind of stuff. For example, say you want a variable that changes based on "is player alive". (for whatever "is alive" mean like still having structure or whatever).
The long way would be variables:
- Is player 1 alive
- Is player 2 alive
- Is player 3 alive...
And using array for this woudl be:
- Is player alive [integer]
Where integer is from 0 to the number you set the size of the array. Then you can use stuff like:
For eatch Int from 1 to 8:
If: Is player alive [Int] == true
Then: this player is alive
Else: this player is dead
Instead of having to check eatch variable individually.
Maybe you would not have to use array in your situation although, you said you have 15 different faction, so you could use an array for that, like variable integer with array size 15: "Faction " (depending on what you want to do of course). You could also create what is called a "Preset" which basicly changes an integer into text, kind of.
You could create a Preset and add a value for eatch faction with their name.
Then when you want to get the race picked as an integer, you can choose "preset" and find the preset you created. For you visually it will be the text, for the editor it gives an integer.
Sep 16, 2017Posted in: Triggers
Hey, Dialogs work like this:
First you have the "Dialog" which is a big container. What it contains are "Dialog Item". If you create a new dialog you have to make sure to "Show/Hide Dialog" to show it which is what you are missing. You can also hide the background of the "Dialog" to only show what it contains.
Second you have to create "Dialog Item" and also save a variable like the dialog but as a "Dialog Item" variable. This will allow to track click Events and add a condition to know which dialog item was clicked.
Third, when creating dialog and dialog items the size, offset, etc. numbers are in pixels. So for your example, your dialog's scale is 500 pixels by 400 pixels. You can copy paste dialog items you created, like buttons, but remember to change the offset or it will be created behind the other button you copied.
Here is an example:
A more advanced way that would save you time is by using variable position when creating your dialogs. It's a bit more complicated and you have to use what is called "Array" where you can find by clicking on your variable then checking the Array box and giving it a size.
That gives you this:
Then you can do whatever with it by adding a condition to your Event checking for which button got clicked. Here I did a simple thing that cycle through the variable and check if it's that one that got clicked and then it sends a text message based on it.
Sep 15, 2017Posted in: Miscellaneous Development
I doubt this is a very good idea. If the main creators do not want to share the map, why would they allow you to publish their map again with your name on it? It's kind of sad sometimes that mapmakers tends to stall in the development at some point in time, even with new ideas and interested people.
I'm currently in that situation where the 1st place rock the cabinet winner of 2014 Star Party is hanging forever. I'm pretty much the only one out of four mapmakers that truly wants it to continue. Another guy could help me if I push him a bit but he won't get working back on the map by himself. As of me, I lack time and I have other project with higher priority like helping out DrSuperEvil with setting up the wiki. The map used to be awesome and played alot, even been in top 10 back in the days, now it's a buggy map barely some people remember. But man, is it awesome and internally we have an updated version (that still need polishing) with new minigames and stuff that are probably the best minigame in the whole map.
So... this is it, in your case, if they don't want to, maybe you should respect that. If someone came up to me saying they want to continue StarParty, I'd be open for discussions, but would definitly be carefull with who I share the map.
Sep 15, 2017Posted in: General Chat
Don't call me a "Die hard fan" but I believe in better tomorrows. Me and DrSuperEvil are rebuilding up the wiki, it takes time and dedication, but for those who will remains, it will stay usefull for a long long time. When I look back at sc1 mapmaking stuff that are still on the internet, i wish it does the same with sc2.
I still see pleasure and fun into this game and this is why I'm still here. If you don't, I wish you to find the place where you get fun, wherever it is. I hope to see you back here someday. Anyone's welcome.
Aug 30, 2017Scbroodsc2 posted a message on [SOLVED] How to add color to shields in 'Kerrigan Hero Unit Status Frame'?Posted in: UI Development
You can hide the default Status Bar by going into the actor of your unit under: Unit Flag, check the "Supress Default Status Bar".
I guess that the ui is what we can find under the "Combat: Custom Unit Status Frame" field. I can't seem to be able to modify it but it looks like it.
Aug 29, 2017Posted in: General Chat
not being able to edit is a bit troublesome, no?
hey :) never you mind ..it works again.. sorry, just thought it was worth mentioning
:)I think this happends when editing twice without changing page. Say you post, you edit once and save, then you try to edit again and it just loads the editor endlessly. Work around is simply to actualise the page and then you can edit again once.
Aug 29, 2017Posted in: Terrain
I did not find the time to make this week's wte, but also the thematic seemed to me a little to vague. How do you terrain "fun" is quite a challenge. I think i'd prefer something a little bit more in the chords of starcraft. Just my opinion.
Edit: I tried... it turned out to be somewhat gore haha.
Aug 13, 2017Posted in: Terrain
Without seeing the shadow, it feels a bit off and hard to understand that the marine is actually "flying" in the air. It feels more or less lying on the ground.
I like more the parts with debris in the 2nd picture. It feels a bit more realistic.
Aug 8, 2017Posted in: Terrain
You're "car crash" inspired me the crash of a battlecruiser. Here is its last moment before crash landing.
Terrain was built quite fast. Maybe <30min. Then some messing with the BC and cameras angle and depth of field. It's nothing much than textured ground, bel'shir tree scaled down, and a burning BC. Simple and efficient.
Aug 2, 2017Posted in: Wiki Discussion
The main page is great, although I feel like it would benefit the same navigation links as the other main pages for the top.
You used the redirect fonctionnality for the wiki for many main pages which actually confuse the links... i mean, when you was say on the "Event" page, the Event link on the Event page was no more a link so you knew you was on the Event page. Now since it's all relinking, its not on the original page so the wiki thinks its another page thus you can click on it again and again... I though when you was going to rename the pages, in fact it would have not been relinking.
I'm a bit confused as where are the variables, conditions, etc. I guess you know what you are doing. I miss so much the editor, learning new stuff, helping others, making awesome map...and the wiki. Sorry for the half-way update I left behind, it was all well-intentioned.
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