Ok, so how would I go about setting up the buttons to work with the arrays? I think that's the last thing that's stopping me from getting this working.
I very well might end up doing that - which is fine because it will make everything a LOT easier if I decide to make the mod 4 players rather than just 2 players as it's going to be right now. I just didn't know there was an easier way of accomplishing what I was looking to do. As of right now there's between 75-125 buttons in a dialog window for *EACH* player. If I bring it up to 4 players it will require that each person has access to 3 dialog windows - which is an absolute headache waiting to happen. I'm gonna have to start messing around with arrays and see if I can accomplish what I'm trying to do - will be something that I try to tackle today.
Hey everyone. I have a TON of triggers that I need to edit. If I was able to quickly edit them in the code editor and have the edits apply that way I would be in heaven, but I haven't found a way to do this yet so for now I'm SOL (I originally made all of the changes I needed and it took me about 20 minutes in notepad, but I wasn't able to have anything work that was changed). I want to turn 4-5 hours of work into 20-30 minutes of work (556 Actions, 100 conditions, 557 Function Calls, 202 variables that have to be duplicated and changed individually by hand for the second player). Is there any way to use the trigger editor's Find/Replace function? As of right now I haven't been able to use it appropriately. It finds what needs to be changed but doesn't do any replacing. For instance, I want to change:
Dialog - Hide btn_a1 for (Player group((Triggering player)))
Dialog - Hide btn_a2 for (Player group((Triggering player)))
Dialog - Hide btn_a3 for (Player group((Triggering player)))
Dialog - Hide btn_a4 for (Player group((Triggering player)))
to
Dialog - Hide btn_b1 for (Player group((Triggering player)))
Dialog - Hide btn_b2 for (Player group((Triggering player)))
Dialog - Hide btn_b3 for (Player group((Triggering player)))
Dialog - Hide btn_b4 for (Player group((Triggering player)))
etc. As it stands now, I have to go in and double click the button name, find it in the list of 200 buttons and then choose it, have the editor refresh the code, and then move on to the next line. Any ideas on what to do for this or am I looking at a lot of mind-numbing work ahead of me? I'm probably not doing this as efficiently as I could be doing but I suppose that's the problem with not being a programmer.
Help me SC2MAPSTER, you're my only hope...of keeping my sanity during this process haha.
-Helix
So then with the Picked player I would just put the player number in? (would Player one be a value of 0 or a 1 in this case?) Or am I at it all wrong.
But yea, I'd like to have a completely different set of dialog options for each player. For instance you have a math game (yea I know):
Player 1's buttons:
1+1 = 2
1+1 = 3
1+1 = 4
Player 2's buttons:
2x2 = 2
2x2 = 4
2x2 = 6
Player 3's buttons:
1+4 = 6
1+4 = 5
1+4 = 4
Etc. It then goes turn based for each of the players. When each of them answer their question, the dialog for the next player appears.
Hey guys, another question since I'm still very much learning. How would I go about displaying a specific dialog depending on the player? Ie Player 1 has 1 dialog window, player 2 has another, etc.
If you'd like to - check out my portfolio: http://www.1217design.com and if interested, send me a private message or email at: misc AT 1217design DOT com.
Once I'm done I take it I just compile it all for it to show up in the galaxy editor? I'm fine with working within the editor's code portion though, I just wanted to be able to work with the text to substantially expedite my process.
Ok, say for instance I have a button that does an attack at point 1, if that attack successfully does damage, UI Function A/Button A occurs/appears. If no damage is done by that attack, UI Function/Button B occurs/appears.
Is it possible to create and or edit triggers in a text/xml editor? With 1 project that I'm working on it would be unbelievably quicker to do these edits and creations inside of a text editor rather than inside the Galaxy Editor itself. Mainly because SC2's editor doesn't support tabbing from 1 data field to the next. If it is possible, how would I go about doing these edits in a text editor?
Hey guys, just wondering if there's a way to create a button or ui event/effect only if damage is done at a specific point/in a specific region? IE: I press button 1, and if damage at point/region 1 occurs, a new button (button a) is created. If no damage occurs, button b could be created instead. Alternates to this would be creation of a UI event saying "Damage occured at point 1" or something.
Hey everyone. I want to have 2 phases of a game: An initial ffa section followed by turn-based gameplay for the remainder of the map (in a way, a reverse order of 1 of the DoTA modes when you pick your hero first then play second). Once everyone makes selections, etc, and clicks their own Ready button, it would then transfer to the turn-based portion for the remainder of the game. How would I go about accomplishing this?
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Ok, so how would I go about setting up the buttons to work with the arrays? I think that's the last thing that's stopping me from getting this working.
0
So after following this, I got to work just fine, but how would I go about applying this to something like dialog items?
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I very well might end up doing that - which is fine because it will make everything a LOT easier if I decide to make the mod 4 players rather than just 2 players as it's going to be right now. I just didn't know there was an easier way of accomplishing what I was looking to do. As of right now there's between 75-125 buttons in a dialog window for *EACH* player. If I bring it up to 4 players it will require that each person has access to 3 dialog windows - which is an absolute headache waiting to happen. I'm gonna have to start messing around with arrays and see if I can accomplish what I'm trying to do - will be something that I try to tackle today.
0
Hey everyone. I have a TON of triggers that I need to edit. If I was able to quickly edit them in the code editor and have the edits apply that way I would be in heaven, but I haven't found a way to do this yet so for now I'm SOL (I originally made all of the changes I needed and it took me about 20 minutes in notepad, but I wasn't able to have anything work that was changed). I want to turn 4-5 hours of work into 20-30 minutes of work (556 Actions, 100 conditions, 557 Function Calls, 202 variables that have to be duplicated and changed individually by hand for the second player). Is there any way to use the trigger editor's Find/Replace function? As of right now I haven't been able to use it appropriately. It finds what needs to be changed but doesn't do any replacing. For instance, I want to change:
Dialog - Hide btn_a1 for (Player group((Triggering player)))
Dialog - Hide btn_a2 for (Player group((Triggering player)))
Dialog - Hide btn_a3 for (Player group((Triggering player)))
Dialog - Hide btn_a4 for (Player group((Triggering player)))
to
Dialog - Hide btn_b1 for (Player group((Triggering player)))
Dialog - Hide btn_b2 for (Player group((Triggering player)))
Dialog - Hide btn_b3 for (Player group((Triggering player)))
Dialog - Hide btn_b4 for (Player group((Triggering player)))
etc. As it stands now, I have to go in and double click the button name, find it in the list of 200 buttons and then choose it, have the editor refresh the code, and then move on to the next line. Any ideas on what to do for this or am I looking at a lot of mind-numbing work ahead of me? I'm probably not doing this as efficiently as I could be doing but I suppose that's the problem with not being a programmer.
Help me SC2MAPSTER, you're my only hope...of keeping my sanity during this process haha. -Helix
0
Nevermind, figured it out.
0
@Helral: Go
So then with the Picked player I would just put the player number in? (would Player one be a value of 0 or a 1 in this case?) Or am I at it all wrong.
But yea, I'd like to have a completely different set of dialog options for each player. For instance you have a math game (yea I know): Player 1's buttons: 1+1 = 2 1+1 = 3 1+1 = 4
Player 2's buttons: 2x2 = 2 2x2 = 4 2x2 = 6
Player 3's buttons: 1+4 = 6 1+4 = 5 1+4 = 4
Etc. It then goes turn based for each of the players. When each of them answer their question, the dialog for the next player appears.
0
Hey guys, another question since I'm still very much learning. How would I go about displaying a specific dialog depending on the player? Ie Player 1 has 1 dialog window, player 2 has another, etc.
Thanks in advance, Helix
0
If you'd like to - check out my portfolio: http://www.1217design.com and if interested, send me a private message or email at: misc AT 1217design DOT com.
0
Yea, when I get outta work I'll have to try it out and see how it works. Right now I'm just able to edit stuff in the code editor while at work.
Thanks!
0
Once I'm done I take it I just compile it all for it to show up in the galaxy editor? I'm fine with working within the editor's code portion though, I just wanted to be able to work with the text to substantially expedite my process.
0
Ok, say for instance I have a button that does an attack at point 1, if that attack successfully does damage, UI Function A/Button A occurs/appears. If no damage is done by that attack, UI Function/Button B occurs/appears.
0
Is it possible to create and or edit triggers in a text/xml editor? With 1 project that I'm working on it would be unbelievably quicker to do these edits and creations inside of a text editor rather than inside the Galaxy Editor itself. Mainly because SC2's editor doesn't support tabbing from 1 data field to the next. If it is possible, how would I go about doing these edits in a text editor?
Thanks! Helix
0
Hey guys, just wondering if there's a way to create a button or ui event/effect only if damage is done at a specific point/in a specific region? IE: I press button 1, and if damage at point/region 1 occurs, a new button (button a) is created. If no damage occurs, button b could be created instead. Alternates to this would be creation of a UI event saying "Damage occured at point 1" or something.
Is there any way to do this? And if so, how?
0
Awesome guys. Thanks for that!
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Hey everyone. I want to have 2 phases of a game: An initial ffa section followed by turn-based gameplay for the remainder of the map (in a way, a reverse order of 1 of the DoTA modes when you pick your hero first then play second). Once everyone makes selections, etc, and clicks their own Ready button, it would then transfer to the turn-based portion for the remainder of the game. How would I go about accomplishing this?
Thanks in advance, Helix