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    posted a message on Dialog Problems

    Any possibilities here? Am I mistyping something?

    Posted in: Miscellaneous Development
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    posted a message on Dialog Problems
    Quote from Swedishcow: Go

    @Fuglypump: Go

    Found a way to change the dimensions of the picture!

    You need a fairly large button to hold the mighty Archon :)

    You can also add text anywhere by the picture, so it's pretty much like old school html

    Set the text of the button to:

    <img path="Assets\Textures\btn-unit-protoss-archon.dds" width = "150" height = "150"/>

    A mighty Archon!

    I couldn't get this to work for me, mind you, I had:
    <img path="Assets\Textures\btn-unit-zerg-zergling.dds" width = "80" height = "80"/>

    So I've resorted to making a dialog image, but, being placed beneath the button, it's sort of dark and hard to see.

    Edit: And fading the transparency didn't change it (the fade was on the button, not the image. Any help to get one of the methods working properly would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on i wanna make a button wtf
    Quote from Ruzial: Go

    Easy fix. Firstly decide on the icon/image that you are after E.g. a zergling icon. Next get the location path of that icon E.g. Assets\Textures\btn-unit-zerg-zergling.dds Next when you are creating your button dialog item under the field 'button text' go into that and in the text spot use <img path=" <your location "/> E.g. <img path="Assets\Textures\btn-unit-zerg-zergling.dds"/> . Done :D everybody wins

    Is there an easy way of finding the paths?

    Posted in: Miscellaneous Development
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    posted a message on Revealer Enabled Condition?

    Yeah, that's pretty much what I mentioned in my post. I was just wondering if there was already a condition for it. I'm guessing not. But I'll check the thread periodically just in case.

    Posted in: Miscellaneous Development
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    posted a message on Revealer Enabled Condition?

    Does one of these exist? I'm looking for something similar to the "Dialog is visible" condition, but perhaps I'm not thinking of the right term for it, because I cannot find one. I could create a boolean variable to track whether or not the revealer is enabled, but the point of this is to cut down on as many variables and triggers possible, to be "efficient", so if there's something built-in, I'd rather not miss it.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    BnetNick: Chamenas
    Identifier: 261
    MapsterNick: Chamenas
    Comment: Willing to test maps if I'm not doing ladder. If I'm busy, I'm busy, doesn't mean I don't wish to test your map though. Patience is key.
    Region: USA

    Posted in: Miscellaneous Development
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    posted a message on Am I Missing Something? Triggering Player Issues

    For some reason I tried F9 again and it worked with the toggle.

    I noticed Qxc's build order map had used F9 for their menu, which is why I knew it was possible. I'm not sure why it failed the first time.

    Posted in: Miscellaneous Development
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    posted a message on Your Opinion Wanted!

    In my Micro Management Tester map, I'm going to put in the ability for the User to generate Computer AI to fight if they wish to play it alone, instead of with another player. I've come up with three approaches I could use to obtain this. My question is: Which approach do you like best? Or, if you don't like any of them, what would you suggest?

    Approach 1: Buttons with Preset Unit Groupings
    Pros
    This would be by far the simplest approach. I would just make a list of buttons with preset units on them, something like pressing the button creates 20 zerglings or 10 mutalisks or 5 mutalisks and 10 zerglings, etc...

    Cons
    This approach is very limiting, and, as a designer, I strive to constantly give the user as much flexibility and options as possible. In other scripts that I have done for much simpler programs, I often make very complicated scripts for simple things in order to accomplish two things: User flexibility and User friendliness. I feel that people should be able to intuitively use something, and that is should provide them the most options for customization possible. Thus I am disinclined towards this option.

    Approach 2: Unit Buttons
    Pros
    This is the option I am most favoring currently. Each race would get a separate page in the Dialog, and each Unit would get its own button. One could easily create as many units in any mix they wanted by simply clicking the appropriate buttons the proper amount of times.

    Cons
    This is going to be a decent bit of work, as I have to create three separate "pages" in the Dialog and let the User seamlessly switch between them. Also, if I want to maximize space and still make it friendly, I will have to learn how to create buttons with icons so I can put the unit icon on each button. Additionally, this option would also be rather unreasonable if the user wanted to make, say, 50 zerglings, as they'd have to click the button 50 times.

    Approach 3: Unit Buttons with Text-Box
    Pros
    This is by far, in my opinion, the most user friendly option. Each unit button would have a little text box next to it, allowing you to enter up to 3 characters in the box in order to create X amount of units. Instead of pressing the button 20 times for 20 zerglings, you could type 20, click the zergling button, and have 20 zerglings.

    Cons
    This would also be the most complex option and uses a lot of things I haven't learned yet. In addition to what I need to learn just to create the basic unit buttons, I would need to learn how to make text-boxes, how to limit them to 3 characters, how to check to make sure the value is a number, and how to throw and error if it is not. And that's just what I can think of off the top of my head.

    What do you think? Keep in mind that if you choose something more complicated, I may be asking for help or directions to tutorials quite a bit! ;)

    Posted in: Miscellaneous Development
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    posted a message on Am I Missing Something? Triggering Player Issues

    That did the trick, thanks Shawn. As a bonus, would you know why F9 isn't working? I know it's bound to something else, I assumed the trigger would overwrite that, or do I need to unbind it from Achievements manually through triggers?

    Posted in: Miscellaneous Development
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    posted a message on Am I Missing Something? Triggering Player Issues

    Am I missing something, or is "triggering player" not in a lot of the presets that it feels like it should be?

    Currently I would like to make a toggle for Game Options Dialog on my map. I'm going to do this by stealing the F9 key from Achievements.

    I used the "Key is Pressed" event in order to do this. Because I want to make as few triggers as possible, I'd like to use "Any Player". However, currently, I cannot find a "Triggering Player" for the "Show/Hide Dialog" Action. The only other way I know of to identify the player is to change the "Any Player" in the event to a specific Players. But this means that I need to make a separate trigger in order for each player to toggle their own Game Options dialog. This feels and seems very inefficient. Am I missing something?

    Posted in: Miscellaneous Development
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    posted a message on Micro Management Tester

    Uploaded another version.

    Version Changes:

    Fog of War now toggleable for both players
    Warning at the beginning about kill zones for players that invade each other's bases
    Wider middle road in the center of the map
    Wider ramps for the ramps facing player's bases
    Some basic terrain edits

    Posted in: Project Workplace
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    posted a message on [Trigger] Using Fog of War after a Map has been Revealed

    Hmm, update.

    So, I set it to share vision, then used the "Reveal Area" set to the "Entire Map" and "Game Duration". Then I went through the process of creating a dialog item and a button, as those are the only buttons I know how to make and I couldn't think of anything smaller.

    The buttons themselves work, as, when you click on them, they toggle. One is hidden and one is shown. There's two triggers with the event "Dialog Item Used", each checking for a condition that matches one of the buttons. If it matches the Fog of War button, it hides it and shows the "Hide Fog of War" button instead and vice versa. In addition, I have the action "Disable Revealer" (Revealer is the name of the Revealer variable I have set to "Last Created Revealer" immediately following the "Reveal Area" action). It's set to "Enable Revealer" on the Hide Fog of War button.

    The buttons themselves toggle fine, but the Fog of War does not show up when I hit the "Show Fog of War" button, which should disable the Revealer as per the actions. Any idea why it might not?

    Edit: Figured it out, Reveal Area is not a revealer, needed to use Create Revealer. Thanks all.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Using Fog of War after a Map has been Revealed

    And it can do this while they remain enemies? I intend for the players to be able to fight each other as hostile enemies, so I can't have them be "technically" allied, though it sounds as though possibly I can just share their vision?

    Edit: Answered my own question, "Enemy with Shared Vision"

    thanks!

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Using Fog of War after a Map has been Revealed

    How do I do this shared vision between players?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Using Fog of War after a Map has been Revealed

    Thanks guys, this helps quite a bit.

    Posted in: Miscellaneous Development
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