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    posted a message on Casting targeted spells from dialog buttons

    I asked the exact same question about a week ago, I got a reply, never got time to give it a try, but maybe it works?

    Quote from ezbeats: Go

    @Fullachain: Go

    only way i know currently is when you click a dialog set a 'weapon type variable' then when you detetct a 'mouse click event' route it to the target of the event with the ability associated with the designated 'weapon type/ability'

    im looking for a better way......

    Posted in: Miscellaneous Development
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    posted a message on Centering text?

    Is there an easy way to always auto center text inside Dialogs regardless of it's size.

    Mainly regarding simple singular words that vary in size inside a Dialog.

    So for example you click on a unit to gain its movement speed - Very Slow, Slow, Normal, Fast, Very Fast. I'd want this to always be centered if possible?

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on Monopoly

    Looking awesome, very impressive so far.

    - Have you thought what unit's you'll have for players yet? If memory served Monopoly had - Car, Iron, Boat etc. etc.

    - What's going to be the highest valued places right by the end? The purples one.

    - What are you going to have for the 4 stations?

    Posted in: Project Workplace
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    posted a message on Dialog Button - Casting an Ability?

    Is it possible to make abilities from Dialog Buttons.

    I.e. targetable abilities, such as a random example - Fireball - launches a ball of fire at a target unit dealing 50 damage.

    How can you make the targeting image, if possible?

    Posted in: Miscellaneous Development
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    posted a message on arrayindex_unnderflow ?

    Hey,

    I keep getting this error in game, seemingly caused by of my triggers? What does this actually mean?

    Brief summary of what I'm doing, if it's any help: - For a CardGame map I have a 'virtual hand' of 9 empty card slots. - When drawing cards, it checks each slot individually looking for a empty slot to add a card to. - This works fine, except when I start using cards leaving gaps in between other cards, I suddenly get this error??

    It's a just a basic loop from 0-8 checking a boolean if card slot is available.

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on Uncontrollable Units - Possible?

    Am attempting to make units uncontrollable by the player owner.

    Basically in a cardgame sort of map where players summons numerous units, which then run across to your opponents.

    Is there a simple way of achieving this? Maybe an ability you add onto the units which does this?

    I could use 1 computer player per team if need be to take ownership, but ideally would prefer to maximize the amount of players and also have players actually own the units even without control.

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on Font Size - Text in Dialogs?

    Wow thanks, very helpful, much appreciated.

    Do you know if any of those styles allow you to alter the colors thou, so far I haven't been able to mix style and color?

    Posted in: Miscellaneous Development
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    posted a message on Font Size - Text in Dialogs?

    Thanks guys,

    Does anyone know of a larger one that also retains custom colors?

    All currently seem to be incompatible with any change of color.

    Posted in: Miscellaneous Development
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    posted a message on Font Size - Text in Dialogs?

    Hey, how do you alter text size in Dialogs.

    I've noticed there's an 'edit' button at the bottom left when editing the text. In there you can preview text in different font sizes, but how do you actually get it to apply?

    Alternatively is there simply a font size tag? For colors for example you can just wrap:

    <c val="804040"> </c>

    giving you a brown text.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Labels - A couple of questions

    Last bump

    Posted in: Miscellaneous Development
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    posted a message on Dialog Labels - A couple of questions

    Bump

    Posted in: Miscellaneous Development
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    posted a message on Dialog Labels - A couple of questions

    Hey guys, just had 2 quick questions involving Dialogs, I'm having trouble with:

    1). When you alter the text for a label, I've noticed there is also an 'edit' option down below in the left. In there you can increase the font size of the text amongst other things, but I can never get the changes I make here to actually apply to the text? How do you save it?

    2). If you want a dialog text label to be altered in game, it doesn't happen instantaneous is goes blank then 'types' out the text. I'm fine with this, but how do you alter the speed?

    When I tried out a map from here 'Riley's Micro Olympics', the text is typed out/displayed very quickly line by line. When I alter text labels myself in game, the text is typed out painfully slow. I can't find any options to tweak the speed of this?

    Thanks for any help

    Posted in: Miscellaneous Development
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    posted a message on 'Advanced' Dialog troubleshoot

    Oh yea I'm aware of that as an action, I use it and that's how I modify the text on dialog items.

    But for Condition it's a different story, I can't seem to just get a simple IsDialogText == ''

    Posted in: Miscellaneous Development
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    posted a message on 'Advanced' Dialog troubleshoot
    Quote from SuPa_Link: Go

    Why not make it so that the button has the text. But the image overlays the button. So then you can just use the function DialogItemText();

    That's exactly what I've done, where is this DialogItemText() ?

    I can't find a condition this?

    Posted in: Miscellaneous Development
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    posted a message on 'Advanced' Dialog troubleshoot

    Yea that's how I've done it actually. I have blank buttons that I alter as they becomes a card, changing the text and also placing an image over them. Looking for a simple way to identify what the text is when a guy clicks one of these buttons.

    I think I've thought of a way around it: - There are 8 buttons down below (card slots), I've got stored in a dialog item array per player. - When a card button (empty slot) becomes an actual card and I alter it as necessary I'll also store the text and details of that card in a separate string array variable. - When a guy clicks on one of his cards/button, I'll run a loop checking until I've found which card slot/array slot it actually is. - I'll match that number with the string variable array I stored the details in to find out which card he's actually clicking on. - I should now be able to make a trigger per card as you click on them, making 'something happen'.

    Any better ideas, very open to suggestions :)

    Posted in: Miscellaneous Development
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