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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from Flapjack46: Go

    @Mille25: Go

    There is no question of dialog arrays - the ff13 guy mentioned using that.

    The issue however is that your function to determine when to turn off the dialogs is based off the "used dialog item" function - which basically means, last clicked function, correct? I.E. how would one implement a key stroke for that position - cause technically i never "use" a button, it's simply there for display.

    hm ok, but both events return the triggering player.
    it doesnt really matter if a player presses a button or a key, you can always get this player with "triggering player" and use this for further actions.

    sorry if i dont get your problem, maybe we can start from top again with your current issue :/

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Flapjack46: Go

    even if i cant really follow you, there is no real difference between keyboard controls and a button click. its nearly the same principe. i dont really get what this has to do with the actual question of dialog arrays.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from Flapjack46: Go

    @Mille25: Go

    I would love some examples - My Custom UI completely works, but I find it very inefficient and I 'know' there is a better way. I'm also willing to share my map if you'd like to see :)

    the following example will show you (and all others who want to) how to create a simple dialog that will count the clicks on the dialog button for each player in display them into a label. no dialog/dialog item array needed.

    you can find the map in the attachments.

    at first, you must init the dialog. basically, you do as much init work at map startup as possible to avoid lags during the gameplay. in the game you just use show/hide to display dialogs. in fact, they are always there, but not visible.

    init counterdialog
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Dialog - Create a Modal dialog of size (300, 300) at (0, 0) relative to Center of screen
            Variable - Set CounterDialog.CounterDialog = (Last created dialog)
            Dialog - Set title of (Last created dialog) to "Click"
            ------- Comment
            Dialog - Create a Label for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top with an offset of (0, 75) with the text "0" color set to White text writeout set to false with a writeout duration of 2.0
            Variable - Set CounterDialog.CounterDialogLabel = (Last created dialog item)
            Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Bottom with an offset of (0, 75) setting the tooltip to "" with button text "Add Click" and the hover image set to ""
            Variable - Set CounterDialog.CounterDialogButtonPlus = (Last created dialog item)
            Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Bottom with an offset of (0, 125) setting the tooltip to "" with button text "Remove Click" and the hover image set to ""
            Variable - Set CounterDialog.CounterDialogButtonMinus = (Last created dialog item)
            ------- Comment
            Dialog - Show (Last created dialog) for (All players)
    

    you could also do the init in a seperate function, just do it how you like it best. if you have much UI, i recommend to use records for better overview, like here.

    now you just need to add the trigger that fires if the button gets pressed

    button click

        Events
            Dialog - Any Dialog Item is Clicked by Player Any Player
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == CounterDialog.CounterDialogButtonPlus
                Then
                    Variable - Modify CounterDialog.Count[(Triggering player)]: + 1
                Else
                    Variable - Modify CounterDialog.Count[(Triggering player)]: - 1
            Dialog - Set CounterDialog.CounterDialogLabel text to (Text(CounterDialog.Count[(Triggering player)])) for (Player group((Triggering player)))
    

    as you see, the only array we really need is the integer array, because each player has a different value stored into it, dependig how often he clicked the buttons. the dialog and the dialog item themselfes dont need to be arrays because you can change values for each player seperatly. it also doesnt matter if a lot of players click the same button because only the integer that belongs to the clicking player (triggering player) gets increased.

    for sure this is a very simple example, but with this concept you can do nearly everything.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from Pandaros_Brewmaster: Go

    @Mille25: Go

    when you test your UI with more than 1 player and it fails horribly you can post your apology here because what you are talking about flat out does not work. Video or it did not happen.

    chill, no need to get rude, i just want to help you and others who didnt figure it out yet.
    if you create every dialog/dialog item as an array you will waste a lot of memory, and its really not necessary. if you want i can post some example code later.

    greez

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    sry but thats just wrong.
    you only need one dialog and can change it like you want for every player.

    personally i never needed a dialog array. and i got some custom ui working ~

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    why everybody thinks you have to create a dialog 16 times to make it usable in multiplayer?
    you NEVER need a dialog or dialog button array because of mp.

    Posted in: Project Workplace
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    posted a message on Bank files - Situation report

    For all of you who want to know (nearly) everything about banks that is known atm:

    http://www.hiveworkshop.com/forums/galaxy-editor-help-zone-647/sc2-bank-files-critics-167005/

    im to lazy to summarize all this, but you should really read all posts in there, its really worth it if you are planning bigger projects that will need to store a lot of data in bank files. lets hope blizz will change smth. :)

    greez

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe

    Update 4.6.2010

    Some small changes + MP tests

    hi everyone!
    work still goes quite good. the last days i spent on details and testing.

    you might have noticed, that on some screenshots the chat and msgboxes were to big for the resolution and the expbar was above them:

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=83170&stc=1&d=1275683403

    this bug accured because the dialog system is based on pixels. to avoid this issue i added a new option setting that allows users with smaller screen resolutions to use "small chat and messagebox". this should fix the problem.

    addicionally i added a chat frame to the charlist screen that allows you to chat while looking at your different characters. i also changed the standart ui color from green to blue because i think it looks fresher.

    new screens:

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=83171&stc=1&d=1275683403

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=83172&stc=1&d=1275683403

    addicionally i did some multiplayer testing. the tests turned out VERY good and the bugs were very small and easy to fix. it couldnt have been better. at the moment there can be up to 4 characters for all players together, more isnt possible with the save system at the moment, but at least we could already play a bit! :)

    Posted in: Project Workplace
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    posted a message on Cant publish my map any more

    i found it!

    the difference between the working and non working versions are the players.
    the working versions just have one player set, the other 2 or more.

    dont asc me why but with more then 1 player it doesnt publish any more. seems to be some patch 14 issue, because im 100% sure that i already played it online with another player, so there must have been at least 2 slots.

    Posted in: Miscellaneous Development
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    posted a message on Cant publish my map any more

    @tordecybombo: Go

    nope.

    just tested all my backups... while the backup from 12.5 works, the 13.5 doesnt any more. so since the version of the 13.5 it seems to be f*cked up. but i didnt change anything except for a few triggers ~

    PPS: the change between 12.5 and 13.5 is for example the minimap image, which is 3mb big, so i deleted it but it still doenst upload. anyways, the error changed a bit.

    Posted in: Miscellaneous Development
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    posted a message on Cant publish my map any more

    hello!

    since patch 14 it seems like im not able to publish my map any more.
    the strange thing is, that its not the case for all maps. some maps i can publish, but my main project seems to be bugged. even stranger is the fact, that even my 3 week old main project backup doesnt publish any more (similar error), even if i have published the map around 4 times bevore already.

    the error is not always exactly the same. mostly it fails at "largeimage.dds". but sometimes its also the map header or some strange temp dokument.

    image of error:

    http://img28.imageshack.us/img28/1606/failf.jpg

    this things ive tried already:

    - restarting the editor several times
    - tried small and normal saving
    - logged in and out several times
    - deleted all my published maps to make sure its enaugh space
    - edit the terrain to force it to create a new largeimage.dds
    - adding a new trigger to force him to rewrite map header
    - checked the preferences of editor, the bnet address is correct

    everything failed... i worked on this project since the release of the editor and its very much work in there. i can still edit the map without any problems and also test it in singleplayer. only publishing doesnt work.

    so, what can i do? :(

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe
    Quote from MasterOfPwning: Go

    I just have one question.

    Are you planing to make a way of playing other made maps with your hero with something like there doing with Stargate Galaxies. http://www.sc2mapster.com/maps/stargate-galaxies/

    It just seems like that it would give you unlimited space for the game.

    thats not possible at all, because the other maps would need to have all abilties, units, items and systems that are in my rpg to be able to load a hero.

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    Update!

    Starcraft Universe has its own project page right now! There you can now find some basic infos about the game. :)

    http://www.sc2mapster.com/maps/orpg-starcraft-universe/

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    Update 31.5.2010

    Working talent system

    big update today:
    ive got a working talent system for you!

    the screens and the vid should be quite self explaining, i hope you like it.
    please keep in mind that the talents can change everytime and nothing is final. all shown talents work.

    if you have any suggestions/questions/critics for talents feel free to post!
    If you want to post some ideas for talents i would be very thankful, but always keep in mind that there are no classes so all talents should be useful for each playing style. also keep in mind that talents should be passive.

    video:

    screens:

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82911&stc=1&d=1275311271

    Ingame screens:

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82906&stc=1&d=1275311043

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82907&stc=1&d=1275311043

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82908&stc=1&d=1275311043

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82909&stc=1&d=1275311043

    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=82910&stc=1&d=1275311043

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe
    Quote from gizmachu: Go

    it seems like there are several people/teams making a starcraft version of Wow for sc2, im not complaining tho, i love rpgs :D

    this isnt a wow copy at all. maybe its a bit difficult to find (because my presentation post is outdated) but there will be no classes in this rpg. every hero will be able to learn every spell. if you scroll to the 5+6 pages on hive you can read more about it. Im sorry that its a bit confusing, i really need to update my presentation.

    This looks just like wow set in a starcraft universe, except with worse graphics, holy crap i cant wait to see it done :D

    i got a few questions

    1. in the video demonstrating the xp bar, and attributes etc. your hero was auto attacking when fighting those stalker, will you change that so you have to target and any and such?

    yes this will change.

    2. how will the inventory system work, if there is one, just out of curiosity? (i just like to see all these custom ui things xD)

    im not sure about this yet. im not perfectly happy with the standart sc2 inventory, but creating an own one is quite difficult. i also must keep in mind that i want to create very much items, so it should be easy for me to add new content and it should be as save as possible. i havent looked into this yet, that will be the next step after spells and talents are done.

    3. will there be some kind of crafting system?

    you will be able to buy items with minerals or other ressources.

    4. up to how many players will it be?

    im planning up to 12 players, so 4 for each race at average. all triggers work with 12 players without problems, but i dont know how it will be with lag and other things, so we will see.

    5. on your hive post you said that the races will be hostile w/ each other, but why not impelent a system that would allow players to toggle if they are foes or not between races. For example say you join a game were 5 ppl are protoss, and you and the only zerg, instead of being isolated and alone make it so that they could team up to do something, its just a thought though.

    i dont think protoss like zerg :P

    6. will there be group quests, dungeons,or any kind of puzzles (for example for a quest or dungeon or just a certain area is maze)?

    good question, im thinking about this, too. i think there will be bosses, but no dungeons (because they need to much space on the map and the size is very limited thx blizz) and a lot of pvp content. maybe there will be groups, too. but seriously: who wants trashmobs? world bosses ftw :D

    thanks for your feedback guys!
    i will post all updates on sc2mapster too from now on.

    greez

    Posted in: Project Workplace
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