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    posted a message on Trigger questions
    Quote from StragusMapster: Go

    you could either randomize an array of starting location numbers and assign the values in order

    The only way I could figure out to do this is to make a random number 1-8 and assign my 1st of 8 spots to whatever the number is, then go in order and restart at 1 when it hits 8. So for example, if the number's 3:
    spot 1 - 3
    spot 2 - 4
    etc etc etc
    spot 6 - 8
    spot 7 - 1
    spot 8 - 2

    and then just assign each player in order of the Right number above, in the order that they click the ready button
    Is that random enough or would that not work?

    Posted in: Triggers
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    posted a message on Trigger questions

    OHHHH okay, well that (kinda) makes sense! Just tested it and it worked ^^

    Posted in: Triggers
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    posted a message on Trigger questions

    I'll try that and see how it works for assigning starting points :)

    Still need to know how to set a dialog item (button)'s rollover image

    I don't see "Name of player" but i tried "Handle of player" to no success. I'm obviously player 1 when i test my maps (color is red) but it didn't show anything for handle of player 1

    Posted in: Triggers
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    posted a message on Trigger questions

    I set the dialog item image to blank, but can't find where to set its rollover image?

    Setting a random integer works fine now, didn't know i had to SET one which is why i was confused
    If i set a random int "BETWEEN 1 and 8" does that mean it could possibly be 1 and 8 or it will be 2-7?

    My map has 12 "maps" in it (8 identical Player vs CPU maps and 4 1v1 maps). Players have the choice to choose between Boot Camp and 1v1, but if they choose 1v1 I want to randomly be assigned to one of the 4 1v1 maps. What I'm doing for the first time someone is assigned is to set the random integer as 1-8, then use that to determine which of the 8 starting points (2 per 1v1 map) the player is assigned to. However, AFTER that, when the other (up to) 7 players are assigned spots, i can't figure out a way to do this! I'd like to have just one trigger and say "if the chosen starting position is already taken, reassign a random integer and return to the top of the trigger" but there's no "return to the top of the trigger" and if i "run trigger" it seems like it'd go haywire because once it runs itself again (if it can even do that) it'll go back and finish its other runthrough..

    How do you get a player's name? I'm trying to get something like this (top left corner of the screen with the colored bars)
    example

    Posted in: Triggers
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    posted a message on Trigger questions

    7. I'm trying to make a pulldown dialog for players to choose their color (exactly the same as in the Blizzard DOTA trailer video) but this is my first time using a pulldown. How do you do a trigger for when an item on the list is selected? How do you show the image with the color on it (like at 0:37 in the DOTA trailer)

    Quote from StragusMapster: Go

    1. I believe you can get clicks on any dialog items, not just buttons. If you want a clickable text item, create a text item.

    Just tried this with a label and it didn't work :/

    Quote from StragusMapster: Go

    2. You can create your own styles (search forums for that), and each style can take a custom font=X value. You can probably add extra fonts ( Open Type Fonts, .otf ) though I haven't tried.

    Thanks, i'll look into that!

    Quote from StragusMapster: Go

    3.I assume you already know about tooltips, and you want something fancier. You could probably use the Mouse Moved trigger event, though if you do so, really turn off that trigger whenever you don't need the event. It generates a lot of traffic. It will also go through the battle.net latency.

    Tooltip isn't what I meant, but I think i figured out what to do - I forgot "Dialog item used" isn't JUST clicked (there's mouse enters/exits the item)

    Quote from StragusMapster: Go

    5. Assign a random number to an integer variable. "Random Integer" : RandomInt().

    Can you elaborate on this? I searched "random" several times in the trigger editor and only found the seed thing, so I don't really know what youre talking about here

    Quote from StragusMapster: Go

    6. There are a lot of dialog borders to pick from. Browse the included textures starting with the prefix ui_ (user interface).

    I just looked through a lot of the stuff on this list and while theres a lot for borders and edges and what not, they all seem to be PART of an image, so if i just set one as a dialog's background it looks really raunchy..

    Posted in: Triggers
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    posted a message on Trigger questions

    1. Is there a way to make a dialog button with JUST the words rather than the square with words in it? Kinda like how you can hide a dialog's background to show an item without showing the dialog window itself

    2. Is there a way to set text FONT rather than the whole style?

    3. Is there a way to make a trigger for when a dialog button is MOUSED OVER? i want to show the stats for a unit (set a string in a label) when the button used to select a unit is moused over

    4. Is there a way to set a dialog item (button or label, specifically) background image?

    5. How do you generate a random number in the trigger editor? I want to randomly assign players to specific points (making a project with several maps in it, and want it to be random which one they play on)\

    6. Not a trigger question, but if you know of any asset/mod with custom images/borders for dialogs please post a link. Or is there more than the default ones already loaded in the editor?

    Posted in: Triggers
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    posted a message on Best way(s) to make a hexagonal board?
    Quote from DrSuperEvil: Go

    Alter the scale of the Hextile terrain? Or convert it into a normal map for creep which covers the globe giving the hexagonal outline and having a 0 opacity diffuse?

    What does this mean? As far as I know the Galaxy Editor has no hexagonal terrain tools period

    Posted in: Miscellaneous Development
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    posted a message on Best way(s) to make a hexagonal board?

    I'm about to start making a turn-based custom game, which is played on a hexagonal board rather than squares. Is there any good way to do this? The only way I can think of is to use doodads such as the protoss beam lines and just copy/past them a million times. However if theres a better way than this, I'd love to know. I'd also love to be able to use the cliff tool with the hexagon shape rather than having to use the mountain tool and just make it a smooth top

    Posted in: Miscellaneous Development
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    posted a message on Need help designing a custom Dialog

    It's been a while since I played D2, but if I understand correctly, this is pretty simple to do.  Here's my idea:

    -Make a dialog of course
    -Make integer variables for each stat (str, agi, etc), check the "array" box and for the size number, put the number of characters you want to change stats for
    -On the dialog, do this for each stat:
    Label: (combination string: "Strength: " + "(convert int to string (strength))") then put two buttons next to the label with a + and - on them.  Disable the - unless the player has put in more stats and not saved them yet

    Posted in: Map Suggestions/Requests
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    posted a message on World of Starcraft: Arenas, need skill ideas

    any actual suggestions? ..

    Posted in: Map Feedback
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    posted a message on World of Starcraft: Arenas, need skill ideas
    Quote from Shawn91210: Go

    First thing I would suggest is that you NOT name this World of Starcraft. Blizzard has a problem with that. ^.^

    I'm not in the actual map, but it's the shortest/easiest way to give the general idea of it. WoW-based PvP with Starcraft Units

    Posted in: Map Feedback
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    posted a message on World of Starcraft: Arenas, need skill ideas

    I'm making a map based off of Arena PvP in World of Warcraft (2v2, 3v3, and 5v5) with Free For All and Capture the Flag modes. Rather than WoW classes, I'm using Starcraft units. I need some suggestions on units' skills but feel free to suggest any change you think of. Here's the map details:
    4 units per race:
    Protoss: Zealot, High Templar, Dark Templar, and Stalker
    Terran: Marine, Ghost, Reaper, Viking
    Zerg: Zergling, Hydra, Infestor, Queen

    Players fight each other, gaining experience towards leveling up (to a small number, probably max out at 10). Units start off with 2 active skills and unlock the rest as they level up. In 2v2, 3v3, and 5v5, the first team to have all members reach the max lvl wins. In FFA, the first player to hit it wins. In CTF the first team to capture the flag x times wins.
    Winning a game grants a second type of experience which goes towards "rank" instead of level. Your RANK is saved from map to map, but your level and everything else resets after each game. Hitting higher ranks unlocks things such as color choice, map choice, etc.

    -As of right now, every unit has 10 skills: 6 Active Unit-Specific, 1 Passive Unit-Specific, 2 Race-specific, and 1 worker.
    -'m giving every unit one special skill, which for all units except viking and queen, are either "summon" or "transform" for a short time
    So that leaves at least 5 active skills per unit (i'm not entirely sure 6 active skills is enough. what do yall think?

    Here's my current ideas for each unit's skills:
    Workers: Start building a structure which, if completed, can be used to create computer-controlled units to help you fight

    Protoss:
    -Racial 1: Mothership - Summon for a short time. Doesn't attack but gives several non-damaging effects like in real Starcraft
    -Racial 2: Warp Prism - Summon, lasts until killed. AoE effect that gives you a buff and CC's enemies while inside the AoE
    Zealot:
    -Charge at the player, slowing them by 50% and freeing yourself of any movement impairing effects.
    -Whirlwind
    -Stun the enemy for 3 seconds
    -Summon a Sentry for a short time
    Dark Templar:
    -Teleport behind the target and hit them for x damage
    -Stealth (mid-long CD) works in combat
    -Strong attack, requires Stealth
    -Turn into a dark archon for a short time
    High Templar
    -Heal
    -AoE that damages and Dot's all in range
    -normal casting spell (shadowbolt)
    -Immobilize enemies around (frost nova) but give them a small buff
    -Turn into an Archon for a short time
    -Increase casting time and damage dealt by 100%
    Stalker
    -Teleport
    -Shoot (normal Stalker attack)
    -Turn into a colossus for a short time
    -Shoot for more damage and a dot (mid-long CD)
    -Slow the enemy
    -Make yourself immobile but increase damage

    Terran
    -raven: ???
    -thor: summon for a short time and wreaks havoc
    -scv (if used after level x, can be upgraded to a mule for x more energy, which gives more health and builds slightly faster)
    -Marine
    -Call a Marauder for a short time
    -Use a stim pack, increasing health by 50% but decreasing damage dealt by 20% for 10 seconds -Hold your stance and lay into the enemy, causing 100% extra damage but leaving yourself vulnerable (+33% damage taken)
    -Ghost
    -Call a nuke (mid-long cast, long CD)
    -Normal shot, no cast time
    -Take aim and shoot the enemy in a vital spot (cast time, strong shot)
    -Call a Siege tank for a short time (can make it switch between normal and siege mode)
    Reaper
    -Call a Hellion for a short time
    -Increase movement speed for a short time
    -Lay mines, which the enemy can see for 2 seconds after you lay, but then become invisible
    Viking
    -Transform into flight form (Walking mode = melee, flying = ranged) (flying still stays at same height as other units)
    -shoot (req. flying)
    -slow enemies (req flying)
    -normal melee attack (req walking)
    -DoT (req. walking)

    Zerg
    -Ultralisk: summon for a short time and wreaks havoc
    -overlord: While your overlord watches down on your performance, you become more confidant, increasing damage done by 10%. Range x, duration x.
    Zergling
    -Summon some banelings
    -Increase attack speed by 50% for x seconds
    -Call for a second Zergling to come help you
    -Roar, scaring away all enemies close to you
    Hydra
    -Transform into a lurker (you control) for a short time (low aoe damage)
    -Spit acid, damaging your opponent and slowing them
    -Spit acid, damaging your opponent and giving them a separate DoT
    -Melee attack
    Infestor
    -Summon a Roach for a short time
    -Summon a cloud of smoke, confusing enemies in it and forcing them to lose their target and vision for 2 seconds
    -Infest the target unit, forcing it to choose between fighting for you and for its friends (will run back and forth attacking everyone) for x seconds
    -heal
    Queen
    -The ground you walk on becomes infested with creep for x seconds, increasing your movement speed by 100% and decreasing non-zerg units' movement speed by 50%
    -Lay down a creep pore which slowly generates more creep until killed (5 hp). This creep deals a stacking, weak DoT to enemy non-zerg units
    -Summon larvae to heal you for a short time
    -Summon (those creatures that spawn when a zerg building is destroyed) to fight with you for a short time
    -Normal, mid-ranged melee attack

    Posted in: Map Feedback
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    posted a message on A few trigger questions

    Lock Game View Settings is off. I can still see all my regions and points, but not the cameras

    Posted in: Triggers
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    posted a message on A few trigger questions
    Quote from ctccromer: Go

    6.My WASD movement is set up so that W moves the unit forward based on the camera yaw.Because of that, Camera Mouse Rotation makes it work like holding down the RIGHT mouse button in WoW (as the camera turns, so does the character).Is there a way to turn the camera while the LEFT mouse button is held down that won't effect my WASD movement, or do I have to completely redo it?

    7.How do I get the player's Bnet name so I can put it in a string? I've been using "(Handle of Player #)" but I don't know if that's working right or not..

    8.Is there a way to put two boss bar values together neatly?For example, Health and mana/energy in WoW are not two separate rectangles, but two separate amounts on ONE unit frame

    9. How do you set the unit state specific to ONE PLAYER? I'm setting it so that while mouse-camera-rotation is on, the player's unit is unselectable, that way it doesnt look weird since the unit is always centered on the screen, as is the mouse in camera rotation. However other players need to still be able to select the unit even while the unit's player is using mouse-camera rotation

    10. How do I see the cameras in the editor? I have them all set to "yes" under Visible, but theyre still not showin up.. (the triggers work fine though)

    Posted in: Triggers
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    posted a message on A few trigger questions

    Thanks for all the answers so far, things are coming along great!

    5.  How do you turn off a unit's highlightability (player specific) via triggers?

    6.  My WASD movement is set up so that W moves the unit forward based on the camera yaw.  Because of that, Camera Mouse Rotation makes it work like holding down the RIGHT mouse button in WoW (as the camera turns, so does the character).  Is there a way to turn the camera while the LEFT mouse button is held down that won't effect my WASD movement, or do I have to completely redo it?

    7.  How do I get the player's Bnet name so I can put it in a string?  I've been using "(Handle of Player #)" but I don't know if that's working right or not..

    8.  Is there a way to put two boss bar values together neatly?  For example, Health and mana/energy in WoW are not two separate rectangles, but two separate amounts on ONE unit frame

    Posted in: Triggers
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