Unfortunately when I load a portrait I get a strange animation played it's like static, or a web of blue lines. I'm not sure what causes this, I've tried to force the transition off but to no effect.
here's another stupid question, how do you set the portraits to only be displayed to the trigger player? I don't see an option for that in the function.
This has actually helped me a ton so thanks. However I am having some trouble setting the scale. The only function I see that resembles what you're talking about is this:
Actor - Send actor message "SetScale" to main actor of unit No Unit
however since I'm using a unit type, it doesn't really give me an option. Is there another function I should be using?
Have no experience with models or actors, so I'm little confused.
Basically I have a selection screen. I want to display the model to a player when they select the hero. All of the heroes are saved in a record array as unit types.
So how can I retrieve the correct model from the record array, and display to the player?
Hi, I'm trying to figure out how to do a full character portrait (what I mean is display a unit, from top to bottom, zoomed out, and on a dialog). The character selection screen of sotis is my best example.
is there anyway to set the render priority of a dialog? For instance say I have a pull down menu set to dialog 1, that hides/shows dialog 2. Instead of having dialog 2 built on top of dialog 1, I always want dialog 1 to be hovering over dialog 2.
I'm in the process of doing something like this. I think you're correct, I'm using record arrays to store all the items, and then using the unit type of unit function on item carried by triggering unit in slot x function, and comparing it to whatever is in the record. I might post a crude example.
lol in your vid you say to go buy CT if you haven't played it before.
I just want to mention that buying CT will probably run you in the high hundreds of dollars to a thousand. Since you know... they don't make the game anymore (and you have to get it off ebay).
LOL, wat? I assume you're talking about chrono trigger. That game was released twice (on ps and ds). You can find it for maybe 15 on DS. Plus you can also play it as a rom if you look for it.
I have the original game (for snes), it's just a collector item now.
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Hello, I'm playing around with portraits.
Unfortunately when I load a portrait I get a strange animation played it's like static, or a web of blue lines. I'm not sure what causes this, I've tried to force the transition off but to no effect.
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actually might of figured it out, have to use the show portrait, hide the original, and then force it visible.
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@Usernameisntworkingright: Go
here's another stupid question, how do you set the portraits to only be displayed to the trigger player? I don't see an option for that in the function.
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this method worked fine for all the models I tried, except for the archon (it's totally distorted).
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Think I figured it out actually, it was
Actor - Send actor message "SetScale 0.150000" to all actors in actor scope (Actor scope for (Last created portrait))
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This has actually helped me a ton so thanks. However I am having some trouble setting the scale. The only function I see that resembles what you're talking about is this:
Actor - Send actor message "SetScale" to main actor of unit No Unit
however since I'm using a unit type, it doesn't really give me an option. Is there another function I should be using?
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Have no experience with models or actors, so I'm little confused.
Basically I have a selection screen. I want to display the model to a player when they select the hero. All of the heroes are saved in a record array as unit types.
So how can I retrieve the correct model from the record array, and display to the player?
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Hi, I'm trying to figure out how to do a full character portrait (what I mean is display a unit, from top to bottom, zoomed out, and on a dialog). The character selection screen of sotis is my best example.
Can I do this without going to full screen?
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yes, it wasn't a typo (I mean't dialog NOT dialog item). Kinda weird they have a function for dialog items, but not for dialogs eh.
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is there anyway to set the render priority of a dialog? For instance say I have a pull down menu set to dialog 1, that hides/shows dialog 2. Instead of having dialog 2 built on top of dialog 1, I always want dialog 1 to be hovering over dialog 2.
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I'm in the process of doing something like this. I think you're correct, I'm using record arrays to store all the items, and then using the unit type of unit function on item carried by triggering unit in slot x function, and comparing it to whatever is in the record. I might post a crude example.
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Yep, I need to verify every time I use it.
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keep getting mesh error, and the animations won't load.
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LOL, wat? I assume you're talking about chrono trigger. That game was released twice (on ps and ds). You can find it for maybe 15 on DS. Plus you can also play it as a rom if you look for it.
I have the original game (for snes), it's just a collector item now.
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i've got a similar idea, however I'm not doing starcraft. PM and we can talk.