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    posted a message on Custom Minimap??

    @Mille25: Go

    Im interested in a full view map or not full with sidebuttons to scroll. My personal idea is a camera change in a higher perspective and use the buttons to change the position for the camera But i fear it can be nasty because doodads visiblity or something but its a way (a way in my head) ;)

    Posted in: Miscellaneous Development
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    posted a message on Custom Minimap??

    @zeldarules28: Go

    no normal is the image

    border option is forread special border textures you can find in sc2

    is your Dialog the orignal minimapsize also a lot smaller than the map image?

    Picture is german version =/ but so its my solution

    Posted in: Miscellaneous Development
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    posted a message on Custom Minimap??

    @zeldarules28: Go

    for correct coordinates you must modify the variables with *-1 or give a fix start value. Because this usage of Dialogs is very unusual i dont know a easy way to fix coordinates. You can also change the image point ( right , center, left...) in the dialog this will change the result too. I self are always confused with the coordinates, play trial and error, a solution is a matter of time.

    Do you REALLY create an image for a Dialog? No Screen Image with id or so! My Images for a pecific Dialog are automatic cut at the edge.

    See the RED Image over the Portrait? I Have a Dialog in the correct soize of the Portrait 152x152 the border is a second dialog the red Image for this dialog comes from the button but its invisible outside the dialog.

    Posted in: Miscellaneous Development
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    posted a message on Custom Minimap??

    An Image for a specific Dialog is ALWAYS only Visible in the DIALOG Window, over the edge ist automatic invisible.

    With 9 Player i have no experience. My idea is like

    Start a Timer "Refresh" continued 0.1 seconds or so

    Trigger 1

    Event: Whenever Timer "Refresh" elapsed

    action: Create a Modal Dialog with (200,200) right top

    Create a image for Dialog (2000,2000) center of Dialog wit offset (variable x, variable y)

    Hide Background (because its your border and the image will overlap it always for a border make a second Dialog greater than the first)

    Show Dialog (because is standart not visible)

    variable MAP = last created Dialog

    Trigger 2

    Event:

    Whenever Timer "Refresh" elapsed

    action:

    Variable x = position x

    variable y = position y

    modify variable x (mulitplikator must be tested for good start result and correct change)

    modify variable y (mulitplikator must be tested for good start result and correct change)

    by every refresh the position will be refreshed and used are ne new offset, I build with this system HP Bars like "Bossbars"

    Posted in: Miscellaneous Development
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    posted a message on Custom Minimap??

    I think a Minimap without real Enemys etc. ... is very easy.

    Create a Dialog

    Create a Image for this Dialog

    The Image is an Image of your Map

    Because the Image can be greater than the Dialog a change in the offset can change the visible area.

    Make a loop

    check your position coordinates

    modify them to a integer and multiplies when needed and save them in 2 variables

    use the variables as the offset coordinates of the image

    destroy the dialog

    create the dialog

    voila visible area has changes

    100% simply Triggereditor =)

    Posted in: Miscellaneous Development
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    posted a message on Unit Selection

    @OneSoga: Go

    And exact with this "triggering unit" i have my porblems. My Map ignore all imput with "any unit" "selected unit" "clicked unit" etc. ... i find no way

    Trigger 1 Event : Unit Selection "any unit" is selected ..... action: Variable save (unit) = triggering unit

    Trigger 2 Event: timer x action: Variable HP = (variable save ( HP Percent)) .... ....

    My Problem is i iave changes the variables any unit selected unit etc. ... but nothing work i cant figure out a way to mark a non specific unit, when i work with [wbf position x, position y) it works well but so, no idea. How can i create a normal refreshing Target info window?

    Posted in: Triggers
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    posted a message on Unit Selection

    I cry! It can not so heavy but i think now way to select a non specific unit, mark this unit, and make a TRiggerquestion who says the % Health of the selected unit. How can i handle many units with one command? When i give not any unit or trigger unit and give a speciic unit the place it function wonderful but so. Its a simple normal Targetframe...

    Posted in: Triggers
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    posted a message on Unit Selection

    I have problem with Unit Selection. How can a Trigger works with an ANY Unit. Trigger with a specific Unit [wbf 23.55 45.00] etc. works well but how can i create a Trigger for all Units like a Target switch. My work with selected or trigger unit dont work imo?

    Event any unit

    action variable (real) = (any unit)( hitpoint percent)

    etc. ... i need a target =/ can somebody help me?

    How can "Any Unit" become a specific Unit because of a Mouseclick because the commandline works with a specific unit well but not with any unit. I can not Build a x Triggers for x units =/

    Posted in: Triggers
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    posted a message on [Trigger] Dialogsystem Workarounds

    Okay I upload my Interface Testmap. Its 100% Triggereditor with many spontaneous ideas so its not really clean and some solutions can be easier reached (i think). I use the german Editor so i have no idea that all thinks work with the english version. The standart game ui is necessary because without i have no attack option in this version, ignore it. Use the Attack Button and Hurt your comrades!

    Posted in: Tutorials
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    posted a message on [Trigger] Dialogsystem Workarounds

    @s3rius: Go

    My Portraits are the achievment pics. They are static without animation but its okay for me. Under achievment you find 3 sheets with 6x6 pics. I use a Dialog 152x152 and the original picture size as image for this dialog to make only the pictue of my choice visible. The blue borders are from ui_battlenet stuff.

    Posted in: Tutorials
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    posted a message on [Trigger] Dialogsystem Workarounds

    Hello everyone, sorry my english is not so good because im german. I will tell you a few options with the Dialog System to make a unique Interface. Screen Images and Buttons with a specific ID outside, the most people will work with Dialog and Dialog Items.

    Dialogs are like a stack of gamecards every new created Dialog is on the Top. You can destroy every Dialog in every position of the stack seperat but new creating dialogs are always on the top. Its not very important when you plan a Dialogsystem without destroy commands but with it you must have the new stack position in the head.

    For dont disturbing the stack order you can show/hide Dialogs, the problem is that this command dont refresh the Information. When you change the information in the Dialog (not the position because we have a move order) you must destroy the Dialog and recreate it.

    You need a move animation for you Dialog because the move command teleport the dialog? No problem, a simple way is to use timers. Build a Trigger with the event of a loop timer and the action modifiy variable (x and y) and put the two variables in the coordinates for a move command. Every time the timer reached zero your variables are modified and the modified variables are the new move coordinates. A new Move Action in the loop trigger and the Dialog of your choice moves in the speed of your choice over the screen. The same commands you can use for screen images, sizes etc... You can create easy flash like movies.

    Starcraft2 have a good textures but the size is often not okay and you only need a piece of the image? Create a Dialog with the image size of your choice (like 152,152 achievmentpic ). Give the Dialog a image ( 912,912 because achievmentpics have 36 chars on a sheet) now you can play with the offset and move the big picture but its only in the Dialog Box (152,152) visible. With resize the image you can shrink or increase the image.

    You need a HP Bar like Baldurs Gate (red color in the char portrait)? No problem create a Dialog with the size of the portrait icon (152x152 in my case). Because i used a achievment pic sheet i cant use a borderline. The border must be a seperate Dialog in my example.

    Think on the stack order is the first law.

    Now i create a second image with a transparent red texture (a red borderline in my example) to the Portrait Dialog and put the image with the offset outsight at the bottom. The Y coordinate is a variable (Integer), Dialog coordinates are always Integer, no real numbers.

    Create Trigger event = Unit X HP percent Change action= Variable (real)= HP percent Unit X modify Variable(real) *1.52 (because i have 152pixel but only 100% ;) ) Variable Integer = (integer (variable real)) (transform real to integer)

    (sometimes you need a second modifyer with a +/- value because you need a start value or the defference etc. because of your anchor or the texture have a transparent border, the correct values for the modifier are a little tricky and often trial and error)

    Now destroy and create command for the portrait Dialog, you dont see flicker but the HP Value work. Test it. Dont use Dialog Items like Buttons in the destroyed Dialog because the destroying interupt the push animation etc. ... In my example i have a seperat Dialog under the portrait Dialog for the border so its no problem.

    I hope the tutorial was not so bad because of my grammar =/

    (the normal game ui is needed for the attack command to dmg my own unit =P )

    Posted in: Tutorials
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    posted a message on Eye Candy please

    @Sixen: Go

    I hide the normal game interface and Build with Dialog/dialogitem/images etc. ... all from the bottom self. Its not the perfect way but all without data and scripting editor. The Dialog System is very easy to use and with good work arounds you have good results. I finished my HP and Energy Bar and the result is nice, better than the ugly bossbar.

    the game standart game ui is visible because without i have no attack option and cant damag my unit ;P

    Posted in: General Chat
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    posted a message on Eye Candy please

    Yes like this. the HP are over the Charportrait with a transparent red layer. Like Baldurs Gate. When Dmg taken the layer comes form the button. But i search in the moment for a good workaround for % HP and the dialogportraitsize. Is your solution trigger editor only or with data/scripts based?

    in my trigger

    event unit x becomes dmg

    action variable (x)=integer (damage imput)

    ----------- edit: args is so simple, okay i have it =) my trigger is wrong, event hp (percent) etc. .. i love the galxy editor =D

    Posted in: General Chat
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    posted a message on Eye Candy please

    In work on a Sidestory in the SC Universe with noname Characters. The original Campaign give me enough "fluff" to give the world a history. Because the normal Bossbar is ugly i work on another solution. The momentan Design is ui_battlenet and planetpanel stuff. Yes its no standart zerg/terran/protoss design because its hard to find good lean frame. //img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" rel="noopener nofollow" target="_blank">http://img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" alt="example" title="example">

    Posted in: General Chat
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    posted a message on Eye Candy please

    I will not speak badly about some projects, the most work is often the mechanic in the background. But please make your Games or Demos better looking. The Galaxy Editor have alot Frames, bars, Borders etc. ... Please dont use always the Standart Textures for all Dialogs and Dialogitems. Many Games here are fantastic but the Design is terrible and not appealing.

    So when you have enough time, work on the Style.

    Posted in: General Chat
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