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    posted a message on [Library] Hero Selection v3.0.1 Final

    Hm no, all players are given the hero selection. Only Active Users (taken player slots) may actually spawn

    Honestly I wasn't planning on adding something like that. Only use I can see for it is something competitive with spectators

    You can however edit the library to do this, won't be that hard... the code is heavily commented

    Posted in: Trigger Libraries & Scripts
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    posted a message on Just for fun - Photoshopping

    Cute :)

    Posted in: General Chat
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    posted a message on Scaling Resolution

    @Mogranlocky: Go

    The few pixels might be that you use 1900 instead of 1920?

    Posted in: Miscellaneous Development
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    posted a message on Scaling Resolution

    Hey, I just figured out the following and it would be nice if someone could test this theory (works for me)

    Since we can't see what resolution the user has, I think this is the way to go:

    Simply assume 1920x1200 is the 100% resolution - on a lower resolution, a dialog of 1920x1200 = full-screen (yes that makes sense on a smaller screen)

    However - if you set a dialog to, for example, 1024x768, and put your screen resolution on 1024x768 - it WON'T be full screen... in fact it will be the size scaled to a 1920x1200 screen.

    So if you guys could confirm this theory for me, and especially try with a higher resolution than 1920x1200

    Posted in: Miscellaneous Development
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Yes, the trigger will fire once when the event = true. If conditions are not met, the event does not continue (unless called with Run Trigger and set to Ignore Conditions)

    I would have made a custom Event so you can simply add stuff in a trigger and it would happen immediately when the hero pick is complete with conditions, but sadly its not possible to make a custom Event currently (it is implemented in the editor but extremely vague and requires galaxy code, of which i cant see how blizzard made their events)

    Posted in: Trigger Libraries & Scripts
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    posted a message on Fade dialog item and Set portrait tint color actions do nothing

    Be more specific

    Fade dialog item works fine for me

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Library] Hero Selection v3.0.1 Final

    @Rendarg: Go

    Test 'Is Hero Pick Complete' and it seems to work fine for me...

    I just made an event that fires every 1 second with that condition and it works.

        Events
            Timer - Every 1.0 seconds of Real Time
        Local Variables
        Conditions
            (Is Hero Picking Complete) == true
        Actions
            UI - Display "Test" for (All players) to Subtitle area
    
    Posted in: Trigger Libraries & Scripts
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    posted a message on Proof that the Popularity system is not the main issue..

    Duh, it's the maps people know and like but that doesn't mean there aren't more (or better) maps that are on another page than the first...

    So yea, popularity system is broken and that is the issue here too

    Posted in: General Chat
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    posted a message on Objectives / UI Question

    Use UI - Show/Hide UI Frame

    You can selectively hide parts of the UI

    Posted in: Galaxy Scripting
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    posted a message on Pretty stupid question

    You'll have to make something yourself, being creative with triggers. It's not really that hard

    Just create an event when unit enters a region (the region being a tiny region next to a quest giver). Then make it show dialogs with quest text, enable the trigger that allows you to complete the quest. Then if you enter the same region as you first started, it checks for a variable whether the quest objective was completed - if so, give reward and end quest dialog text.

    You can be creative and do anything with triggers like that

    Posted in: Galaxy Scripting
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Strange, I was sure I hid those... well the current version in development definitely hides them (just update tomorrow )

    Try changing Angle of Attack on the camera instead of height, there are also more settings you can try that are currently not used

    I'll test the condition some more now

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Nice to see it in action :)

    And I can see at the option icons (next to the clock) that the Spawn Immediately option is set to false - that's why you still had to wait for the timer

    Also you made the hole for the camera - in the Action 'Create Circle Hero Selection' there are some camera settings you can play with instead, you'll see them in there

    For the next and final version, I'll actually be removing the distance option (although it is already hidden right now) and calculate the optimal distance based on amount of heroes... So you could still edit that of course but I think considering a bigger room would be easier :)

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Yes they do, it was actually part of my testing procedure and I did not remove them...

    Next version (final) already has them removed, as a workaround until then you can do this:

    1. Go into the library
    2. Inside the triggers 'End - Hero Pick Complete' and 'Spawn Players'
      1. Remove the line 'Controller of Picked Player = Computer'
      2. Make sure And / Or conditions are still correct

    Easier to wait 1 or 2 days for the final version probably

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Update

    v2.3 released

    Changelog

    v2.3

    • Custom UI
      • Custom clock
      • 10s warning is now a flashing clock
      • Secret/unavailable units now have a colored icon
    • Skin color scheme support
    • Cloaked units get Cloaking Surpressed behavior
    • Flying units get their height lowered to be on screen

    Download

    Latest version can always be found in the files section of the project page.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Dialog based Inventory

    Have not actually used mouse pointer yet so it was just a wild suggestion :P

    But I guess the best, working, alternative would be something like a dialog with its icon next to the bag at a static position

    Posted in: Trigger Libraries & Scripts
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