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
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)
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
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 :)
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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
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Cute :)
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@Mogranlocky: Go
The few pixels might be that you use 1900 instead of 1920?
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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
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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)
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Be more specific
Fade dialog item works fine for me
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@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.
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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
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Use UI - Show/Hide UI Frame
You can selectively hide parts of the UI
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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
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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
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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 :)
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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:
Easier to wait 1 or 2 days for the final version probably
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Update
v2.3 released
Changelog
v2.3
Download
Latest version can always be found in the files section of the project page.
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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