Any ideas how to do this?
Quick explanation: unit targeted ability, 1 button/hotkey click - acts like normal unit target ability
but when u press ability button/hotkey 2 times quicky - it automatically casts on selected unit
ur problem with button 10 is because you shouldnt use full path in fullpathed frame
you have to do like this
<frame name='root/sub/sub/name'>
<frame name='name'></frame>
</frame>
so just remove path in command button name
as for others:
<Frametype="CommandPanel"name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel"file="GameUI"><!-- so we set 5th button right under 1st button--><Frametype="CommandButton"name="CommandButton04"template="CommandButton/CommandButtonTemplate"><Anchorside="Top"relative="$parent/CommandButton00"pos="Max"offset="#CommandButtonGap"/><Anchorside="Left"relative="$parent"pos="Min"offset="0"/></Frame><!-- then we rewrite 6th (new row) button to contrinue our 2nd row --><Frametype="CommandButton"name="CommandButton05"template="CommandButton/CommandButtonTemplate"><Anchorside="Top"relative="$parent/CommandButton04"pos="Min"offset="0"/><Anchorside="Left"relative="$parent/CommandButton04"pos="Max"offset="#CommandButtonGap"/></Frame><!-- then we move 9 and 10 somewhere else --><Frametype="CommandButton"name="CommandButton08"template="CommandButton/CommandButtonTemplate"><Anchorside="Top"relative="$parent/$parent/blabla"pos="Min"offset="0"/><Anchorside="Left"relative="$parent/$parent/blabla"pos="Max"offset="0"/></Frame><Frametype="CommandButton"name="CommandButton09"template="CommandButton/CommandButtonTemplate"><Anchorside="Top"relative="$parent/$parent/blabla"pos="Min"offset="0"/><Anchorside="Left"relative="$parent/$parent/blabla"pos="Max"offset="0"/></Frame><!-- and unbind 11 for hiding --><Frametype="CommandButton"name="CommandButton10"template="CommandButton/CommandButtonTemplate"><Anchorside="Top"relative="$parent"pos="Min"offset="over9000"/><Anchorside="Left"relative="$parent"pos="Max"offset="over9000"/></Frame></Frame>
well, this is your long awaited answer :P (found this thread through google)
1) unit-creator should apply killing behavior through effect (lets call it APPLYEFFECT) to his child
2) in killing behavior u should add validator that disables that killing
3) validator should be UnitFilter with parameters:
Validator:Filter: dead:required (so it allow behavior if unit is dead)
Validator:Unit+: APPLYEFFECT : Caster <= that specifies which unit should be dead for killing mechanism activation
uhm, 1st - try to play as player 2 in editor (just set player 1 = computer)
2nd - i think your orb is trigger based, so how about to copy blue orb code to test map and upload here?
this low-res screenshots are hard to understand what bug you are facing with
i think it's just because no one have idea how to make RTS (only blizzard close to this)
modern RTSes flaws:
1) bad graphics (atmosphere)
its very important, since all good games have it.
i dont mean its about effects per pixel, but graphics should feel not like "yeah we opened 3d editor and made some"
minecraft is a good example, because its gfx is feel natural. Starcraft 1, Quake, Doom, Half-Life had SICK gfx when they were released
so every modern RTS (except sc2) i saw have high poly 3D models, cool textures - but it still looks like "we've opened 3d editor, put >9000 polygons and added 1337 effects, here's da gfx"
2) bad controls (responce)
if you've played many RTSes, you will notice that many of them dont give you feeling where you control selected unit (again, starcraft 2 is an exception)
as a Starcraft 2 Master League player, i've tried to do attack move "marine dance" in warhammer 40k - no way, units didnt listen to me
so if you give order to unit - he should make response immediately, not only "yes sir", but also immediately do something
as i remember, Supreme Commander also dont give you feeling of controlling unit, they're just too slow for respond
huhh, im sorry for my english, i wish i'll learn it enough for writing full article about modern RTSes
so other flaws is:
3) bad balance or no balance at all
4) bad physics (why the f..k in 2013 "terramorphing" is a sooo rare feature? why i cant make my own units from my enemy corpses (and their' corpses even disappear!))
here is + of CoH - game where i saw that my units can cover behind my dead tank
so main idea for my message is - you make slow non-atmospheric RTS with not interesting base construction (and not nessesary) with little possibilities (WTF, u can only use units as u've been said - you cant block tank with spy, you cant fire with rifles into air in WW2 games) with bad setting (future robots, WW2 or low-poly totalwars) and then you say its a niche? yes it is, just because you dont have an idea how to make a really good interesting RTS
so i believe its just not time for an RTS, but they will return
Hey, i've made options for setup custom hotkeys for my map (trigger based), and all works fine, but the problem is grid hotkey users
so my question - is it possible to disable grid hotkeys and force them to normal ones, and if not - is it possible to detect those who use grid layout?
Well, patch is out, and after i did all UI for my map a week ago - now its completely broken
so i wanna do a little FAQ:
Q: What is replacement for $this value for disabling anchors? (figured out that its not working anymore) A: $this is "working fine, but it throws a warning for some reason"
For hiding errors check Helral's post below
Q: Is there any way to overwrite width value for auto? A: set it to 0
and a few questions that have been answered:
Q: remove new "helpful" UI ability pointers and reveal the buttons below A: Remove with trigger "Override Player Option"
0
I'd prefer use a missile unit and do all calibrations/movements with it, though it breaks your simple effect system...
0
Any ideas how to do this? Quick explanation: unit targeted ability, 1 button/hotkey click - acts like normal unit target ability but when u press ability button/hotkey 2 times quicky - it automatically casts on selected unit
0
trigger 1:
denaka entered region
action: set CLUSTER EXIST = true
trigger 2:
denaka dies
condisions: CLUSTER EXIST == true
action: respawn
ofc i assume you have created CLUSTER EXIST boolean variable first
0
thanks, thats better than check all forums individually! awesome
0
Hey everyone, i'd like to see page with my forums messages or (better) with list of threads where i posted a msg, sorted by lastpost
is such thing exist in this forum? if no - how do you check answers for your posts?
i was able to find only "mark as read", but this seems hard to use for me
0
ur problem with button 10 is because you shouldnt use full path in fullpathed frame you have to do like this <frame name='root/sub/sub/name'> <frame name='name'></frame> </frame> so just remove path in command button name
as for others:
0
well, this is your long awaited answer :P (found this thread through google)
1) unit-creator should apply killing behavior through effect (lets call it APPLYEFFECT) to his child 2) in killing behavior u should add validator that disables that killing 3) validator should be UnitFilter with parameters: Validator:Filter: dead:required (so it allow behavior if unit is dead) Validator:Unit+: APPLYEFFECT : Caster <= that specifies which unit should be dead for killing mechanism activation
0
bump!
0
uhm, 1st - try to play as player 2 in editor (just set player 1 = computer)
2nd - i think your orb is trigger based, so how about to copy blue orb code to test map and upload here? this low-res screenshots are hard to understand what bug you are facing with
0
i think it's just because no one have idea how to make RTS (only blizzard close to this)
modern RTSes flaws: 1) bad graphics (atmosphere) its very important, since all good games have it. i dont mean its about effects per pixel, but graphics should feel not like "yeah we opened 3d editor and made some" minecraft is a good example, because its gfx is feel natural. Starcraft 1, Quake, Doom, Half-Life had SICK gfx when they were released
CoH and starcraft 2 also have good gfx (i was shocked when i saw how bullets deplete protoss sheild and then start to hit actual model) how check this, its RUSE: http://cdn.steampowered.com/v/gfx/apps/21970/ss_0542fd543a0adc55d68c6a6e6f337ee7ba26dc20.1920x1080.jpg like... WTF? you think this flat map with bad textures and low poly models is good? NO!
so every modern RTS (except sc2) i saw have high poly 3D models, cool textures - but it still looks like "we've opened 3d editor, put >9000 polygons and added 1337 effects, here's da gfx"
2) bad controls (responce) if you've played many RTSes, you will notice that many of them dont give you feeling where you control selected unit (again, starcraft 2 is an exception) as a Starcraft 2 Master League player, i've tried to do attack move "marine dance" in warhammer 40k - no way, units didnt listen to me so if you give order to unit - he should make response immediately, not only "yes sir", but also immediately do something as i remember, Supreme Commander also dont give you feeling of controlling unit, they're just too slow for respond
huhh, im sorry for my english, i wish i'll learn it enough for writing full article about modern RTSes
so other flaws is: 3) bad balance or no balance at all 4) bad physics (why the f..k in 2013 "terramorphing" is a sooo rare feature? why i cant make my own units from my enemy corpses (and their' corpses even disappear!)) here is + of CoH - game where i saw that my units can cover behind my dead tank
so main idea for my message is - you make slow non-atmospheric RTS with not interesting base construction (and not nessesary) with little possibilities (WTF, u can only use units as u've been said - you cant block tank with spy, you cant fire with rifles into air in WW2 games) with bad setting (future robots, WW2 or low-poly totalwars) and then you say its a niche? yes it is, just because you dont have an idea how to make a really good interesting RTS
so i believe its just not time for an RTS, but they will return
as a good example - planetary annihilation http://www.kickstarter.com/projects/659943965/planetary-annihilation-a-next-generation-rts
0
@Bilxor: Go
i checked options, but not found "override (hotkey layout) for player (player)"
0
Hey, i've made options for setup custom hotkeys for my map (trigger based), and all works fine, but the problem is grid hotkey users
so my question - is it possible to disable grid hotkeys and force them to normal ones, and if not - is it possible to detect those who use grid layout?
0
Well, patch is out, and after i did all UI for my map a week ago - now its completely broken
so i wanna do a little FAQ:
Q: What is replacement for $this value for disabling anchors? (figured out that its not working anymore)
A: $this is "working fine, but it throws a warning for some reason"
For hiding errors check Helral's post below
Q: Is there any way to overwrite width value for auto?
A: set it to 0
and a few questions that have been answered:
Q: remove new "helpful" UI ability pointers and reveal the buttons below
A: Remove with trigger "Override Player Option"
Q: Remove Black Bar at bottom
A: Code is:
thanks to Ahli for useful post below ♥
0
i suppose he mean making 2 buttons, assign them to 1 place and then use Hide Ability for active - then passive will be showed
0
Well, what about auto width (replacing given width with 2 anchors?)
Looks like you cant overwrite fixed width if you play 2 anchors =( or maybe im missing a tag like #auto?
tried -1, 0, and just randomtext