I've seen in some maps where they have small buttons that appear above the UI. In most of the examples I saw, they use them as buttons to open up the inventory and equipment dialog boxes, but in one case I saw these buttons used to zoom in/zoom out.
How do you create these small buttons? I want to use them for zoom control, but not sure where to start with the small buttons. Triggers for the zooming are already done though, they just need some buttons to activate them.
Hmm....is this the reason none of the "Set" category units appear in the map? I've been trying to figure out a way to make a cinematic with Donny Vermillion and his tv studio set, but I can't get the models to appear at all.
Has the issue of detecting if a play quits the game before it is over been solved?
From what I understand, the "Player Leaves" event ONLY works in the case of victory, defeat or a tie (basically the game is over). But what about the cases when the player leaves the game in the middle? Quitting from the menu, using Ctrl + F4, or a simple disconnect/lag drop.
I've heard of two potential semi-solutions. One is to have a trigger continuously running (like every 1 sec), and checking if any player status == Left The Game. Aside from having a continuously running trigger (when you shouldn't need it), how do you remove a player from being checked after he's been already confirmed as leaving the game? The trigger would then just keep firing.
The other thing I've heard is detecting the menu buttons being pressed for quitting. This works for quitting via menus, but what about Ctrl + F4 or disconnect/lag drop?
Does anyone have a proper solution for all of this?
Thanks to Arkless from The Helper, I've figured out a way to make Screen Buttons display for specific players. According to him, Screen Buttons are nothing more than Dialogs with the background hidden. So we should be able to use the Dialog - Show/Hide (which DOES allow for specific players/player groups). I tried it out, and managed to get it to work correctly!
So yes, it IS possible to display Screen Buttons to specific players, but you need to use the Dialog Show/Hide.
You could also do what I'm doing, and just send the gate a command of "No value". This also causes the door to close. I'm not sure how to pick "No value" in the GUI menus for the commands, but I found it in one of the campaign mission triggers done this way and I just copied it from there.
I was thinking of doing that, but now looking at some of the images in-game (like the ones used for Blizzards screen buttons), they often have multiple images combined together into a single image. How do we access only part of an image like Blizzard does?
There are several different "gate" models in the game. Make sure you've loaded the campaign dependencies and then you'll be able to see them. You've probably even encountered the gates at times in the campaign. Like the secret mission has several gates that open and close. I'm currently using gates in my map, and they work fine.
Note: You cannot rotate gates. Each angle has a separate unit.
Is it possible to show/hide a screen button for a specific player? You can do this for normal dialogs, so I'm kinda confused why I can't find an option to do this for screen buttons.
Yeah, in the costs you can just set it to shields, much like Stimpack has a cost of HP. But does your unit's shields always stay the same or do they increase at all? If they increase, then I think you might need to trigger it (unit casts ability, set unit's shields to zero).
Does anyone know how to add computer players to act like real players to test multiplayer features? Things like filling out a leaderboard, or having units created, etc. I don't need the computer to actually DO anything, but I just want to make sure that some interface and other features work correctly without having to publish the map and grab a friend everytime I make a small change to check.
0
bump, anyone know?
0
I've seen in some maps where they have small buttons that appear above the UI. In most of the examples I saw, they use them as buttons to open up the inventory and equipment dialog boxes, but in one case I saw these buttons used to zoom in/zoom out.
How do you create these small buttons? I want to use them for zoom control, but not sure where to start with the small buttons. Triggers for the zooming are already done though, they just need some buttons to activate them.
0
http://www.sc2mapster.com/assets/sounds-sc1/
http://www.sc2mapster.com/assets/sarah-kerrigan/
Maybe these have it
0
Hmm....is this the reason none of the "Set" category units appear in the map? I've been trying to figure out a way to make a cinematic with Donny Vermillion and his tv studio set, but I can't get the models to appear at all.
0
Has the issue of detecting if a play quits the game before it is over been solved?
From what I understand, the "Player Leaves" event ONLY works in the case of victory, defeat or a tie (basically the game is over). But what about the cases when the player leaves the game in the middle? Quitting from the menu, using Ctrl + F4, or a simple disconnect/lag drop.
I've heard of two potential semi-solutions. One is to have a trigger continuously running (like every 1 sec), and checking if any player status == Left The Game. Aside from having a continuously running trigger (when you shouldn't need it), how do you remove a player from being checked after he's been already confirmed as leaving the game? The trigger would then just keep firing.
The other thing I've heard is detecting the menu buttons being pressed for quitting. This works for quitting via menus, but what about Ctrl + F4 or disconnect/lag drop?
Does anyone have a proper solution for all of this?
0
Thanks to Arkless from The Helper, I've figured out a way to make Screen Buttons display for specific players. According to him, Screen Buttons are nothing more than Dialogs with the background hidden. So we should be able to use the Dialog - Show/Hide (which DOES allow for specific players/player groups). I tried it out, and managed to get it to work correctly!
So yes, it IS possible to display Screen Buttons to specific players, but you need to use the Dialog Show/Hide.
0
You could also do what I'm doing, and just send the gate a command of "No value". This also causes the door to close. I'm not sure how to pick "No value" in the GUI menus for the commands, but I found it in one of the campaign mission triggers done this way and I just copied it from there.
0
I was thinking of doing that, but now looking at some of the images in-game (like the ones used for Blizzards screen buttons), they often have multiple images combined together into a single image. How do we access only part of an image like Blizzard does?
0
bump, anyone else know or have any ideas?
0
Yeah, that's pretty lame and stupid. They look SO much better than regular dialog buttons.
0
There are several different "gate" models in the game. Make sure you've loaded the campaign dependencies and then you'll be able to see them. You've probably even encountered the gates at times in the campaign. Like the secret mission has several gates that open and close. I'm currently using gates in my map, and they work fine.
Note: You cannot rotate gates. Each angle has a separate unit.
0
Is it possible to show/hide a screen button for a specific player? You can do this for normal dialogs, so I'm kinda confused why I can't find an option to do this for screen buttons.
0
Drat, I guess my triggers just won't support it then :( I get too many errors when I try to do that.
0
Yeah, in the costs you can just set it to shields, much like Stimpack has a cost of HP. But does your unit's shields always stay the same or do they increase at all? If they increase, then I think you might need to trigger it (unit casts ability, set unit's shields to zero).
0
Does anyone know how to add computer players to act like real players to test multiplayer features? Things like filling out a leaderboard, or having units created, etc. I don't need the computer to actually DO anything, but I just want to make sure that some interface and other features work correctly without having to publish the map and grab a friend everytime I make a small change to check.
Thanks for any help!