I'd want an area of my minimap to not show once an area is discovered. I could create a dialog with a black image over the area, but I was wondering if there was a better solution. Any ideas?
I'll have to do this for every unit? Is there an option to disable the status bars completely?
I'm perfectly capable of performing the task, but I'd rather save the memory where I can/use an easier option. Either way thanks, that info is what I needed to at least get started.
I'm having trouble finding what to use to hide the health and energy bars that are displayed when you hover your mouse over a unit. Is there a simple awnser to this?
EDIT: It's nothing to worry about, just ignore it. The map still works. I think it might be corruption from the copy/paste and then editing it without exiting the editor from start to finish. Just opening the editor cleans the code in the map so it's nothing to worry about. So saving the map again should prevent those messages from showing up a second time.
I was wondering if anyone knows a way to enable hotkeys to use with dialogs, or enable them from the command card while it's hidden from view in any way.
Maybe there's a way to hide the command card via a transperent dialog or something?
I found an exploit via using shift and queueing upgrades (after making them a shift-queue capable) so I've had to ditch the effort in my map. Problem is that items you could only research once could be queued many times (even when multiple can't be queued in the build queue via the data editor), over charging the player each time. I have a mineral cap in my map and this would pose as a problem when the upgrades were 'cancelled' from not being able to be researched.
Hey thanks! I like that second idea. Not sure why I didn't think of that.
I didn't know you could use images in the tooltips. That might come in handy. Thanks again.
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@Berrala: Go
When I tried using the unexplored option it looked just like a darker grey fog of war instead of a black mask. Any other option?
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I'd want an area of my minimap to not show once an area is discovered. I could create a dialog with a black image over the area, but I was wondering if there was a better solution. Any ideas?
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@progammer: Go
Sweet! Nice info and thanks for the help.
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@DrakenStark: Go
I'll have to do this for every unit? Is there an option to disable the status bars completely?
I'm perfectly capable of performing the task, but I'd rather save the memory where I can/use an easier option. Either way thanks, that info is what I needed to at least get started.
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EDIT: Deleted
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I'm having trouble finding what to use to hide the health and energy bars that are displayed when you hover your mouse over a unit. Is there a simple awnser to this?
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@NuneShelping: Go
Should work with a dialog that takes up the whole screen with a button that does the same. Make it transparent and you're done!
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@darkdemondd: Go
I tried to leave enough info to get anyone started on modifing it to their needs.
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@darkdemondd: Go
The map has been updated and should no longer show the messages.
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@darkdemondd: Go
I'll look into that.
EDIT: It's nothing to worry about, just ignore it. The map still works. I think it might be corruption from the copy/paste and then editing it without exiting the editor from start to finish. Just opening the editor cleans the code in the map so it's nothing to worry about. So saving the map again should prevent those messages from showing up a second time.
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I was wondering if anyone knows a way to enable hotkeys to use with dialogs, or enable them from the command card while it's hidden from view in any way.
Maybe there's a way to hide the command card via a transperent dialog or something?
I don't have the editor with me at the moment.
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@SBeier: Go
It's an action queue I was trying to talk about, not the build queue. Sorry for the confusion.
Still without a solution.
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I found an exploit via using shift and queueing upgrades (after making them a shift-queue capable) so I've had to ditch the effort in my map. Problem is that items you could only research once could be queued many times (even when multiple can't be queued in the build queue via the data editor), over charging the player each time. I have a mineral cap in my map and this would pose as a problem when the upgrades were 'cancelled' from not being able to be researched.
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@PurpleFantum: Go
It's an installing type effect and it works great. I'm not going more into it than that until my map gets released.
Now I've got another problem with the alternative. The Progress is Cancelled event doesn't detect queued upgrades. Any help on this one?
Edit: Found Unit uses ability: with Generic4 - Cancel stage. Works perfectly now. Thanks guys.
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@SBeier: Go
Hey thanks! I like that second idea. Not sure why I didn't think of that. I didn't know you could use images in the tooltips. That might come in handy. Thanks again.