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    posted a message on Epidemic ORPG

    Ah alright, thanks LinkD. I'll try it out on my own first, if I run into any problems I'll take you up on your generous offer. :)

    Posted in: Project Workplace
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    posted a message on Epidemic ORPG

    Wow, amazing map you got there. :)

    How did you get 3D models into dialogs? Is it linked with a camera or something?

    Posted in: Project Workplace
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    posted a message on [Tutorial] Camera Distortion for Underwater Maps

    Great tutorial and the map itself was fun!

    Posted in: Tutorials
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    posted a message on [Development Log] Legend of Z

    This is amazing! Good job. :)

    Posted in: Project Workplace
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @DaFranker: Go

    That's literally the same setup I have. geX is still working on his master thesis so it'll be a while before 0.2.0 is out.

    Oh and a crucial note to SoulCarver: Arrays starts from 0, so if you have int[2] foobar, you only have foobar[0] and foobar[1]. The SC2 editor makes it more user-friendly by starting from 1 instead.

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]
    Quote from DaFranker: Go

    This way you can work almost exclusively in external files. If you really want only external files, you can also import and override MapScript.galaxy with your own code (like I did to test the above examples), but that's a finnicky and tricky process and you'll bash your head on a wall trying to do it unless you know and perform the proper rituals to appease the gods of the Editor beforehand.

    Hahahahaha! Working exclusively in external files is good imo because you can work on your project without SC2, I find that useful because then I can carry my project around on a USB. I remember MotiveMe had a tutorial thread about this... maybe you can search it up SoulCarver, if you're interested. Oh and apologies for the misunderstanding, you didn't seem like you knew about constants so I thought you were new to coding.

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    Instead of jumping straight into galaxy to code, I suggest you learn programming in general first. For example, learning to program first in Java and Cplusplus will help you immensely when creating more complicated maps.

    Posted in: Galaxy Scripting
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    posted a message on Using unicode characters in dialog labels

    Ah, thank you both. :)

    Seems as though the unicode characters I wanted are not supported. :P I thought something was going weird when the pasted characters turned to "?".

    Posted in: Galaxy Scripting
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    posted a message on So, I've hit a limit in script size.

    If you want to create a large-scale project, I highly suggest you learn scripting. You can optimize all functions and arrange your data in a lot more efficient way.

    Posted in: Galaxy Scripting
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    posted a message on Using unicode characters in dialog labels

    How would I go around doing this?

    I know you use \xFF where FF is the unicode index in hexadecimal but how would you use it in a string to place into a dialog label?

    Thanks in advance, Vermore.

    Posted in: Galaxy Scripting
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    posted a message on Rotation of text labels?

    No dice, buttons doesn't work either. :P

    Curses.. :(

    Posted in: Galaxy Scripting
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    posted a message on Rotation of text labels?

    Damnit.

    I want to feed in strings so I can't save rotate them as imported images... Its such a simple functionality to add... damnit.

    Posted in: Galaxy Scripting
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    posted a message on Rotation of text labels?

    libNtve_gf_SetDialogItemRotation(SomeDialogItem, Angle, PlayerGroup);

    Is it possible to rotate text? Because when I set the dialog item rotation of text labels to something else, it doesn't work... I've also tried hooking the dialog items to a panel and rotating the panel.

    I want to avoid rotating the text as an image externally then importing it in.

    Any ideas?

    Posted in: Galaxy Scripting
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    posted a message on Quick Functions (Cos I'm Lazeh)

    @s3rius: Go

    //Runs a function by name
    void RunFunction(string itemString){
        trigger t = TriggerCreate(itemString);
        TriggerExecute(t, false, false);
        TriggerDestroy(t);
    }
    

    You. Are. Awesome.

    I had a thread about this, no one could figure out a way. Thanks, I'll be using this one! :)

    Posted in: Galaxy Scripting
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    posted a message on Additional parameters for Triggers

    Sorry, I think I was unclear about what I meant calling functions dynamically.

    MyIntVar[i] = Functioni(SomeParameters);

    ... is not possible. On the other hand...

    int global_i;

    global_i = i; TriggerExecute(t[i], false, true); (Where you pass in a global_i as a parameter into the trigger) MyIntVar[i] = global_i;

    ... is possible. :)

    Posted in: Galaxy Scripting
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