• 0

    posted a message on My new map: iCJug

    Did you recreate the Observer tab with layout files and/or dialogs? Or did you manage to just show it?

    Posted in: Project Workplace
  • 0

    posted a message on SC2 Saving/Loading System

    You're aware that this will only work in singleplayer?

    Banks can save anything you need, you can of course save the time of the day as well.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Advanced chat

    Well, if you want to do this properly you will have to modify the layout files.

    (0) Figure out how to modify layout files. It's simple, just go through helral's tutorial. It's in the tutorial section. Basically you have to download the layout files, modify them in the text editor and then import them back CORRECTLY.

    (1) Open the file "GameUI", and search for "ChatDisplay".

    (2) Set one of the offsets to a large number, maybe 5000. Or add <<visible = false>> (PSEUDO CODE) somewhere. Just look around you will see how the syntax for the "visible = false" thing works. I can't check right now.

    (3) Import the layout files back to your map. Pay close attention to the tutorial, this has to be done axactly right.

    (4) So far we should have achieved this: The player can still see himself typing, but his messages wont show. So now we're going to want to retrieve the messages he types. For this you can just use trigers, like you yourself have done already.

    (5) Print the messages with the style of your choice at the position of your choice using custom dialogs.

    Hope this helps!

    Edit: Perfect, deathtorn posted all the visuals plus the tutorial to what I just wrote. :-D

    Posted in: Triggers
  • 0

    posted a message on Advanced chat
    Quote from Deeweext: Go

    @zeldarules28: Go

    That wont work, a lot of players tried this for custom chat logs but the text will be visiable on the screen for a moment.

    HOWEVER if you move the chat frame all together and then make the text jump to where you want it afterwards.. but then the player wont be able to see his typing line, unless that line UI element is different from the output frame.

    Do this, the two frames are different indeed.

    Posted in: Triggers
  • 0

    posted a message on Size Limit

    You can exceed the limits by adding custom content to mods and the having your map depend on those mods.

    Posted in: Data
  • 0

    posted a message on [Proof of concept] Paparazzi

    It's a cool idea, but I'm not sure if Bnet is the right place for it. I mean most bnet players are morons that simply refuse to read. This system with all its little tricks and twists might be too much to handle... I would love to see me being wrong, though... =)

    Posted in: Project Workplace
  • 0

    posted a message on Advanced chat

    Only at map init.

    Posted in: Triggers
  • 0

    posted a message on Lag using Mouse Based maps.

    It would probably be better, but WASD is still pretty bad. Maybe 0.5 seconds average.

    The only events that are fairly responsive are mouseclicks and hotkeys, since those are needed in melee...

    :-/

    Posted in: Triggers
  • 0

    posted a message on Advanced chat

    for (2) This can be done somewhat easilly by modifying the sc2 layout files: Let's assume you know how to do that. If you don't look for the tutorial thread on this page, you can get started there.

    Open the GameUI, and search for "ChatDisplay". You can set the text style, the duration and number of messages and also the position of the chat window.

    Greetings

    Posted in: Triggers
  • 0

    posted a message on [Data] Colliding Projectiles

    Nevermind, fixed it all. My bad I think. :-)

    Posted in: Tutorials
  • 0

    posted a message on @ Mapping Community
    Quote from Vexal: Go

    @Zantai: Go

    It doesn't take that much effort to bicker. In fact, I can type a long-winded, bitchy post in the time it takes for my map to load while testing.

    This :D.

    Posted in: General Chat
  • 0

    posted a message on [Youtube Video] The Best Taekwondo Fight

    Not sure if the kids get it, though. I mean it looks as if they just kick each other. I don't know if I'd raise a kid showing him/her how to kick without any reason whatsoever. How old are those two? Maybe 3 or 4?

    Still kinda funny...

    Posted in: Off-Topic
  • 0

    posted a message on The battle UI frame

    Uhm I think only blizzard can USE it in their campaign missions? Might be wrong, though.

    Posted in: General Chat
  • 0

    posted a message on How to avoid publishing a mod file?

    A mod is just a collection of data objects. I don't think you can just right click - import. But you can always just copy all data objects. If you want to copy imports then you will have to export and then import them again.

    Honestly though. Mods are good. GOOD. Take my map as example. The mapfile itself is about 4mb, which is mostly doodas and triggers. The mod files, with all the custom files, are about 10 mb each. Now, when someone downloads the map for the first time it takes quite a while. But from that point on, whenever I publish a new version, people just need the 4 mb main map.

    Secondly, mods allow you to use all your 50 mb for one map. As soon as you start using custom files you will need all the space you can get.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Intelligent use of teleporting areas

    Out of curiosity: Did you notice any more lag than usually?

    Posted in: Triggers
  • To post a comment, please or register a new account.