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    posted a message on [Solved] Listbox not working

    Thanks that worked perfect.

    Posted in: Triggers
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    posted a message on Classic SNES game terrain critique

    @jmac321wky: Go

    I feel stupid right now. I realized I hadn't even messed with styles. I did what you said. It looks better but doesn't detract from the feeling of the town. Thanks!

    Posted in: Terrain
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    posted a message on Classic SNES game terrain critique

    I can't change the roads, but I can add more foliage and plants. I attached a picture of the original. The area in this picture is in the top right. With the tree bases it just seems to look weird with the grass then just a straight tree trunk. I put a little circle of dirt around the base of the tree and it looks a little better.

    http://farm7.static.flickr.com/6070/6088936613_e8175c8202.jpg
    onettday by GhostOfStarmanDX, on Flickr

    Posted in: Terrain
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    posted a message on Interior items

    How do you make a home feel like a home? I've been able to make rugs, stairs, pillows, beds, and paintings but couldn't find anything good for carpet or couches (non metal).

    Posted in: Terrain
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    posted a message on Classic SNES game terrain critique

    For a map recreating the SNES game Earthbound. I have to stay true to the original so adding/removing all but small doodads is out of the question. Anything I can do to terrain itself to look better without ruining the feel of that town? Keep in mind color of grass in that game helped to distinguish between towns so can't change that too much. The tree bases are weird to me though. How do you guys fix them?
    http://farm7.static.flickr.com/6182/6088296291_d46a100888.jpg
    UI by GhostOfStarmanDX, on Flickr

    Posted in: Terrain
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    posted a message on [Solved] Listbox not working

    This is the trigger that builds it, I'm a noob so probably not seeing what I'm doing wrong:

    Dialog - Create a Pulldown for dialog (Last created dialog) using the template ""
                            Variable - Set PSIPulldown = (Last created dialog item)
                            Dialog - Move (Last created dialog item) to (25, 20) relative to Top Left of dialog for (All players)
                            Dialog - Set (Last created dialog item) size to (175, 50) for (All players)
                            Dialog - Show (Last created dialog item) for (All players)
    Dialog - Add list item "Offensive" to (Last created dialog item) for (All players)
                            Variable - Set Offensive = (Last created dialog item)
    Dialog - Add list item "Recover" to (Last created dialog item) for (All players)
                            Variable - Set Recover = (Last created dialog item)
    Dialog - Add list item "Assist" to (Last created dialog item) for (All players)
                            Variable - Set Assist = (Last created dialog item)
    Dialog - Add list item "Other" to (Last created dialog item) for (All players)
                            Variable - Set Other = (Last created dialog item)
    
    Posted in: Triggers
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    posted a message on [Solved] Listbox not working

    I had tried it that way before (tried again copying your exact trigger to be sure) and same thing. When I do it that way it only shows one text, but its always the first option. No matter what dialog item on the pulldown I click on it says "Offensive working" and that's it.

    Posted in: Triggers
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    posted a message on [Solved] Listbox not working

    I have been searching for how to use a listbox in my dialog but all I can find is a very long tutorial on a different kind of listbox I don't want. I just want the simple dialog list box in the editor. I created a listbox that drops down with four options. I have a variable and parameter for each of the options. Here is an example of the trigger on one: Offensive Events Dialog - (Offensive()) is used by Player Any Player with event type Changed Selection Local Variables Conditions Actions UI - Display "Offensive working" for (All players) to Subtitle area selection I have four of these triggers and whenever I test in map it shows all four triggering at same time with selection of any of them. So if I go in and select "Offensive" I get the messages: "Offensive working" "Recover working" "Assist working" "Other working"

    Posted in: Triggers
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    posted a message on Getting rid of the mouse

    My map has camera locked and wasd movement. Selectable state and smart click are disabled. Combat is turn based through dialog. Nothing in the map requires you to use the mouse cursor except for when accessing both the main and combat menu (which are dialogs). To access the main menu for example, you press the "L" key and the menu pops up. I would like it to be where when you press "L" the top left button in the dialog shows the hover image. If you were to press the right arrow key the button to its right would then be the one showing its hover image. When you pressed the arrow keys to get to the button you want to click, you could press another key (like Enter for example) and it would then select that button and consider it clicked.

    Posted in: Triggers
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    posted a message on Getting rid of the mouse

    I have a custom UI that does not need the mouse except for selecting dialog buttons. I would really like to get rid of the mouse all together. I figured I could come up with a way to navigate it except I'm not finding a way to have the hover image only displayed without selecting. So the player won't know which button he is currently over and about to select. I do not want anything with "push x button to open y menu" I need a way to browse using arrow keys and hover images with one button to select. The only problem I see is the hover image not displaying before selecting something. I haven't seen anything on this anyone got any suggestions?

    Posted in: Triggers
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    posted a message on Dialog character status box with attribute points listed

    @patrickwobben: Go

    Thank you so much for the help. I get what your saying. Gotta head to work now but can't wait to implement this tonight.

    Posted in: Triggers
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    posted a message on Dialog character status box with attribute points listed

    I was wondering how you list your heroes attribute numbers for a specific hero in dialog. I searched through and couldn't find a way to return a behavior. I'm still new to this and I'm sure there has to be a way, I just don't know where to look. Could anyone help me with a path to return the behaviors for attribute points in number form on a label dialog item?

    Posted in: Triggers
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    posted a message on Dialog help

    Wow thanks for quick help. So how far along are most maps befode they start a projecf page?

    Posted in: Triggers
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    posted a message on Dialog help

    I have a couple questions 1. Is it possible to change the race appearance of dialog boxes through triggers? 2. Is it possible to display your current resources in a dialog box through triggers? 3. How do you change your username here? (maybe not showing because I access on phone.)

    Posted in: Triggers
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    posted a message on Request for Raynor repaint (Ness from Earthbound and Smash Bro)

    Yes I would like someone to help me do it.

    Posted in: Requests
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