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    posted a message on How do I make my map available?

    @PsycoticBanana: Go

    With the current system on battlenet, it's not so hard, all people have to do it hit "show more" a couple of hundreds time, then create a game and wait about 10 weeks for the lobby to fill up, and then start. Oh, how we love the b.net system ..

    Posted in: General Chat
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    posted a message on Game commentary

    "Unit is created" "Triggering unit type == Marine"

    That would be a massive amount of triggers, but be pretty exact. Personally, I think it would annoy me like crap to have this playing for me while I was playing. Having to micro while reading ect is not do-able propperly and it would obscure my vision.

    Posted in: Triggers
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    posted a message on Dialog Flash

    @Triliks: Go

    Alternative set fade of dialog item, or color and switch it between two values real fast will work as well.

    Posted in: Triggers
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    posted a message on Game commentary

    @jcraigk: Go

    None the less; You should add a random run to it, so it picks random comments like:

    "Looks like [Name of player] is running low on minerals, this early in the game" "[Name of player]s macro is a bit behind, as he is running low on minerals"

    .. eect..

    Posted in: Triggers
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    posted a message on Advanced chat
    Quote from zeldarules28: Go

    Well maybe you could create a custom dialog box or something. And then when a player enters a chat message, erase the message and then put that message in the dialog box. I think thats the only way to move messages.

    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.

    Posted in: Triggers
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    posted a message on Minimap without UI

    @jcraigk: Go

    If you just want the minimap you can always fun around wth the UI files and upload it where you want it. Ones you de-tach it from the original panel, you should be able to hide everything and show mini map propperly.

    Posted in: Triggers
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    posted a message on Free RPG Talent / Character / Load&Save

    "Just out of curiosity, what exactly did you do to make your dialogs look different? I couldn't seem to find any dialog backgrounds that worked well."'

    Basicly it goes:

    Make dialog, Hide background of dialog, Make listbox, Set listbox size, Move list box.

    Then you have a nice square looking dialog with same (and even more!) propperties as a dialog; and you can add a title and subbar like the ones in the video and fading in and out is easier and smoother.

    I do the same for buttons. I don't want a ugly dialog button showing up for "x" to close :S......... I made a button behind where it's suppose to be, and faded to 99 (99= invisible but usable) and then made a label on top of it , voila.. You have a proppery "x" to close that works.

    Also I am still doing custom dialogs / menus if anyone need anything made.

    Posted in: Triggers
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    posted a message on SkaldCG's Modelling Thread

    Im just thinking; Using this many custom models will be a bnet killer. Anyone know if Blizzard ever plan to lift our 10mb limit?! :"@

    Posted in: Artist Tavern
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    posted a message on Free RPG Talent / Character / Load&Save

    Here's a 100% trigger (read: can be copied into any map) made menu that have:

    • Main menu (Load, Make) that shows your character levels and classes.
    • Load- and save- system that works 100%
    • Stores your character, level, name, stats (eg. str, dex, con, int, luc)
    • Talent tree with unlocking tiers
    • Character panel with increasing stats like diablo 1 and 2
    • Gold panel
    • Fullyworking with up to six players online.

    Watch this video if you want to see what it actually is; this image is random ... Image of the dialog-look (Watch video for more)

    Currently there are comments on all triggers explaining what they do; but if you want to use the triggers you should PM me and I'll custom make it to match your exact needs and optimize the triggers a little. I also have a lot of other dialog systems for character select, inventory and quest journals if people are interrested.

    Posted in: Triggers
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    posted a message on Large map, detail, and doodads. Need some lag tips.

    @Writhes: Go

    Feel like showing us some screenshots of your love :)?

    Posted in: Terrain
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    posted a message on I had this idea....

    @Reaper872: Go

    Just throwing some ideas up for hell of it .. Patroling units, and adding some sort of region to front of them, so you can move behind them, but not in front of them.

    Posted in: Map Suggestions/Requests
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    posted a message on Displaying multiple lines of text on a dialog button

    @ctccromer: Go

    List boxes are stupid dialog items, that serve no purpose other than making you waste triggers. That means unlike "Create dialog (button" that contains all info in same trigger, you have to add additional lines of coding to it to adjust it, as "set dialog item size" "move dialog item" to control them. If you want I can post some pictures of what I did with my list boxes for inspiration.

    Posted in: Triggers
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    posted a message on Terrain lagging in editor?

    I don't know what I did, it was quite a while ago, but when I am in terrain and I turn on the grid (V) it lags insanely, so I can't really use the grid, anyone know if I accidently turned some random thing on, it didnt always act like that..

    Posted in: General Chat
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    posted a message on LF: skill trigger man, UI-Tech tree ,3rdP,rpg

    @Selfcreation: Go

    The terrain looks alright, seems like you've spend a fair amount of time on it, but in case you are unable to find anyone to help you do the triggers (skill tree ect. is a lot of work), then I suggest you take up the task yourself and read some tutorials on dialogs and banks, and always feel free to PM me or ask in the community. That's what we're here for :)

    Posted in: Team Recruitment
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    posted a message on Displaying multiple lines of text on a dialog button

    @ctccromer: Go

    Just to serve as inspiration to everyone else how it's coming out. Doesn't matter if it's code or in-game, but I strongly think in-game would be most optimal. Just post some images when you actually have made it run :)

    Posted in: Triggers
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