So, I have an array of buttons, but currently, they don't do anything. I have them hooked up to an event. But I don't know how to distinguish between each of the buttons. Is there a way to get the text on the button or some other means of identification?
Melee - Set melee starting resources for all players
Melee - Create melee starting units for all players
Melee - Start the melee AI for all computer players
Now, how do I trigger something that resets everything.
(As it is currently, it'll just keep adding basses and workers to the same base =D
So... lp_location / gv_hours_on_a_clock should always be in the range [0, 1], and multiplying by 2 * pi, changes the range from [0, 1] to be around a circle... unless... The galaxy editor uses degrees instead of radians? idk.
the result is always gv_CLOCK_RADIUS +/- 1 or 2... which is weird, cause.. cos only goes from -1 to 1... so there shouldn't be a 3 int range.
Am I missing something retardedly simple?
Also, if there is a Galaxy constant for Pi, lemme know =D
I have the following code. And the dialog appears, because after this custom script, I have a Show Dialog action. But, I tried showing the Buttons Manually, but it's just an empty dialog. =\
Like... When the map loads from the custom game screen (after the countdown and such), I want the screen to be black, and have a 2D interface for selecting some options before the game actually starts. Similar to the monobattle or 1v1-obs screens.
So.... the game just starts.... and... I have my base... and my workers. But I *think* I'm close to getting the gui to show up before the game starts. How do I need to do to get it to intercept the player and the beginning of the game?
0
So, I have an array of buttons, but currently, they don't do anything. I have them hooked up to an event. But I don't know how to distinguish between each of the buttons. Is there a way to get the text on the button or some other means of identification?
0
@roborious: Go
You could use a loop instead of copy pasting the same code every where =p
0
@FIRETRUCKEU: Go
Cool, cool. Is there a way to get the default values?
Also, how do you change the start location?
0
So, these 3 thing set up your base:
Now, how do I trigger something that resets everything.
(As it is currently, it'll just keep adding basses and workers to the same base =D
0
@DerNalia: Go
Confirmed, Galaxy Editor uses Degrees instead of Radians.
0
Cos(lp_location / gv_HOURS_ON_A_CLOCK * 6.28318531)
lp_location ranges from 0 to 11 hours on a clock is 12
I did TriggerDebugOutput(1, IntToText(FixedToInt(lv_x_pos)), true); on the above code, and the output was always 1, meaning the stuff inside cos is 0.
My guess is that lp_location / hours, because they are ints, are getting rounded down.\
I've tried wrapping the two gvs in IntToFixed()'s, and I get some variation... but not to the length I want.
like.. here is the full line..
fixed lv_x_pos = gv_CLOCK_RADIUS * Cos(IntToFixed(lp_location) / IntToFixed(gv_HOURS_ON_A_CLOCK) * 6.28318531);
So... lp_location / gv_hours_on_a_clock should always be in the range [0, 1], and multiplying by 2 * pi, changes the range from [0, 1] to be around a circle... unless... The galaxy editor uses degrees instead of radians? idk.
the result is always gv_CLOCK_RADIUS +/- 1 or 2... which is weird, cause.. cos only goes from -1 to 1... so there shouldn't be a 3 int range.
Am I missing something retardedly simple?
0
I have the following code. And the dialog appears, because after this custom script, I have a Show Dialog action. But, I tried showing the Buttons Manually, but it's just an empty dialog. =\
0
@DerNalia: Go
le bump?
0
@BasharTeg: Go
bah, It didn't copy.
the rest of the line:
PlayerGroupActive(), true);
the visible/not visible thing is supposedly just a true/false value according to the wiki. and the editor didn't yell at me for syntax =D
0
@BasharTeg: Go
You sir, are a gentleman, and a scholar.
Though it would be nice for it to have a small code example for each thing...
Like... my buttons don't show up still. =(
0
@BasharTeg: Go
Actually, how do I make my buttons visible on my dialog? in my initGUI function, in the second pic I posted.
I currently have the dialog showing up, but no buttons. =(
I've created my interface through code. So... I'd need the function name that show buttons =\
0
@BasharTeg: Go
Thanks, bro. Now I just need to like.. Learn how to do what I want to do in the editor =D
0
@BasharTeg: Go
Do I need to do that for just a 2D gui?
Like... When the map loads from the custom game screen (after the countdown and such), I want the screen to be black, and have a 2D interface for selecting some options before the game actually starts. Similar to the monobattle or 1v1-obs screens.
0
@BasharTeg: Go
So... I removed the game starting actions, and put then into a new function that should get called when any button is pushed (for now).
What is happening is that the map loads, and the camera is in the bottom left corner of the map. =\
0
http://dl.dropbox.com/u/331982/Help/StarCraft/Editor/GUIWontLaunch1.png
http://dl.dropbox.com/u/331982/Help/StarCraft/Editor/GUIWontLaunch2.png
So.... the game just starts.... and... I have my base... and my workers. But I *think* I'm close to getting the gui to show up before the game starts. How do I need to do to get it to intercept the player and the beginning of the game?