That seems to only work when using it together with 'Camera - Turn camera mouse rotation On'
When using 'Lock Camera Mouse Relative Mode On' alone, changing the rotation speeds does nothing.
Edit: I suppose I could just instruct all players to edit their scrolling speed in the options. Still, would be nice to be able to control it in the game
I'm going to assume you didn't read the whole thread. No mouse click triggers will fire when you click on the minimap.
Mouse click triggers will also not fire if you click a dialog button. Consequently, the mouse release trigger will not fire if you have clicked on a dialog button. This makes it (as far as I can tell) impossible to detect when you have released the mouse after clicking a dialog button. This is what makes a dialog button an insufficient workaround for detecting mouse clicks above the minimap.
The problem you're having is that your custom turret actor is set up to be created when the Auto-Turret is enabled instead of your custom Attachment Turret.
So now you have two scenarios:
Using your custom Attachment Turret for the unit: no rotation, since no turret actor is created to handle the rotation.
Using Auto-Turret for the unit: double rotation, since two turret actors are created for the Auto-Turret (the original as well as the one you created)
Solution:
Change one event in your custom turret actor Attachment Turret: Open Event - Events+ and change Auto-Turret to Attachment Turret.
That is a good idea, and I've actually tried making a workaround like that. Getting the button click and mouse position worked correctly. However, I was never able to detect the mouse release this way, and my map really depends on it. You see, when you hold the mouse down, you continue shooting. So if you start shooting by clicking over the map (on the button), you won't stop shooting by releasing the mouse.
If you know how I can get around that, then I can continue pursuing this idea. Otherwise I'll want to continue looking for a different solution.
Btw: A weird thing I noticed when placing a button over the map was that the mouse move event would correctly detect the mouse world position under the minimap, which it did not previously do when there was no button there. So there was no need to use UI coordinates and translate them.
Is there any way to set up the minimap so when you click over it, the game will detect the click as if you were clicking on the terrain behind the map? Maybe by modifying something in the SC2Layout files?
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That seems to only work when using it together with 'Camera - Turn camera mouse rotation On'
When using 'Lock Camera Mouse Relative Mode On' alone, changing the rotation speeds does nothing.
Edit: I suppose I could just instruct all players to edit their scrolling speed in the options. Still, would be nice to be able to control it in the game
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Is there a way to increase the mouse sensitivity when holding the middle mouse button down and dragging the camera around?
I want to use the function Lock Camera Mouse Relative Mode On/Off (not for 1st person view), but the camera moves too slowly when moving the mouse
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@AgoutiByte: Go
This simple test will reveal how players are retrieved using the function Player From Player Group.
It will display: PlayerGroup[1] = 1 PlayerGroup[2] = 2 PlayerGroup[3] = 5 PlayerGroup[4] = 6
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Bump
Maybe this can be done by modifying something in the SC2Layout files?
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can't you just change neutral's alliance status to every other player to non pushable? Or would this be a problem for other neutral units?
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T for terrain
Select Brush: Foliage
Lower Density to 0
Generate Foliage
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@BasharTeg: Go
That could work. I'll keep that in mind as a backup solution if there is no other way.
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Modify the field Effect - Random in your Damage Effect. If you set it to 10, it'll add 0-9 damage randomly if I'm not mistaken.
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I'm sorry, I wrote the wrong name for the actor you want to modify. It should be 'Turret Actor'
Change:
to
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@BasharTeg: Go
I'm going to assume you didn't read the whole thread. No mouse click triggers will fire when you click on the minimap.
Mouse click triggers will also not fire if you click a dialog button. Consequently, the mouse release trigger will not fire if you have clicked on a dialog button. This makes it (as far as I can tell) impossible to detect when you have released the mouse after clicking a dialog button. This is what makes a dialog button an insufficient workaround for detecting mouse clicks above the minimap.
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Edit: scratch what I said first.
The problem you're having is that your custom turret actor is set up to be created when the Auto-Turret is enabled instead of your custom Attachment Turret.
So now you have two scenarios:
Solution:
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@BasharTeg: Go
That is a good idea, and I've actually tried making a workaround like that. Getting the button click and mouse position worked correctly. However, I was never able to detect the mouse release this way, and my map really depends on it. You see, when you hold the mouse down, you continue shooting. So if you start shooting by clicking over the map (on the button), you won't stop shooting by releasing the mouse.
If you know how I can get around that, then I can continue pursuing this idea. Otherwise I'll want to continue looking for a different solution.
Btw: A weird thing I noticed when placing a button over the map was that the mouse move event would correctly detect the mouse world position under the minimap, which it did not previously do when there was no button there. So there was no need to use UI coordinates and translate them.
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Even if I'd do that, I still need the click to be registered. Currently it is not.
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Is there any way to set up the minimap so when you click over it, the game will detect the click as if you were clicking on the terrain behind the map? Maybe by modifying something in the SC2Layout files?
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Go into the actor Odin Wreckage and edit the field Sound - Sounds
Change the sound for Sound Help to None
Note: I did not test this, so it may or may not work.