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    posted a message on Button Appearance

    Hi,

    I'm curious how you would make a button the appears identical the the ones which are part of the UI.

    For example, constructing a dialog button using the button image for Build Protoss Structure gives you an icon that is grayscale. I've gotten as far as tinting it the proper protoss colour, however the frame of the button/the glossiness of its bordering does not look the same as the button which is part of the UI.

    It appears to be a combination of effects on the UI button, does anyone know what they are?

    Posted in: Miscellaneous Development
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    posted a message on Building or Hotkey Commands via Triggers

    Hi there,

    I'm looking to essentially auto proceed to the build submenu on a worker via a trigger command.

    Like when you press B on a probe it proceeds to the basic building submenu. However the only orders you can issue to a probe are essentially, Build X, not what I need.

    Is this possible?

    Alternately, Is it simply possible to simulate a keyboard input on a unit through a script? Essentially issue keypress "B" once that probe is selected?

    Posted in: Triggers
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    posted a message on Kingdom of Strife [turn based, medieval RTS]

    How are you planning to generate Hills?

    I'd imagine for the other terrains you were just iterating whatever algorithms on a flat landscape, but I'm curious how you plan to actually alter cliff levels and stuff. I'd thought of one way to do it but it would be a real pain.

    Posted in: Project Workplace
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    posted a message on Model Previewer Quality

    Hey, I've been using the model previewer to get some unit shots for a promotional piece.

    But I can't control the quality of the model being viewed. It always appears to be low despite my in-game settings. None of the toggleable options I've tried seem to affect this.

    How do you view the ultra settings level models/textures?

    Posted in: Data
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    posted a message on (Solved) Build Tumor Ability

    That was it, thank you.

    Paid too much attention to the actors, neglected that the morph command for tumors is oddly named Creep Colony - Burrow. Had to make a seperate version of this for the new tumor.

    Posted in: Data
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    posted a message on (Solved) Build Tumor Ability

    Hi,

    Having some trouble with a specific custom unit I am making.

    Basically I am making a new type of creep tumor (Creep Tumor B), which will be created by the queen. I don't want to replace the old one, so just tweaking the data was not appropriate.

    So to clarify there is ... Creep Tumor A Creep Tumor A (burrowed) Creep Tumor B Creep Tumor B (burrowed)

    So the queen should now spawn Creep Tumor B, which burrows and becomes Tumor B (burrowed) which then should be able to spawn another Creep Tumor B.

    I've followed the proper procedures for duplicating a unit and the links seem alright. However when creating the tumor either by queen or another tumor it appears to be Tumor B until the very end of the burrowing/construction animation where it spawns as Tumor A. (original one)

    All of my events point to Tumor B, and the ability itself (command type etc.) points to the Build - Tumor B ability.

    Any clue as to what is happening? I've deleted and started over but came up with the same result.

    Notably in the ability tab of Creep Tumor B (burrowed) it lists both Build Tumor A and Build Tumor B, but I see no actual reference to the Build Tumor A ability. Explain link just points me to the command card which does not appear to be linked.

    There is also two actors linked to Creep Tumor B (burrowed) which do the same thing, Creep Tumor Build Range A & B. Creep Tumor Build Range A, is not linked to Tumor B in any way I know of but still shows up here.

    Posted in: Data
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    posted a message on Creating Graphs in Dialogues

    All good ideas, unfortunately it seems there is no pathway to the method Blizzard uses whatsoever in this particular case.

    Posted in: Triggers
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    posted a message on Accessing Records when Storing to Banks

    So in storing something to a bank you will have an action that looks like.

    Store real REAL as RECORD.KEY of section STRING in bank BANK.

    To access a particular key and store the real, it appears you can only use strings that are either parameters or variables, the variables being the strings which are are already contained in the record.

    Is it not possible to access using a variable input? Like using a local variable in the fashion,

    RECORD.localvar, where localvar = a particular string.

    Am I not understanding how records work properly?

    A record of strings is basically ... key1 = "apple" key2 = "banana" key3 = "orange"

    So when I am accesing a record to store key2 am I not essentially doing the below?

    Store real REAL as RECORD.banana of section STRING in bank BANK.

    If so I can't understand why either sending a string as a parameter, or using local variable are not permitted.

    edit: If it is possible by Custom Script I would love some specific pointers to the proper syntex.

    Posted in: Triggers
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    posted a message on Creating Graphs in Dialogues

    I'm looking to produce some graphs within the game.

    Now the game draws graphs after melee games accessible from the score screens. Simple two axis line graphs. Is it known how this is done?

    I don't see anything around in dialogue, or in the editor itself that suggests any built-in way to do this.

    If there is nothing, I guess it could be accomplished by creating it in the dialogue, is there anything to draw line sections that could be used? This is of course barring anything from the first question because it would require a pretty funky approach. Something like looking at each consecutive data points and drawing a line at a scale factor dependent on the graph size and amount of points.

    Posted in: Triggers
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