so how i can make this container? is it just few combined arrays? So i will need to create global variables for each dialog item which i want player to be able interact with, right?
That's the gist of it, but I honestly don't think it's worth it. Not being able to combine dialog items isn't something I've found to be a large problem, and it seems to be more trouble than it's worth.
Can i make list items with images somehow? I want spellbook made like list item which i can choose from and then upgrade desired aspect of this spell (like aoe, damage, or range)
I just meant emulating a list box by using a bunch of dialog items. Which is funny, because I just said making dialog container functionality wouldn't be worth it, but it would be ideal for making your own list boxes.
You could make your own dialog item container functionality, I suppose, and make a new action definition for each dialog item interaction action. It would be like going from 'Set Camera for Player' to 'Set Camera for Player Group'. A player group is a container of players, like a unit group is a container of units. You'd simply make your own (or steal one, I think I might have seen a library for it somewhere around here) for dialog items.
But no, sorry, there's no functionality for it built-in.
For the second question, there's also no functionality for multiple-lined list items, they'll always dot out. You could make your own list boxes and calculate the lines if you were to use a monospaced font. Monospaced means every character has the same width. Probs a bit complicado dough.
1) I submitted my map before the contest deadline. I don't know how you got the date that I submitted to be on June 1, unless the map log gets the LOCAL submission time instead of the PST one?
Using triggers, how do I get the number of workers that are harvesting gas from a refinery? Like for example, if there are 2 workers mining at the refinery, I want to get 2.
(Given there's no 'workers mining resource' function we've overlooked) I can think of two ways to do this:
1. Calculate the time of one period of a worker mining a mineral source and turning it in to a building. Every time a worker puts minerals in a building, (event - ability used - idk the stage), modify the custom value 0 (arbitrary) on the building to be +1, then wait the time of one period that you calculated, then put custom value 0 on the building to be -1. This only works if the distances from the resources to the nearest buildings are the all the same globally. Return the custom value 0 on a building to get the worker count.
2. Create an indexed unit group variable of dimensions 100 (arb.). Whenever a worker is ordered to or starts mining a resource via AI, add the worker to the unit group variable at the index of the nearest building's tag ID and set the worker's custom value 0 (arb.) to the nearest building's tag ID. When a worker is given any order or dies, remove it from the unit group variable at the index of the custom value 0 of the worker.
You can attach dialog items in one dialog to dialog items in another dialog.
The solution is to have a dialog created before the rest of your UI, so that it's under everything. When a unit takes damage or whatever, create a dialog and attach it to the unit. In this temporary dialog, you also need a blank image (panel) to which you'll attach the dialog items.
Create the dialog items in the old dialog that's under everything else. Attach the visual dialog items to the blank image (panel) in the mobile dialogs.
In other words, you have a bunch of dialogs as anchors for the unit health bars. You also have one dialog (fullscreen) that contains all the visual dialog items, which are attached to the many dialogs attached to the unit.
I don't think we even know for sure if any maps actually did update past the deadline, but why should the rules not apply to everyone equally? I found a bad bug in my last sanity check but didn't have a chance to fix it before the submission deadline. I had a new build with a fix ready to go by 1 AM on June 1st but did NOT upload it because Blizzard very clearly said that would be grounds for disqualification.
Should following the rules be a competitive disadvantage?
A game's past popularity isn't really relevant when it comes to getting a lobby started, as the top played list is much cleaner and easier to look at and provides an icon of the game. Whereas the open games list is really just a text wall in disguise. The top played list also provides a guarantee that you'll be able to fill a lobby within 1 second (page 1) to a few minutes (page 3). In other words, a game's current popularity is the biggest factor in lobby time (actually, past page 5 it probably doesn't matter at all). Some people say it's because you have to 'hacer clic' an extra time to get to open games, but I think it's just the overall poor look of the open games list.
Sounds like Hero Wars 1/2/3 or any of the Custom Hero Wars. My favorite was Hero Wars 2.0. I don't recall only one person from each team dueling, though, both teams fought every 5 minutes. There also wasn't betting in the original Hero Wars, so it was probably Custom Hero Wars.
Which map was yours? And they didn't send an email at all? I guess it would be a lot of work to explain why to every person who submitted a map and didn't make it, as I estimate at least 20 games didn't make it.
Maybe we should revive the freshly again dead map night by playing through these maps...
Yes, and when we play through them all, we can all put forth our own list of 10. The person with the most right when the Blizzjudges reveal the top 10 wins (nothing)!
There's the obvious solution of making your own dialog chat display. I have several of my own you could have, if you'd like.
I was also able to disable the chat bar dynamically, disabling a player's ability to chat. Unfortunately, modifying the chat bar edit box too much has an awkward side effect of random crashes on load up, but I think you'll be fine as long as you don't disable the chat bar on start up (map initialization).
(here's the name of the hookup): UIContainer/FullscreenUpperContainer/ChatBar/ChatEditBox
In general, you can stylize any string/text value by using combine text, and putting the style before the text (see screenshot). There are other ways, too. For your purposes, I'd use the mod styles. All you'd need to do is use an if-then-else, if player has admin status, put the style as ModCenterSize20Bold and then the players name, if not, put the style as ModCenterSize20 (you don't need to use size 20).
Information about text/fonts (styles):
Your own font styles can be made in the text module. You use either a font that comes default with the editor (my favorite is ChatBar, I use it for almost everything) or import one. The editor accepts the two most popular font formats (TTF and OTC? I think). They can be downloaded from a bunch of sites, like fontstruct.com, google fonts, and tons of other sites. In the text module, you can give them properties, such as italicization, underlined, bold, size, color, shadow, etc.
Because color can be included in a font style, if you want to apply a color in particular that's different from the color specified in the font style, it needs to be applied after the font style code. Example:
<s val="ChatBar"><c val="FFFFFF">Hello
A label dialog item's font and color can be set with Set Dialog Item Color/Set Dialog Item Style, but I don't think too many people use those.
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I disagree with a few of the selected games, but overall I think it's good enough.
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@abvdzh: Go
That's the gist of it, but I honestly don't think it's worth it. Not being able to combine dialog items isn't something I've found to be a large problem, and it seems to be more trouble than it's worth.
I just meant emulating a list box by using a bunch of dialog items. Which is funny, because I just said making dialog container functionality wouldn't be worth it, but it would be ideal for making your own list boxes.
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@abvdzh: Go
You could make your own dialog item container functionality, I suppose, and make a new action definition for each dialog item interaction action. It would be like going from 'Set Camera for Player' to 'Set Camera for Player Group'. A player group is a container of players, like a unit group is a container of units. You'd simply make your own (or steal one, I think I might have seen a library for it somewhere around here) for dialog items.
But no, sorry, there's no functionality for it built-in.
For the second question, there's also no functionality for multiple-lined list items, they'll always dot out. You could make your own list boxes and calculate the lines if you were to use a monospaced font. Monospaced means every character has the same width. Probs a bit complicado dough.
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Blizzard could send offenders strongly-worded letters?
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Darn it, I was loving the drama.
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@Chris97Ong: Go
That comes across as a bit entitled to me. The word "bump" would suffice.
(Given there's no 'workers mining resource' function we've overlooked) I can think of two ways to do this:
1. Calculate the time of one period of a worker mining a mineral source and turning it in to a building. Every time a worker puts minerals in a building, (event - ability used - idk the stage), modify the custom value 0 (arbitrary) on the building to be +1, then wait the time of one period that you calculated, then put custom value 0 on the building to be -1. This only works if the distances from the resources to the nearest buildings are the all the same globally. Return the custom value 0 on a building to get the worker count.
2. Create an indexed unit group variable of dimensions 100 (arb.). Whenever a worker is ordered to or starts mining a resource via AI, add the worker to the unit group variable at the index of the nearest building's tag ID and set the worker's custom value 0 (arb.) to the nearest building's tag ID. When a worker is given any order or dies, remove it from the unit group variable at the index of the custom value 0 of the worker.
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@abvdzh: Go
You can attach dialog items in one dialog to dialog items in another dialog.
The solution is to have a dialog created before the rest of your UI, so that it's under everything. When a unit takes damage or whatever, create a dialog and attach it to the unit. In this temporary dialog, you also need a blank image (panel) to which you'll attach the dialog items.
Create the dialog items in the old dialog that's under everything else. Attach the visual dialog items to the blank image (panel) in the mobile dialogs.
In other words, you have a bunch of dialogs as anchors for the unit health bars. You also have one dialog (fullscreen) that contains all the visual dialog items, which are attached to the many dialogs attached to the unit.
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@Batomys: Go
I agree.
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@Repliquant: Go
A game's past popularity isn't really relevant when it comes to getting a lobby started, as the top played list is much cleaner and easier to look at and provides an icon of the game. Whereas the open games list is really just a text wall in disguise. The top played list also provides a guarantee that you'll be able to fill a lobby within 1 second (page 1) to a few minutes (page 3). In other words, a game's current popularity is the biggest factor in lobby time (actually, past page 5 it probably doesn't matter at all). Some people say it's because you have to 'hacer clic' an extra time to get to open games, but I think it's just the overall poor look of the open games list.
Still very much the case.
It seems to me like game creation is more active than it's been in a while. However, I don't know about the Arcade player base.
edit: 300th post! edit2: Never mind, it's back to 288...
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@Crainy: Go
Or... Would it be... Fantastic?
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@Commanderrr: Go
Sounds like Hero Wars 1/2/3 or any of the Custom Hero Wars. My favorite was Hero Wars 2.0. I don't recall only one person from each team dueling, though, both teams fought every 5 minutes. There also wasn't betting in the original Hero Wars, so it was probably Custom Hero Wars.
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@DeltaV: Go
Which map was yours? And they didn't send an email at all? I guess it would be a lot of work to explain why to every person who submitted a map and didn't make it, as I estimate at least 20 games didn't make it.
Yes, and when we play through them all, we can all put forth our own list of 10. The person with the most right when the Blizzjudges reveal the top 10 wins (nothing)!
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@MasterWrath: Go
There's the obvious solution of making your own dialog chat display. I have several of my own you could have, if you'd like.
I was also able to disable the chat bar dynamically, disabling a player's ability to chat. Unfortunately, modifying the chat bar edit box too much has an awkward side effect of random crashes on load up, but I think you'll be fine as long as you don't disable the chat bar on start up (map initialization).
(here's the name of the hookup): UIContainer/FullscreenUpperContainer/ChatBar/ChatEditBox
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@StarGazingContinuum: Go
I use CamStudio. I don't use it often enough to know whether it's buggy or not, but it works just fine for me.
http://camstudio.org/
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@CaptainIndustry: Go
In general, you can stylize any string/text value by using combine text, and putting the style before the text (see screenshot). There are other ways, too. For your purposes, I'd use the mod styles. All you'd need to do is use an if-then-else, if player has admin status, put the style as ModCenterSize20Bold and then the players name, if not, put the style as ModCenterSize20 (you don't need to use size 20).
Information about text/fonts (styles):
<s val="ChatBar"><c val="FFFFFF">Hello