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    posted a message on How to change the player leaves game message

    Thank you very much! I didn't know that stuff in there would be able to be changed!

    Posted in: Miscellaneous Development
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    posted a message on How to change the player leaves game message

    You see, this is why it puzzles me. There is no way that I know that the map creator could've possibly done this. I looked through multiple modules including Triggers, UI, and Import and there is no mention of how this is accomplished.

    As I said, his map is open source: Undead Assault 3 by composure. Check it out yourself because I've found nothing so far other than really shitty code in triggers. If you want to see it in action play it in the Arcade. It's a pretty popular game.

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on How to change the player leaves game message

    @Dustin374: Go

    No, it does not additionally send a message. The player leaves game message is instead replaced by "[Player Name] is IMDC."

    I went through the map countless times and I haven't been able to figure it out. I additionally performed a search for the player leaves game event to see if it had anything to do with triggers, but the player leaves game event was not used at all.

    Posted in: Miscellaneous Development
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    posted a message on How to change the player leaves game message

    How do you change the message "[Player Name] has left the game!" message? I've seen it done in Undead Assault 3 "[Player Name] is IMDC." but when I looked through it I could not find how it was pulled off.

    Does anyone know?

    I would attach the map but it's too big. You can find it on Battle.net, it's open source.

    Posted in: Miscellaneous Development
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    posted a message on Problems Concerning Generated Map Script and String Quotation Marks

    Okay, so I created a custom action definition that sets a dialog item's font style based upon the Mod(Alignment)(Size)(Bold) (ex. ModCenterSize12Bold) fonts. I created 3 presets all of type Custom Script (String) and set their custom script values as something such as "Size12" or "Center". Then I used the Convert Preset to String function to save time by filling it in with my parameters. When I tried to run the script, an error occurred because it didn't read the quotation marks around my preset. It read them as:

    (("Mod" + ("Centerí µ)) + (("Size28í µ) + ("Boldí µ))))
    

    instead of:

    (("Mod" + ("Center")) + (("Size28") + ("Bold"))))
    

    I am using the editor on a Mac. Might that have anything to do with the error?

    Additionally I would appreciate it if someone could explain to me how to use the Combine String Multiple function and other stuff of the like.

    Thanks in advance!

    Posted in: Triggers
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    posted a message on Custom Timer Window

    No way to convert text to string, sorry.

    You could always name everything in string and when you set the text, use the "Convert String To Text" function, which exists, and then to set your dialog width, get the number of characters in your string with "String Length", but otherwise you're out of luck.

    Posted in: Triggers
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    posted a message on Custom Timer Window

    Could you please clarify?

    What width are you talking about? Do you mean dialog width or text width? What are you talking about with "each one individually"? I know you are saying you need to set the width for each something but I don't understand what each something is.

    Here are some possible solutions depending on what you mean:

    If you are trying to center the text, use the action "Set Dialog Item Style" and choose one of the ModCenter font styles.

    If you are trying to set the dialog width based upon the current amount of time I would suggest using "If Then Else" actions to check for the number of digits, for example, if I wanted to check if there are two digits, I would put TimeValue >= 10, for three digits it would be TimeValue >= 100, etc.

    Hope this helps. :)

    Posted in: Triggers
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    posted a message on Creating a Ghetto Model Viewer In-game

    Why not use the cutscene module as a viewer?

    Posted in: Triggers
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    posted a message on Help With Scroll Bar

    So, I am back after (?) months and have restarted work on my Achievement Showcase Dialog and it involves a scroll bar that scales depending on the number of achievements inside the dialog.

    Unfortunately Blizzard didn't give us a scroll bar that we could just slap on so I created my own. It has boundaries, and works pretty well except for the fact that when I scroll to the bottom there is a big gap between the bottom of the dialog and the last achievement.

    Here is some handy dandy data:

    -Scroll Bar Length when it takes up the entire box area is 775.

    -The dialog with achievements has a height of 800.

    -The achievement height is 130.

    Not so useful data:

    -The Scroll Bar Box is offset by 10

    -The Scroll Bar is offset by 13 from the Scroll Bar Box.

    Where to find the stuff to edit:

    -In the folder called Scroll Bar, there are two triggers of use to you: —Update Scroll Bar Length. Pretty self-explanatory. I want this to update the scroll bar length relative to however big the list of achievements is. It is constantly updating because later on the achievement will be able to expand.

    —Scroll Bar Move. In this, it moves down the scroll bar by 1 for every Scroll Bar Length/775.

    Thanks it advance!

    P.S. Moderators, the password reset doesn't work on sc2mapster, I had to go to Curse to actually reset it.

    P.P.S. If possible, could someone tell me what file is used for the expand buttons on the Blizzard achievements?

    Posted in: Triggers
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    posted a message on Item Shop made out of Dialogs

    Try taking a look at this tutorial: http://www.sc2mapster.com/forums/resources/tutorials/27900-dialogs-making-better-dialogs-intermediate/#p10

    Not only does it use a pretty efficient method, but now you know how to make good looking dialogs.

    Posted in: Triggers
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    posted a message on How to get the remaining cooldown of an ability with trigger?
    Quote from Forge_User_31162889: Go

    To read a remaining cooldown for ability with trigger u need to use function "cooldown for unit ability" just like this this: Variable - Set ability cooldown = (Cooldown of "Abil/WarriorPowerAttack" For Current Hero[1] Warrior Power Attack)

    And in the place of string u need to put link to your ability. U can find it in data editor where u set up cooldown for your ability in link field. Problem is when u want to change this link u have to put it as Raw data. Editor bug....

    Yeah, this is correct. If you want an example, here is a cooldown display UI that I am working on. Just click on my action definition and find it in my sea of actions. :D

    GL

    Posted in: Triggers
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    posted a message on If anyone would like to finish up my achievement showcase dialog...

    I stopped working on it about 2 months ago due to real life.

    So if anyone would like to continue working on this, here is the map.

    I will promote whoever decides to work on this in my asset.

    Thanks,

    Tassadar

    Posted in: Triggers
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    posted a message on Displaying player name in text?

    Here's a more simple solution:

    Create a "Text Message" action. Click on "Message" and go to the function "Combine Text". Click on "Text 1" and set the function to "Name of Player" and choose what player you want. Then, set "Text 2" to "has a bounty".

    Posted in: Triggers
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    posted a message on Aorta Problems

    Lol.

    Posted in: Artist Tavern
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    posted a message on Aorta Problems

    Thanks, guys!

    Yes, there is something unusual about the picture. To save time, I filled up all spaces not covered by the achievement frame with green. Then, I created a white fill with overlay filter. I kept the green as the top layer, merged the layers, and used magic eraser to erase the green. That way, the white overlay would only apply to the frame and not the rest of the screen. However, I did this same thing with a scrapped version of the shine animation and it worked that time. On all 62 pictures. The only difference is that I used some more green on the bugged one than on the un-bugged one.

    I'll post some files if you want to see.

    Edit: Strange, I changed the images again and tried Aorta with them. And this time, they worked perfectly. WTF :?

    Posted in: Artist Tavern
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