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    posted a message on Epidemic ORPG

    This is all I do to create the portrait, (only way to get this working was to recreate it everytime your character switches). Also, make sure you check "Always use potrait model" under flags for the model in the data editor, so players with 2D portraits won't have it bug out.

            Portrait - Destroy Character Screen Portrait[Player]
            Portrait - Create a portrait sized (500, 500), at position (110, -100) relative to Left of screen,  and show model (Character Class Model(loadedClassID)) (look from camera Default Portrait Camera and play its (None) animation) (initially Visible) (Wait until loaded)
            Portrait - Hide (Last created portrait) for (All players) (Do Not force visible)
            Variable - Set Character Screen Portrait[Player] = (Last created portrait)
            Portrait - Turn the MouseTargeting of (Last created portrait) to Off
            Portrait - Set (Last created portrait) Render Type to PortraitRenderTypeLDR
            Portrait - Turn (Last created portrait) border Off
            Portrait - Turn (Last created portrait) background Off
            Actor - Send message (SetScale 0.15, 0.15, 0.15 0.0) to actor (Actor for (Last created portrait))
            Actor - Send message (Set Tint Color (100%, 100%, 100%) with HDR 3.0 over 0.0 seconds) to actor (Actor for (Last created portrait))
            Actor - Send message (SetTeamColor (Color((Current player Player color))) (Color((Current player Player color)))) to actor (Actor for (Last created portrait))
            Actor - Make (Actor for (Last created portrait)) face -105.0
    
    Posted in: Project Workplace
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    posted a message on [Tutorial, Trigger, Data]Show/Hide/Destroy Any Given Actor For Specified Players Only

    Holy crap this is amazing, time to make use of being able to show terrain deformers for certain players. (Just tested it and it seems to work fine)

    and not having to to turn doodads into units just to phase them anymore makes things so much easier.

    Thanks so much for finding this out.

    Posted in: Tutorials
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    posted a message on Why is this not MUI?

    From my experience, text tags are retarded, if you show it to one player, it will hide it completely for anyone NOT in that player group. I tried getting around this by using the Text tag is visible function but even that was broken. I tested this awhile ago and it could have been fixed, but this was the issue I had.

    Posted in: Triggers
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    posted a message on I wasnt bored... because I made this

    The eraser tool blocks usage of the buttons, since your mouse won't click through the square. (I have this problem also)

    Posted in: Off-Topic
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    posted a message on Do we have minecrafters?

    I've bought minecraft.

    Posted in: Off-Topic
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    posted a message on Problem with minimap.

    You mean the editor minimap in the top left? Just drag that bar right under it down, and it should increase the size of the minimap.

    Posted in: General Chat
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    posted a message on Shared dialogs or split by user?

    Yeah, you gotta make a trigger with the event "Dialog Item is Used":

    Button Clicked
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Used dialog item) == (Screen button 1)
        Actions
            ------- Do Stuff

    Then just use Triggering Player to the the player who clicked the dialog item. (Screen Buttons are just dialog items that can be recalled by its ID or you can save it into a variable)

    If you use this method, leave trigger callback blank.

    Posted in: Triggers
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    posted a message on Shared dialogs or split by user?

    The way I do it is I just make one dialog, set it fullscreen, hide the background, then just use dialog items for everything else (since they are on a per player basis). Then I make a dialog item image and just set its image to some background image, then attach other dialog items to that background to simulate a dialog, but one that will allow me to move it around/set transparency etc for each player.

    The only bad thing about this is that I can't just use "Show/Hide Dialog" to hide all the dialog items within that dialog item background, since its just a dialog item, I have to manually show/hide each dialog item attached to that dialog item, but this can be simplified with making an action definition.

    Posted in: Triggers
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    posted a message on Ability Command Indices [Solved(?)]

    Turn view raw data off, then the Command indexes turn to names, like hold fire, dance, and cheer.

    I'm guessing they do different things, but I've never really tried them

    Posted in: Galaxy Scripting
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    posted a message on Epidemic ORPG

    @Vermore: Go I used the portrait system to create that effect, I can post the exact action definition I used if you want.

    Posted in: Project Workplace
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @HappyWhaleshark: Go

    Right-Click -> Save As works

    Posted in: Triggers
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    posted a message on Mapmakers under 18 unite!

    Just turned 17, and first experience with modding anything was last year in may during the beta. I tried multiple times to use the WC3 editor but always just said "its too confusing" but I just had no initiative, and wow, i really wish I put more effort into starting earlier, ever since I started using the sc2 editor I've been having loads of fun mapping.

    Posted in: Off-Topic
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    posted a message on Epidemic ORPG
    Quote from Hookah604: Go

    Ahh, I want to play it!:D (Anyway, a good suggestion: dont publish it publicly until its almost fully finished) Btw those dialog images are custom made?

    Some of the UI is just modified versions of the images/buttons found already in the game, like the button I use for most of the game (hate the default button), the character screen, ability screen, and some others I'm forgetting.

    Quote from Keyeszx: Go

    Looks great. It might just be me but it seems you used too much protoss units. You threw in 2 terran and it seems kind of odd. You could try balancing it by giving rogue to terran or you could give engineer to sentry and sniper to stalker or one of the original sc1 units if you wanted to use any extra models, dragoon as a sniper(I can see it now). Was also thinking depending on reaver model he might fit as an egineer.

    I know what you mean, but I just didn't like the idea of using any type of non-human unit as a hero such as stalker or sentry, as it just doesn't really make sense. I can't really think of a terran unit fitting as a rogue either. Protoss just has really nice looking melee/caster units that I don't want to pass up on. If blizzard dota ever comes out it should come with some sweet models perfect for any rpg.

    Reaver for engineer sounds like a good idea, will think about that.

    Posted in: Project Workplace
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    posted a message on Epidemic ORPG

    Update:

    I have finished some more stuff:

    • ALL Quest proggress is now COMPLETELY saved.
    • Implemented every stat (except haste):
      - Strength
      - Agility
      - Stamina
      - Intellect
      - Crit Rating
      - Haste Rating
      - Guard Rating (Plate Wearer's Defensive Stat)
      - Dodge Rating (Leather Wearer's Defensive Stat)
      - Absorbtion Rating (Cloth Wearer's Defensive Stat)
    • Changed Item system to allow any custom property on any item, such as Suffixes, Enchants, Soulbinding, etc.
      - That said, there are over 15 suffixes currently implemented and fully working (screenshots below)
      - Items will have red text over certain areas if you cannot use the item (see screenshots)
      - Currently there are about 50 items, not counting that most of them can vary with each suffix, and thats just up to level 5.
    • And random stuff like formulas for some of the mechanics (Stats, Exp System, etc.)

    http://img202.imageshack.us/img202/6615/screenshot2011020802413.th.jpghttp://img248.imageshack.us/img248/3200/screenshot2011020802415.th.jpghttp://img97.imageshack.us/img97/3355/screenshot2011020802420.th.jpghttp://img511.imageshack.us/img511/4708/screenshot2011020802432.th.jpg

    Posted in: Project Workplace
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    posted a message on trigger questions
    Quote from aczchef: Go

    Events: Map initialization
    Local variables: Ping timer = (Last started timer)<Timer>
    Actions: Ping the mini-map at (point 001) for (all players) over 20 seconds using color "white"
    Timer-Start (new timer) as a one shot timer that will expire in 12 real time seconds
    Timer-create a timer window for ping timer with title "End of Ping!" using remaining time (initially visible)

    1. Change Ping Timer = (Last Started Timer) to (New Timer)
    2. Change Timer-Start (New Timer) to (Ping timer) (the variable you made)

    Posted in: Triggers
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