Not sure if anyone else has this problem, or if it has been addressed before so I will elaborate.
My current project uses about 5 custom dependencies, all which are nearly filled to the maximum capacity with custom models/images/sounds. It seems that every time I go to load my map either 1, 2, 3, 4, or maybe even all 5 dependencies won't load on the initial start up of the map and causes an error and asks to proceed anyways. Obviously if I proceeded anyways there wouldn't be any custom items in the map anymore, now would there? Though it is easily fixed by restarting the map I still see this as a constant hassle and it needs to be addressed.
Text is a bit plain. Needs a little more style to it (even if you are going for the plain look atleast fancy up the text a bit.
Consider putting the text at the very top on the bottom, it'll flow together better when it's loading.
Edit: Might I consider Rasterizing that text type, duplicating the layer, add either a Pixelate > Fragment > Opacity 50% to it, or possible even a motion blur :)
Its merely a .DDS image that I personally customized so that the inventory would appear to be on top of it. It has a cut-out clear background where the inventory is giving the illusion that its built into the actual picture. Yes, it is a regular inventory, and no I did not use any triggers (other than to just create the dialog image)
I sure do appreciate the feedback guys. I do agree it does feel a little chunky so I am playing around with different types of layouts for it. The top right corner is a mess and is just there temporarily because we havent triggered a "Tab" key scoreboard and what not. I will approve upon what I have got here and post another picture in the future.
@Snyderguy
I have done so in the new version
@Scorp
Yes I have, the only problem I have had was with the inventory panel, which I am going to completely re-do anyways.
Hey all, a buddy of mine and I have been working on hero/pvp arena map since August of 11. So far we have most of the core game play added and we're working on polishing up the graphics a bit (also trying to work out this annoying team placement bug grrr). Anyways, this is a UI I have put together for the map, it's still in Alpha stage but I would love some feedback on what I currently have.
The title pretty much says it all, but I'll lay it out for you.
I have a unit that can stealth, I want his Combat: Default Acquire Level to be "Acquire" and his Behavior: Response to be "Offensive" when he is not stealthed, meaning he can attack automatically. When he cloaks, I want those two fields to be switched to "No Response" and "Passive" so that he will not attack unless told to attack. I know there is another way of doing this by adding a certain ability called "Hold Fire" i think it is, but I wanted to know if there was another way.
You need to make sure that when you attach the weapon to the unit, you need 2 actors generally, one for the Model Addition and one for the CActorSiteOppAttach. Without the SiteOppAttach, it won't attach to the correct slot of your custom model. You also need to ensure that your custom model has valid attachment points for where you want to place the weapon.
In simpler terms, when I target an enemy unit with an Effect - Target ability and I go to click on the unit I want to use it on, I can't get my cursor to highlight the enemy unit, almost as if the enemy unit is untargetable, but I know he isn't. I believe it may be an issue with the actors. My unit does have model additions, could this be the issue?
Hello! I have all custom actors and models in my map, and I ran into this error in the past. When I test my actors and I cast a particular spell that requires an actor, it makes the unit impossible to target, it appears as though he is actually un-targetable but if I put my cursor over a certain "sweet spot" it will catch his actor.
Like I said I ran into this problem before, and I fixed it, but I don't remember how I did it, any suggestions?
the rating system is a simple calculation that does player ranks and what not. i plan on releasing it on NA so far, but if i get requests on anything else ill have someone publish it where it needs to go
Rating system calculates:
Wins
Losses
Player Rank
Games Played
and eventually we plan on adding some achievements and in-game achievable buffs
0
Not sure if anyone else has this problem, or if it has been addressed before so I will elaborate.
My current project uses about 5 custom dependencies, all which are nearly filled to the maximum capacity with custom models/images/sounds. It seems that every time I go to load my map either 1, 2, 3, 4, or maybe even all 5 dependencies won't load on the initial start up of the map and causes an error and asks to proceed anyways. Obviously if I proceeded anyways there wouldn't be any custom items in the map anymore, now would there? Though it is easily fixed by restarting the map I still see this as a constant hassle and it needs to be addressed.
Thoughts?
0
@Bilxor: Go
Did my previous post help you at all?
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@Bilxor: Go
Under the abilities tab there is actually a "Command Card: Level Button Tooltip" if I am not mistaken. You can add different leveled tooltips there.
Edit: Ensure you use different text keys when creating them, otherwise the editor will keep replacing what you type :P
0
@ScrinKing: Go
Text is a bit plain. Needs a little more style to it (even if you are going for the plain look atleast fancy up the text a bit.
Consider putting the text at the very top on the bottom, it'll flow together better when it's loading.
Edit: Might I consider Rasterizing that text type, duplicating the layer, add either a Pixelate > Fragment > Opacity 50% to it, or possible even a motion blur :)
0
@zaysite: Go
Its merely a .DDS image that I personally customized so that the inventory would appear to be on top of it. It has a cut-out clear background where the inventory is giving the illusion that its built into the actual picture. Yes, it is a regular inventory, and no I did not use any triggers (other than to just create the dialog image)
0
I sure do appreciate the feedback guys. I do agree it does feel a little chunky so I am playing around with different types of layouts for it. The top right corner is a mess and is just there temporarily because we havent triggered a "Tab" key scoreboard and what not. I will approve upon what I have got here and post another picture in the future.
@Snyderguy I have done so in the new version
@Scorp Yes I have, the only problem I have had was with the inventory panel, which I am going to completely re-do anyways.
0
Hey all, a buddy of mine and I have been working on hero/pvp arena map since August of 11. So far we have most of the core game play added and we're working on polishing up the graphics a bit (also trying to work out this annoying team placement bug grrr). Anyways, this is a UI I have put together for the map, it's still in Alpha stage but I would love some feedback on what I currently have.
Appreciate the criticism ;)
0
@eliek: Go
thanks alot
0
The title pretty much says it all, but I'll lay it out for you.
I have a unit that can stealth, I want his Combat: Default Acquire Level to be "Acquire" and his Behavior: Response to be "Offensive" when he is not stealthed, meaning he can attack automatically. When he cloaks, I want those two fields to be switched to "No Response" and "Passive" so that he will not attack unless told to attack. I know there is another way of doing this by adding a certain ability called "Hold Fire" i think it is, but I wanted to know if there was another way.
0
@eliek: Go that could work too :O
0
@Tattsoo: Go
You need to make sure that when you attach the weapon to the unit, you need 2 actors generally, one for the Model Addition and one for the CActorSiteOppAttach. Without the SiteOppAttach, it won't attach to the correct slot of your custom model. You also need to ensure that your custom model has valid attachment points for where you want to place the weapon.
0
@eliek: Go
Gah! I thought I fixed it but I didn't.
In simpler terms, when I target an enemy unit with an Effect - Target ability and I go to click on the unit I want to use it on, I can't get my cursor to highlight the enemy unit, almost as if the enemy unit is untargetable, but I know he isn't. I believe it may be an issue with the actors. My unit does have model additions, could this be the issue?
0
Hello! I have all custom actors and models in my map, and I ran into this error in the past. When I test my actors and I cast a particular spell that requires an actor, it makes the unit impossible to target, it appears as though he is actually un-targetable but if I put my cursor over a certain "sweet spot" it will catch his actor.
Like I said I ran into this problem before, and I fixed it, but I don't remember how I did it, any suggestions?
0
@BloodClud: Go
the rating system is a simple calculation that does player ranks and what not. i plan on releasing it on NA so far, but if i get requests on anything else ill have someone publish it where it needs to go
Rating system calculates:
Wins Losses Player Rank Games Played
and eventually we plan on adding some achievements and in-game achievable buffs
0
The map is still under going its rating system work, after that we will release the beta.