Yes, I gave you the solution above. You need to find where the texture for the hover images. When the dialog "L" is opened, you simply create a dialog image with the texture of the hover image.
NP, you should come up with a naming system for your variables, though. Such as DIA = Dialog, to shorten the length. No reason behind it other than aesthetics.
It won't work multiplayer because you're creating a dialog just for one player. You need to make a local variable, then make a loop from 1 - <max players>. Then you need to set the last created dialog to a dialog ARRAY. This will create a dialog for every player, and they will all be unique.
What you're trying to do is a very complicated system, jstoffer.
You'd first need a variable like ReplayUnitInt. It is an array with the scope of max units in map needing to be recorded.
Then you'd need a variable for units, ReplayUnit. Captures the unit.
Then you'd need a variable like ReplayCommand. This variable is a 2d array and will record every movement. This would capture the unit's commands.
You should be able to figure out the rest from here, if you still need help... I might suggest trying to replay a single unit on a test map. Replay one of it's moves, then work towards 5, then work towards infinite amount of moves. From there, work on multiple units with infinite move records.
I don't quite understand what you're saying, the sentences are a little incoherent... You should be able to see mouse-over (hover) button states even when the mouse is being hidden.
If what you're saying is you're using the keyboard arrows to navigate, and want it to have it's button-over (hover) state displayed on selection, then it is simple. Create a dialog image over the button. The texture is what you need, search in textures for "normalover" and find the dialog button.
Yes, it is all possible and fairly simple. Although I wouldn't suggest the method you proposed, as it would cause potential spam to the other player. You'd have to work around knowing that fact.
I saw your code earlier and it's not coded for multiple players - you have to start using variable arrays if you want to code for multiple players. I suggest looking over a tutorial thread if you are unfamiliar with variable arrays.
Sorry, it's hard to understand your questions. You'd have to be creative on your own to make it known that 6 is a hotkey to open a dialog. You can have a button somewhere on the screen that has a mouse-over text saying the hotkey at the end, for example. There is no way to make it known that 6 is the hotkey, unless you tell them by text, loading screen, or whatever way you want to project it.
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@Molsterr: Go
bahhh lol, damn you copyrights!
EDIT: That being said, I wonder if blizzard really will be ok if I use their icons - say from WoW lol.
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Would it be illegal to use icons from another shipped product game and use them in my map?
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@user_127918: Go
Yes, I gave you the solution above. You need to find where the texture for the hover images. When the dialog "L" is opened, you simply create a dialog image with the texture of the hover image.
If you can't find the texture, make it yourself.
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@SouLCarveRR: Go
Ah yes, forgot to mention, if it's a pop-up dialog, just re-enable the mouse just for it.
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@CrazyTwigman: Go
NP, you should come up with a naming system for your variables, though. Such as DIA = Dialog, to shorten the length. No reason behind it other than aesthetics.
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@CrazyTwigman: Go
It won't work multiplayer because you're creating a dialog just for one player. You need to make a local variable, then make a loop from 1 - <max players>. Then you need to set the last created dialog to a dialog ARRAY. This will create a dialog for every player, and they will all be unique.
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@SouLCarveRR: Go
What you're trying to do is a very complicated system, jstoffer.
You'd first need a variable like ReplayUnitInt. It is an array with the scope of max units in map needing to be recorded.
Then you'd need a variable for units, ReplayUnit. Captures the unit.
Then you'd need a variable like ReplayCommand. This variable is a 2d array and will record every movement. This would capture the unit's commands.
You should be able to figure out the rest from here, if you still need help... I might suggest trying to replay a single unit on a test map. Replay one of it's moves, then work towards 5, then work towards infinite amount of moves. From there, work on multiple units with infinite move records.
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@user_127918: Go
I don't quite understand what you're saying, the sentences are a little incoherent... You should be able to see mouse-over (hover) button states even when the mouse is being hidden.
If what you're saying is you're using the keyboard arrows to navigate, and want it to have it's button-over (hover) state displayed on selection, then it is simple. Create a dialog image over the button. The texture is what you need, search in textures for "normalover" and find the dialog button.
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@CrazyTwigman: Go
Yes, it is all possible and fairly simple. Although I wouldn't suggest the method you proposed, as it would cause potential spam to the other player. You'd have to work around knowing that fact.
I saw your code earlier and it's not coded for multiple players - you have to start using variable arrays if you want to code for multiple players. I suggest looking over a tutorial thread if you are unfamiliar with variable arrays.
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@CrazyTwigman: Go
Sorry, it's hard to understand your questions. You'd have to be creative on your own to make it known that 6 is a hotkey to open a dialog. You can have a button somewhere on the screen that has a mouse-over text saying the hotkey at the end, for example. There is no way to make it known that 6 is the hotkey, unless you tell them by text, loading screen, or whatever way you want to project it.
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@CrazyTwigman: Go
I think this might be hard coded with battle.net - I could be wrong though.
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@CrazyTwigman: Go
There should be 2 events for that dialog button. One is when 6 is pressed. The other is when a dialog button is pressed.
Condition is If no dialog button is pressed, do actions, else if dialog button pressed is equal to XXX then do action.
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@CrazyTwigman: Go
Try doing a dialog label, it'll let you offset from there.
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@jstoffer: Go
Use the event "A unit is issued an order" then use the action "Issue Order to Unit"
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@CrazyTwigman: Go
Please show us a screenshot of the exact trigger you have.