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    posted a message on Advanced chat

    @Obatztrara: Go

    Could you please provide details (code) on how I can (1) Move the chat area offscreen and (2) keep the normal typing line where it is? That would save me a lot of poking around :) Thanks all for your comments.

    Posted in: Triggers
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    posted a message on Selection halos

    @jcraigk: Go

    Bump

    Posted in: Triggers
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    posted a message on Advanced chat

    @Tudentau: Go

    How does one "block" the chat area? I don't want to cover it up and I'm getting flickering messages when I use Clear All Chat Messages.

    Posted in: Triggers
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    posted a message on Minimap without UI

    Hi, I'm trying to do the same thing with the minimap that this map does:

    I'm trying to hide all the UI, but keep the minimap. I can hide the UI, hide individual panels, but I can't seem bring back the minimap by itself. It looks like this map recreates the minimap inside a dialog, but I'm not sure how to do that. Anyone know how?

    Posted in: Triggers
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    posted a message on Advanced chat

    @Tudentau: Go

    Hmm that's an interesting idea but I don't think it's compatible with my goal. What I ultimately want to do is:

    (1) Be able to move and resize the chat area during runtime. For example, in one mode it would replace the normal UI you get at the bottom third of the screen, making lines of chat text stretch across entire screen. Then in another mode it would move to the right side of the screen, with a large height but small width. (2) Intercept and suppress/style individual chat messages differently.

    I'm thinking I'm going to need to use custom dialogs for this, but I'm still going to have the problem of flickering chat messages unless I figure that part out...and I'd really prefer to avoid covering up the chat area...

    Posted in: Triggers
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    posted a message on Advanced chat

    @Obatztrara: Go

    Can the size/placement of chat area be changed programatically during runtime or can this be done only at map init?

    @zeldarules28: Go

    Okay I've been messing around with this and figured out that (..."", matching Exactly) will fire for any text from any player. From there I can Clear Chat Messages, but sometimes I still get the chat flickering onscreen before it's cleared. Do you know of a better way to suppress an individual message so it's never shown in chat?

    Thanks for both comments!

    Posted in: Triggers
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    posted a message on Advanced chat

    I'm trying to do a few things with the standard chat interface:

    (1) Show/hide individual chat messages to individual players based on arbitrary logic; also change text style of individual messages (2) Move and resize the area in which chat messages are displayed on-screen

    I've been poking around a bit in the editor and I can't seem to figure out a good way to do this. A little guidance would be appreciated.

    Posted in: Triggers
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    posted a message on Selection halos

    @Builder_Bob: Go

    Okay that's also helpful but now when I try to do something like Actor - Attach GroundLocalSelection to Head on MyUnit, the ground selections appear where the unit is created and then it sticks to the ground at that spot even when the unit moves. This seems counter intuitive since I am "attaching" the actor to a unit, right? How can I make the selection halo follow the unit wherever it goes?

    Posted in: Triggers
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    posted a message on Selection halos

    @deathtorn: Go

    That's helpful but I need to be able to disengage the selection/highlighting arbitrarily. Is there a way to turn off the flash highlighting regardless of amount of time elapsed? Thanks.

    Posted in: Triggers
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    posted a message on Finding an author

    I'm trying to get ahold of the author of 1v1 obs series of custom maps such as 1v1 Obs - Xel'Naga. Does anyone know who the author is and how I can get in touch?

    Posted in: General Chat
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    posted a message on Selection halos

    I'm assuming that selection halos (circles on the ground below units when they are selected) are usable via actors, but I can't seem to find them. My goal is to have various colored selection halos beneath units based on arbitrary logic. What is the best way to do this?

    Posted in: Triggers
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    posted a message on Looking to hire for a 1v1 Obs map!

    @MajinCilos: Go

    I had this exact same idea and started working on it. I hit a brick wall with sc2 map limitations. Search my message threads and you'll see a discussion about it. Instead now I'm working on a version of 1v1 obs in Lost Temple, but with ability to choose 2v2 along with other UI and team selection enhancements. Bummer about map cycling, but it is what it is until Blizzard lifts the map size limit (very unlikely in the foreseeable future).

    That's why you see a bunch of different versions of 1v2 Obs...the author keeps putting out more. How do I find out who wrote that and get in touch with him anyway?

    Posted in: Team Recruitment
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    posted a message on Clear all creep

    How can I clear all creep from the map instantly?

    Posted in: Triggers
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    posted a message on Infestor response

    @Eiviyn: Go

    That doesn't seem to work. Same results. Any other ideas?

    Posted in: Triggers
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    posted a message on Infestor response

    @Eiviyn: Go

    No, actually this is pre-melee setup...I'm thinking of it as a controlled cinematic scene. At the time of this happening the Infestor is owned by a computer player with no AI attached or a human player who is not interacting with the unit. I didn't think this mattered as my commands to attack target work just fine in this same context.

    So if the owner of a unit is, say, Player 0 (neutral), then I would have to make sure that Player 0 (neutral) had that researched before I was able to do this? Thanks for the help!

    Posted in: Triggers
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