Banks are the sc2 version of caches and they are the only way to save data on the player. There are a lot of tutorials on here about them just look on the wiki if you need help with them.
Edit: Once you open your UI Editor in turn on the xml view - Hotkey Ctrl + 2. This might fix the crashing. It happens to me too when i open and mess with certain layouts in the editor while the "Frame view" is on.
You will be left with really ugly UI. but you can move the rest with hookups and hiding certain frames with triggers.
You can use this site http://www.helral.eu/SC2LayoutFrames.html to get names of frames if you need to hide them and Ctrl + Alt + F12 ingame to open up the ingame editor and clicking on items tells what their names and parents are.
Hi! Every time my cutscene reloads my editor stops responding and after short time it reloads and continues working and this error comes up in Warning: Missing file reference: CutsceneNodeHaloController
It can still work on it but i takes so long to do anything when i have to wait for this load time to go away every time i remove, add or reload the cutscene
I tried disabling all items in my scene but this still happens. This problem appeared after LotV hit.
Anyone know why this is happening?
Edit: This seems to be happening even when i don't have my cutscene activated.
Edit2: Ok i found the reason my cutscene editor was lagging. It was "Void Story(Campaing)" dependency, i had added this before void came out with the prologue assets. Fortunately i had not used any assets in this dependency so i could just remove it. Idk why this caused so much lag could have been wrong load order or something. But as i don't need it i just removed it.
You should create a smaller dialog that will contain the lines inside that bigger dialog then create a hookup dialog item like a blank image inside that smaller dialog. Then attach your line items to the blank image.
Then adding the scrollbar and making it move the hookup dialog item you should move the entire line and it disappears and reappears when you move it left or right because it's moving in and out of the small dialog.
Quick explanation, PM me if you need more info or help.
Hello. Knalle here and i'll show you how to create a scrollbar in a trigger dialog menu.
I am not going to go over how to create or use dialogs. This will just be a tutorial how to create and use Scrollbars in trigger dialogs.
For this tutorial i made an unit spawn menu for every HotS unit.
It uses 9 buttons, i put all of the units Game Links and their Images to an global variable array.
You can apply the use this menu however you want or can think of.
Like moving a dialog item that has a menu anchored to it therefore moving the whole menu.
Contents
Scrollbar Layout
Creating a Scrollbar
Normal use of Scrollbar
Using a Scrollbar Through Mouse Wheel
Scrollbar Layout
First off we will need a custom layout, so open up UI Module (hotkey Shift + F6)
If you see this go to the top with the buttons and turn on XML View (Hotkey Ctrl + 2)
Right click on the left list and add a new layout. Call it "MapLayouts" or you will need to change some values on the scrollbar frame. Then copy and paste this into it http://pastebin.com/NB5i0DRT
If you want the scrollbar to be sideways go to the "ScrollBar" Frame at the bottom and change the Orientation field to "Horizontal"
You can also change the look of the scrollbar here.
After that, save and the open up trigger module and you can close the UI Module now.
Creating a Scrollbar
So let's create the Scrollbar.
Create Dialog Item From Template
Dialog - Create a Slider for dialog (Last created dialog) using the template MapLayouts/ScrollBar
Add the scrollbar to variable
Set the size how you want, i used width 22, height 685 to fit my menu.
Hook it up how you want i hooked it to the right of my menu.
Set Dialog Item Current Value
Set to 0 initially this will be the value we use to get scroll bar state for players.
Set Dialog Item Minimum Value
Set to whatever you minimum value is could be a offset for moving dialog items or array index that we will be using for our menu.
Set Dialog Item Maximum Value
Set to whatever you maximum value is in our case its 39 because HotS has 48 units and we reduce it by the amount of buttons we have in our menu.
That should do it for the creation.
Normal use of Scrollbar
If you want your map to have multiple players using same scrollbar you should create a constant that stores the maximum number of players in your game.
And then create a global integer array that stores each players "scrollbar state"
ScrollState = 0 <Integer[MP]> (MP is the maximum player constant)
Ok, so lets create trigger that responds to the use of the scrollbar.
This is the event for when player moves the scrollbar
Dialog Item Is Used
Item: Any Dialog Item
Player: Any Player
Event Type: Changed Value
Create a local variable and save the triggering players scroll state
(udi == used dialog item)
(p == triggering player)
(pg == triggering player converted to a player group)
This should cover the normal use of scrollbars.
Using a Scrollbar Through Mouse Wheel
Blizzard finally added the event for the mouse wheel a long need asset for creating good menus.
First off lets create a global bool called "ScrollEnabled"
ScrollEnabled = False <Boolean[MP]>
This will be set to True whenever any of the items in your menu is used preferably with the "Mouse Enter" type
Also lock the triggering players camera input or create a custom camera for your map that has no zoom values and apply that camera for the triggering player.
Then we will need a new trigger lets call it "Scroll" this will be triggered by
Mouse Wheel
Player: Any Player
You can get the amount the player spins the mouse wheel by "Mouse Wheel Spin" function (Real value)
Now we need to disable the mouse scroll and unlock the players camera input or apply our default game camera when we click out of the menu.
Make a new trigger called "Scroll Disable"
And add a event that triggers it.
Mouse Clicked
Player: Any Player
Mouse Button: Any
Down: Down
End
I will attach the tutorial map to this post so you can look better how i created the menu.
Hope you learned something this was my first tutorial and probably very primitive to alot of you.
I hope to make more dialog related tutorials, post what i should do next.
How can i get to sc2 assets? I used to use Ladik's MPQ Editor but it seems like they changed how stuff works in 3.0. Is there another way or am i out of luck?
Yes, create a new one and set it's actor type to be Missile to have default values for missile actors. Then add the UnitBirth event and your wanted model for it.
Yeah but you don't need to wait for the GUI to open/close each time you want to change something after you copy it, you can just instantly change it there after pasting it.
You need to have a Projectile Unit for the launch missile effect to use as an Ammo Unit. The Projectile Unit needs to have an actor that is created when the unit is created by the launch missile effect. So make sure that the actor for the Projectile Unit is being created when the unit spawns in the actors events.
0
@StarGazingContinuum: Go
Banks are the sc2 version of caches and they are the only way to save data on the player. There are a lot of tutorials on here about them just look on the wiki if you need help with them.
0
@Teh_Skorpion: Go
Create a new layout for your map in the UI editor
Edit: Once you open your UI Editor in turn on the xml view - Hotkey Ctrl + 2. This might fix the crashing. It happens to me too when i open and mess with certain layouts in the editor while the "Frame view" is on.
You will be left with really ugly UI. but you can move the rest with hookups and hiding certain frames with triggers.
You can use this site http://www.helral.eu/SC2LayoutFrames.html to get names of frames if you need to hide them and Ctrl + Alt + F12 ingame to open up the ingame editor and clicking on items tells what their names and parents are.
0
This is possible now in layouts using "TextureCoords" tag. Too bad there is not trigger action for this.
Ex. <TextureCoords top="0.0" left="1.0" bottom="1.0" right="0.0"/>
Layout "VoidShared_ScoreScreen" has good examples.
0
@Teh_Skorpion: Go
What overlay image are you talking about?
0
@killduk: Go
Why is this not in EU?
0
Hi! Every time my cutscene reloads my editor stops responding and after short time it reloads and continues working and this error comes up in Warning: Missing file reference: CutsceneNodeHaloController
It can still work on it but i takes so long to do anything when i have to wait for this load time to go away every time i remove, add or reload the cutscene
I tried disabling all items in my scene but this still happens. This problem appeared after LotV hit. Anyone know why this is happening?
Edit: This seems to be happening even when i don't have my cutscene activated.
Edit2: Ok i found the reason my cutscene editor was lagging. It was "Void Story(Campaing)" dependency, i had added this before void came out with the prologue assets. Fortunately i had not used any assets in this dependency so i could just remove it. Idk why this caused so much lag could have been wrong load order or something. But as i don't need it i just removed it.
0
@Narudek: Go
Could be a admin problem try launching the editor as administrator
0
@akluffy: Go
Sorry, I have not worked on anything like this that you are trying to do so i have no experience.
What are you trying to show to the player. There might be other, better solutions to display this info.
-Knalle
0
@akluffy: Go
Hey akluffy!
You should create a smaller dialog that will contain the lines inside that bigger dialog then create a hookup dialog item like a blank image inside that smaller dialog. Then attach your line items to the blank image.
Then adding the scrollbar and making it move the hookup dialog item you should move the entire line and it disappears and reappears when you move it left or right because it's moving in and out of the small dialog.
Quick explanation, PM me if you need more info or help.
-Knalle
0
Introduction
Hello. Knalle here and i'll show you how to create a scrollbar in a trigger dialog menu.
I am not going to go over how to create or use dialogs. This will just be a tutorial how to create and use Scrollbars in trigger dialogs.
For this tutorial i made an unit spawn menu for every HotS unit.
It uses 9 buttons, i put all of the units Game Links and their Images to an global variable array.
You can apply the use this menu however you want or can think of.
Like moving a dialog item that has a menu anchored to it therefore moving the whole menu.
Contents
Scrollbar Layout
First off we will need a custom layout, so open up UI Module (hotkey Shift + F6)
If you see this go to the top with the buttons and turn on XML View (Hotkey Ctrl + 2)
Right click on the left list and add a new layout. Call it "MapLayouts" or you will need to change some values on the scrollbar frame. Then copy and paste this into it http://pastebin.com/NB5i0DRT
If you want the scrollbar to be sideways go to the "ScrollBar" Frame at the bottom and change the Orientation field to "Horizontal"
You can also change the look of the scrollbar here.
After that, save and the open up trigger module and you can close the UI Module now.
Creating a Scrollbar
So let's create the Scrollbar.
Create Dialog Item From Template
Dialog - Create a Slider for dialog (Last created dialog) using the template MapLayouts/ScrollBar
Add the scrollbar to variable
Set the size how you want, i used width 22, height 685 to fit my menu.
Hook it up how you want i hooked it to the right of my menu.
Set Dialog Item Current Value
Set to 0 initially this will be the value we use to get scroll bar state for players.
Set Dialog Item Minimum Value
Set to whatever you minimum value is could be a offset for moving dialog items or array index that we will be using for our menu.
Set Dialog Item Maximum Value
Set to whatever you maximum value is in our case its 39 because HotS has 48 units and we reduce it by the amount of buttons we have in our menu.
That should do it for the creation.
Normal use of Scrollbar
If you want your map to have multiple players using same scrollbar you should create a constant that stores the maximum number of players in your game.
And then create a global integer array that stores each players "scrollbar state"
ScrollState = 0 <Integer[MP]> (MP is the maximum player constant)
Ok, so lets create trigger that responds to the use of the scrollbar.
This is the event for when player moves the scrollbar
Dialog Item Is Used
Item: Any Dialog Item
Player: Any Player
Event Type: Changed Value
Create a local variable and save the triggering players scroll state
(udi == used dialog item)
(p == triggering player)
(pg == triggering player converted to a player group)
This should cover the normal use of scrollbars.
Using a Scrollbar Through Mouse Wheel
Blizzard finally added the event for the mouse wheel a long need asset for creating good menus.
First off lets create a global bool called "ScrollEnabled"
ScrollEnabled = False <Boolean[MP]>
This will be set to True whenever any of the items in your menu is used preferably with the "Mouse Enter" type
Also lock the triggering players camera input or create a custom camera for your map that has no zoom values and apply that camera for the triggering player.
Then we will need a new trigger lets call it "Scroll" this will be triggered by
Mouse Wheel
Player: Any Player
You can get the amount the player spins the mouse wheel by "Mouse Wheel Spin" function (Real value)
Now we need to disable the mouse scroll and unlock the players camera input or apply our default game camera when we click out of the menu.
Make a new trigger called "Scroll Disable"
And add a event that triggers it.
Mouse Clicked
Player: Any Player
Mouse Button: Any
Down: Down
End
I will attach the tutorial map to this post so you can look better how i created the menu.
Hope you learned something this was my first tutorial and probably very primitive to alot of you.
I hope to make more dialog related tutorials, post what i should do next.
- Knalle
0
@TheSC2Maniac: Go
Thank you!
0
How can i get to sc2 assets? I used to use Ladik's MPQ Editor but it seems like they changed how stuff works in 3.0. Is there another way or am i out of luck?
0
@KradDrol1: Go
Yes, create a new one and set it's actor type to be Missile to have default values for missile actors. Then add the UnitBirth event and your wanted model for it.
0
@SC2UniversalDomination: Go
Yeah but you don't need to wait for the GUI to open/close each time you want to change something after you copy it, you can just instantly change it there after pasting it.
0
@KradDrol1: Go
You need to have a Projectile Unit for the launch missile effect to use as an Ammo Unit. The Projectile Unit needs to have an actor that is created when the unit is created by the launch missile effect. So make sure that the actor for the Projectile Unit is being created when the unit spawns in the actors events.
Should look like this in the actors events.
UnitBirth.YourProjectileUnit
Create