• 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Alright. I will keep note of those sections. I have a few more questions. So far I've managed to get just about all the ui panels in place. Some just need a bit of resizing and offsetting. Shouldn't be too big an issue.
    1. How would the previous race consoles would be removed or overwritten?
    Specifically, what I mean is the part about removing the existing ui. I am not asking the same question as before, but assuming I add new race console ui, the present ones would need to be removed.
    2. How to adjust the location of hosted buttons from the caster unit?
    Right now there is a number of buttons showing up, but I need to know how to adjust the offset and number of buttons. I think I understand already how to create new buttons with abilities that can be used.
    3. How to apply glazes to these UI models?
    I have an idea of how this could possibly be done via the model actor directly, but I wanted to check if there was a simpler and faster way to get this done. I asked something like this a long while ago, but I was not ready to even start getting into this.
    Posted in: Triggers
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Its working. Finally after all this time, I've been trying to figure out so hard out to get those UIs working in the games since some of the earliest times of this project. This is a huge step forward and I think I should be able to apply this to other types of uis. Well see. I do have some questions yet. Some of these questions are new and some are related to what has been discussed today. Before I ask about the buttons though, I want to study those more and see if I can understand the demo better.
    1. How to increase the size of the UI layout portraits?
    I am not sure how to change the size of the UI layout portraits. Its not urgent at the moment, but I may want to do this should I decide to use this as a method of creating the race Console UIs. I did send a message to that person you recommended who might know how, but there is a possibility he may not decide to help or won't be active for quite a while. What I would also like to know is if there is anything else important that would need to be changed along with changing the size of the UI layout portraits and how might be the proper way to simply overwrite the existing console ui? I'd imagine that if I simply just make a UI then try to place it over the existing UI it would overlap or parts of it would still be visible.
    2. Proper way of setting up the music.
    In the mod I am making, players select factions at a faction screen once the game loads. Once the timer hits zero, then the game starts for all active players. The way the music is set up is like this:
    A. Any time a player chooses a faction, then soundtrack for their race is set to start playing, but immediately paused by an event right after. This event pauses the soundtrack for all players.
    B. Once the timer hits zero there is an action to unpause all soundtracks.
    C. Important to know: All of the music in the default races has been set to none. 
    D. I've double checked that all the music at the sound files is playing correctly as well as at the soundtrack.
    What is the problem? The music will sometimes play, but sometimes won't. Some games it plays just fine, but others it doesn't play at all. I've also doubled checked that I have my music set on and volume up. Now I was looking for a potential other method to this in an attempt to try and get the music playing each time just right. Do you have any recommended methods of getting the music working for sure each time?
     
     
     
    Posted in: Triggers
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Now I have two questions pertaining to this.

    1. How would I properly create this turret so it works right for the attached unit? 

    Like for example. Do I need to on the turret model actor state events such as Actor creation>Create such and such turret actor? Do I need to indicate the turret in some way through the actor? 

    2. Do I set the model actor of the Turret as the attachment subject for the turret or the unit it is attached to?

    Self explanatory. 

    Here is a quick look at what I am trying to set up:

    I haven't added local offsets yet, but I unsterstand how its done. I am basically trying to have the bile launcher shoot missiles atop the infested command center. The weapon animation, weapon itself, and death animations are working perfectly so far. It is following the unit in sync too.

    Posted in: Data
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    1. Ah, a solution has been found!
    My bad. For Mac users it turns out that I just need to use Command C instead of control C. I grew up using using Control on a pc most of my life till I get this expensive Mac. Since Macs have control c, I thought this would work. I probably should have known better by now. 
    3. Trying the original plan first.
    Since I now found out how to copy XML. I am going to the original way and see if this works as original was planned. There is probably a notepad-like alternative for Mac. I just need to figure out what it is. So hopefully now I won't have to settle for an inferior method of getting this done. I am going to try that first.
     
    Posted in: Triggers
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Alright. I have a turret actor created with the attachment: turret subject specified. One thing I was wondering though is if there is anything I need to specify under the yaw and pitch query? I have specified a spore crawler turret yes unless you meant something unless. This is specified under the weapon.
    Posted in: Data
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    1. Possibly a Mac issue
    This issue might be only happening with Mac users. Maybe I am wrong, but when I tried to copy the XML code, nothing happened. No option to copy it showed up. When I tried copying it using Control C, it did not work either. Maybe I am doing it the wrong way. Is there a certain way that XML Code needs to be copied? Just in case it remains the case that it is not working for Mac users, could there be a work around to copying the XML?
    2. Okay. I will keep note of this though just in case.
    3. Proceeding with that method.
    As much as I would really love the drop-down and fading in, its ultimately overhanging command panel that is what I was really looking for and maybe the race consoles. Since I am guessing that the XML code is more than likely unable to be copied for Mac users at this time and doing this via parallels would be too time consuming at this time, I would like to know how this can be done via the dialog item portrait way. Currently, I have all of the actors, viable and triggers from that demo copied into the main file to give this a try. When I tried to adept it in the dialog item portrait way, nothing showed up. Initially I tried linking both the model actor that holds the command panel visual and the actor that creates the command panel visual. Same result for both. Here is a look at my setup:
    Now I purposely have not hidden the border of the portrait yet just cause I am new at this and wanted to be careful what I was altering. When I have it set up this way though, a portrait with nothing visible in it shows up.
    Posted in: Triggers
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Alright. After lots of testing, trial and error and resizing different models, I finally managed to get all of the Co-op like command panels showing up properly, but I've run into some major road blocks. This currently as of now is only working in the demo map. Here is some of the next questions:

     

    1. How to copy the XML to my main file?

     

    One of the big issues that I ran into is that I noticed you cannot directly copy and paste XML nor the layouts in a similar manner like other data objects. So I tried to recreate them from scratch in my main file. When I saved and came back to try and copy the XML and other data they just disappeared.

     

    2. What is the purpose of using Notepad for XML related tasks?

     

    I recall you mentioning about this earlier. One thing I should point out is that I am using a Mac, but I have parallels which can run notepad. Since it is difficult for me to switch between parallels and the Mac, it would be more ideal if this is not required.

     

    3. Can using regular Dialog item Portraits work?

     

    Instead of using Ui Layouts, could it be possible to simply use a dialog item portrait, remove the boarder then setup the UI model within it? Could there also be another way to display the UI command panels without Layouts or dealing with xml? I ask since this seems especially complicated to do in order to just produce a few UI panels.

     

    Going to stick with these questions for now before moving forward.

    Posted in: Triggers
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Alright. I've finally managed to get a model attached to another unit the right away and it seems to be moving with the unit as it should. I've also figured out how to get its animations working properly. I do have one question in this regards.
    1. How to get the turret to turn when attacking?
    The only thing that does not seem to be working right is the turret's ability to turn. I've tried adding a spore crawler turret to it for now. Nothing is happening with this so I wondered what the process for getting this set up would be?
    Posted in: Data
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

     
    Hopefully its not a little too late today for response, but I have one question for today.
    1. Positioning of the Models for the Portraits.
    I wanted to ask about positioning of the models and how the model is set to face the unit. When I tried to add the Dehaka UI Mission Screen it showed up, but it appeared to be displaying it from the side and it was showing it was very tiny. This was dispite having the scale set to 17. How would I get UI planes like those positioned properly so they are facing the screen and large enough like the aiur bridge model.
    EDIT: The purifier screen was the one I used I mean. This is a picture of what it looked like when I switched it in, but it appeared to be animating properly although not fully showing.
    Posted in: Triggers
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    In regards to 1, that was really smart thinking. I didn't even realize it was a bridge model when looking at it for the first time. Very good choice of model. Here are the new questions I have.

     

    1 and 9. What exactly needed to be changed in the XML code, to change the model?

     

    I was actually talking about an earlier thread that I asked about how to make dialog portraits.  I realized something now though that wasn't clear immediately. The ui layout that you specified is basically a portrait with a model animation that is playing not counting the buttons. So its no wonder. That demo map basically explains how do what I asked you about, but except with ui layouts. The question I have though. What exactly needs to be done in XML code to change the model? I am new to the XML code so lots of this is hard to understand, but I am trying to make sense of it.

     

    4. Any references?

     

    Do you know someone that you could refer me to who might know how this is done. Even though it is quite complicated(mainly since I don't know how its done) I would really like to figure this out if possible, since it would really add to the experience. One thing I was noticing that might make things extra complicated is the races. If doing something like this requires getting custom races to work at a fully functional level, that will make things much harder since I will also have to fix the voices and resource icon along with the console. 

     

    5. Portait Complications

    So I am basically trying to make a model of Sylvanas Windrunner appear as a button. When I had set up the portrait, only her feet can be seen in the picture and I wondered what would be the right way to set it up so her full model could be seen. 

    Posted in: Triggers
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

     

    In reply to DrSuperEvil:

    Alright. I think this will solve the problem. I am going to try this soon. Here is two new questions.
    1. Getting Taylormouse's Models working.
    I am trying to use this model from Taylormouse. It has been downloaded many times apparently, but when I tried to import this into the editor, it said that the core file was not found. I tried multiple times more, trying to make sure I got the file loaded in right. Hasn't been working. Since Taylor mouse has not been active for a while, I thought I might ask you about this. Maybe there is something I need to load this into the editor that I don't have. This is also happening with other of Taylormouse's model's I've tried.
    2. Getting Attachments done the right way.
    Okay so this is probably the 3-4th time I've asked you about how to properly attach a model to another unit the right way so that it follows the unit as it moves. Unlike those other times, I am ready to dedicate full energy and focus to this and won't be postponing this until the issue is figuring out once and for all. I would like it if you could explain from the beginning how this is done. I know that there needs to be an SOP attachment and some sort of model actor to make this work. I want to know about this so I can start creating some very interesting types of custom units.
    Posted in: Data
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    1. Good to know
    Okay. That is a relief. My plan was to have them very similar the ones in co-op however it occurred to that there could be many other available panels I don't know about like that Protoss looking one you have in the demo. My next question would be, where might be a good place to check for more similar types of frames like that one which aren't in co-op. I might find there are some I like better. Also, if you don't mind my asking, what sort of data in the cutscene editor would I need to copy? Or would just copying the xml suffice?
    1.2 Ha. I am not surprised.
    Well, if it was causing problems like that, it was probably for the better. It would nice to have a worker ui previewer. At any rate, if it was too easy to get build UI frames in SC2, then it wouldn't be as impressive.
    4. More information
    Would you mind going into detail about this method? I would absolutely love to get these new console skins working properly on certain factions as well as certain Warcraft ones. That would really help out with providing distinction between the factions.
    5.1. Simply testing is all.
    I was deleting stuff to see what happens if stuff and such part is deleted to learn the demo.
    5.2-5.3 Okay. I am going to study these more.
    5.4 Brilliant
    It is a really satisfying feeling to learn something you've been walking to learn for a while and effectively apply it in a way that helps you. This is exactly how I felt when I finally got the faction screen working and learned how to effectively make all kinds of missile weapons with varied effects. Hopefully, I'll be able to understand UI frames and apply this stuff to something that works well.
    6. Noted
    8. Very helpful. 
    Its still gonna be kinda difficult, but hopefully once I very clearly understand how to apply and adapt that demo you showed me, I can do this.
    ________________________
    I do have just one more question for now. This question is one I asked a while ago, but this time I think I have sufficient knowledge to step further into it.
    9. Understanding how to set displayable models within dialogs.
    A while ago I asked you about how I could set up displayable models like this. You sent me a demo map and told me that I needed a dialog item portrait. I was having some complications with dialog item portraits and ultimately did not figure it out, but now I know how this is done. This time I won't give up until I understand how it is done, but I cannot find the original thread we discussed this on and the demo map you sent me. Lets keep it simple at first though before getting into multi threading to reduce render time. Fundamentally what would I need to do to have a model displayed that is not a standard portrait model, but maybe something like a marine or zergling for starters. Here is a picture of my current dialog item portrait setup for Fenix.
    So far this seems to work nicely and is getting a model to be displayed for Fenix as should be although I wonder if the repeating to keep it existing is really the best way to keep it up.
    Posted in: Triggers
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Np. I think will be able to figure it out eventually. My next question is about getting turrets to turn. You see I have a structure that doesn't have a special turret model like siege tanks or missile turrets. I simply want the entire structure to turn facing the structure that it is attacking. So far, I've have already confirmed it is turnable and its weapon is fully functional, but it won't turn. What is needed to get the entire structure turning towards its target like spore crawlers?
    Posted in: Data
  • 0

    posted a message on A number of questions about Trigger related issues

    Alright. Going to follow up with some questions about what has been posted:

    1. Complications with Allied Commanders

     

    So I've found those Layoutfiles that you are talking about in the Allied Commanders data file. However I face a major issue though. Downloading this mod is almost complete overwriting all of the work done on infested, swarm, Khala and Raynor's Raiders factions. This is why I have been reluctant to get that file downloaded for a while as there is so many changes and days of work put into each of those factions. Redoing all of the work that would be overwritten would take quite a long time. I was wondering if there was a way to curtail this or maybe only get certain parts of the allied commanders data? I noticed that the XML code of the layout files the Co-op ui can be copy and pasted, but I am just not sure if I will need something else to copy from the cutscene editor or any other important data. If I copy all that XML and create new layouts in the same order, would it be able to work? Although I am still debating whether I should just try to add allied commanders and redo all that work since more and more content is gonna be gradually added to that anyway and I am just packing on file space by copying it instead.

     

    1.2-3. No way to preview a UI?

     

    So I am aware that for imagines and models, you can click to preview that image of model to see what it looks like, but with UIs? Does one basically need to implement a working Layout see what it looks like? This is not exactly the most ideal of ways, but if its the only way I will try to learn how.

     

    4. Race Consoles

     

    Okay I understand this now and this made things a lot clearer. What would the place to look for the race consoles as well as those from the new warchest and co-op?

     

    5. Experimenting Results

     

    While I was experimenting with the demo you sent I noticed that the panel would simply stop working whenever I deleted:

    1. Dialog -Create a Panel for dialog (Last created dialog) using the template 1test/Mainframe

    2. Dialog -Hook up an existing Portrait called Portrait in dialog item Dialog Item 1

    3. Anything having to do with the actor.

    And the model dialog was a given. So fundamentally I am trying to learn to get this part to work first. Did you create all the XML code for that mainframe file yourself or did it come from another source? 

     

    6. Informative

    I think I get this. I remember seeing the medic beam doing something like this, but had no idea why. This just takes a bit of time for me to grasp I think. Like many once confusing things in the editor, I'll probably come to understand this as I need to use it.

     

    7. Might need something else

    I know its possible, but I am not sure exactly how, but I've seen arcade games using dialog portraits with moving lips. I am going to a bit of experimentation first.

     

    8. What about hero ui panels with boss bars?

     

    I've wanted to have these added for a very long time, but I have not been sure how to do this. These I assume wouldn't have a command panel, but I am not sure if they would have a portrait either.

    Posted in: Triggers
  • 0

    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

     I thank you for that example in number 3. That example has been extremely helpful and was just wanted I needed to begin understanding UI frames properly as well as how this whole thing is set up. There is a whole bunch of questions I have pertaining to this and other things. It is as follows:
    1 and 2. How to search and find for a desired UI frame?
    I know about how to enter the UI editor, but what I am not sure about is how to find a specific UI frame that I have seen in game. How would I know how to identify this? When I check the UI editor, I am seeing XML code despite not being in XML mode so I am unsure how to know if what I am looking at is the desired UI frame.
    3. Understanding what is a model and is not
    I've seen console models under the models tab that clearly serve to be apart of the UI. What I wanted to know was if that overhanging panel in the demo map you gave me is a model or an image. Of course if its a model, it would include images, but I am not sure exactly what.
    4. Where can I find the models and/or images for the overhanging co-op panels.
    I have been looking for these using multiple search entries, but have yet to find them.
    5. How does one find the string for this highlighted action?
    Its in XML clearly. I am very new to this XML of course, but trying to learn. I want to see if I can understand how these strings are created.
    6. What does this do?
    Specifically the part that says::global.1testname::self. What is the purpose that this serves? I have not used such actions before so I am wondering. It does seem important though.
    7. Talking Portraits(Lips)
    So I've come a long way to understanding portraits since I last spoke to you about this. I am now able to create dialog item portraits with talking animations(almost). The problem I am facing is that using the "Talk animation" to be sent to the actor is not working. This is not working on portraits like nova, ray nor and stukov, but is working with zagara and alarak. I would like to know how to get a portrait like those to use talking animations. None of the portraits that involve lips moving are working by the talk animation.
    Going to leave it at this for now, but I have many more questions to come about this.
    Posted in: Triggers
  • To post a comment, please or register a new account.