At the very beginning of the map that I'm creating, I'm creating a custom background with dialogs and such so players can choose heroes, adjust attributes, etc.
However, before I begin creating abilities, I wanted to ask if it is possible to allow players to select the abilities that they want to assign to their heroes.
For instance, at the very beginning of the map when players select their hero, they're given various abilities [probably created by dialogs] to choose from.
All abilities chosen by the player will be the ones assigned to the hero that the player has selected.
Is it possible to set up the command card like this?
If not, is there any way I can achieve this effect?
There is a 64 ability cap on units (abilities of morphed units count towards this). Have all units know all the abilities needed and have the command card use slots for all but the requirements for the buttons need a certain buff. That is unless you want to use triggers to have a dialog custom UI.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Awesome, so it is doable. What do you mean when you say that all the buttons need a certain buff, though? I figured I could throw all of the abilities on the command card, but I'm just not too sure how I would make only the chosen abilities appear on the command card if the abilities were set on different slots in the command card. I'm fairly new to the editor, but I did a lot of scripting in WC3 (that's not saying much, given that the SC2 editor is so much more advanced).
I was going to customize the UI and make like 90% of it dialogs. I'm only going to use the first 8 buttons or so in the command card, and they will be laid out kind of towards the bottom center of the screen. I read somewhere that dialog abilities aren't possible, so I'm having to use the original command card. However, if there are 64 abilities and only the first 8 slots in the command card are available, would granting the player the required buff to use the ability automatically shift the ability to a visible command card slot, or would it stay in its position (as I'm assuming), rendering it unusable and invisible?
Thank you again for all of your help, and to anyone else who contributes to this thread.
Depends what the abilities are. You could have dummy Effect - Target abilities that when you click the dialog it clicks the dummy ability and when that is cast it uses a dialog based effect.
The Specialize type ability can replace any Effect - Instant abilities you have since that can have a ton of buttons and only counts as one ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Also, I was thinking that if I could re-position the command card to the center of the screen, showing the first 8 slots or so, perhaps I could re-position the abilities on the command card somehow in-game or show only the abilities that the player chose?
I have created a system like this in 2 maps (custom hero creation)
What I currently do is add all of skills to the heroes. I then set the skills to a variable array; and use a dialog selection for the skills which matches up with the variable array the skill is on. (Dialog button 1 selected will be equal to skill 1)
On the start I run a loop from 1-(total number of skills) and disable and hide those skills on a unit. When the dialog for that skill is picked, I unhide it, and allow it.
I use different skill slots (offensive, defensive, misc, innate, ult) so that the buttons wont overlap each other when they are enabled. You can use a dialog based skill casting system if it is a problem for you.
I looked at your project, and that's exactly what I'm seeking to do. I'm almost finished with my hero selection and skill selection UI. How did you get it so they were positioned on the command card in the order that they were selected?
Since I'm using a custom UI, I'm only going to be showing the first 7-8 slots in the command card. If a player chose a skill that was assigned on, say, slot 24 on the data editor, would hiding all non-essential skills automatically shift that command to a playable position on the command card?
Thank you by the way for showing me that it's possible
As for repositioning the UI, I believe you can do it in triggers by using Dialog Hooksups to access the builtin UI elements and then use Dialog triggers to move them around. However the optimal way is to use the UI editor and edit the game XML that defines the layout and thus avoid unnecessary triggers at start up.
As for the command card shifting slots, no it won't. I am not sure if there is a method to rearrange the command card in game with triggers. You can place muliple buttons on the single slot and then use hiding and showing to only show one ability at a time.
your custom UI is through the UI editor, I assume. I am pretty sure if you were to set every command card button to hold all of the skills; and then enabled the picked skills; the first (or last) added skill for that slot will overlap. this comes from my testing around with it... a year or more ago.
I got it to work because skill slot 1 is all "offensive skill", and I set them all to one button; none of those skills can be used in another slot. The only way I know of to do a "full customization" would be to use dummy units and dummy abilities to cast east skill; and use catalog field value set to change the icon, hotkey, and tooltip of a skill that is being cast; along with the mana cost and cooldown. for some... terrible reason... you cannot actually add and remove skills to units in this game; as Im sure you have learned.
I have been doing UI work lately, and I read in quite a few places that UI items cannot be moved with triggers.
Doing the entire thing through dummy units and dialog boxes would be the most legwork; but allow for the most customization and broadest capabilites; once you got a good system made for the whole thing.
..What I currently do is add all of skills to the heroes. ..
How long does it take to load unit when you click it in data editor? I have a hero with 5-6 abilities where each ability uses a dozen or two effects and every time I select it in units tab editor freezes for a few second (I suppose it's to arrange all the links in than link panel at bottom-left (Somehow up until now I didn't think about turning it off and checking if it fastens the process D= )
As for repositioning the UI, I believe you can do it in triggers by using Dialog Hooksups to access the builtin UI elements and then use Dialog triggers to move them around. However the optimal way is to use the UI editor and edit the game XML that defines the layout and thus avoid unnecessary triggers at start up.
Is it the optimal way because you use less triggers (considering that maps can have thousands, tens of thousands of actions)? I kinda like using hookup cause then I can move elements in-game at any point in time and if I take a break from map when I come back there is a separate trigger for UI stuff - all organized and instantly understandable. But I admit that I haven't used UI editor (is it that tree with names/paths for all elements?) at all (except for getting values for hookups), so I'm probably unaware of some super-awesome benefits that it provides.
@Valtarian: Go
For each custom spell slot I made a dummy effect-instant and effect-target ability and when needed adjusted/linked them with premade abilities (use catalogs to replace dummy effect with effect chain from ability + replace values such as cost, button info and others).
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Hello.
At the very beginning of the map that I'm creating, I'm creating a custom background with dialogs and such so players can choose heroes, adjust attributes, etc.
However, before I begin creating abilities, I wanted to ask if it is possible to allow players to select the abilities that they want to assign to their heroes. For instance, at the very beginning of the map when players select their hero, they're given various abilities [probably created by dialogs] to choose from.
All abilities chosen by the player will be the ones assigned to the hero that the player has selected.
Is it possible to set up the command card like this?
If not, is there any way I can achieve this effect?
Thank you for any input
There is a 64 ability cap on units (abilities of morphed units count towards this). Have all units know all the abilities needed and have the command card use slots for all but the requirements for the buttons need a certain buff. That is unless you want to use triggers to have a dialog custom UI.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Awesome, so it is doable. What do you mean when you say that all the buttons need a certain buff, though? I figured I could throw all of the abilities on the command card, but I'm just not too sure how I would make only the chosen abilities appear on the command card if the abilities were set on different slots in the command card. I'm fairly new to the editor, but I did a lot of scripting in WC3 (that's not saying much, given that the SC2 editor is so much more advanced).
I was going to customize the UI and make like 90% of it dialogs. I'm only going to use the first 8 buttons or so in the command card, and they will be laid out kind of towards the bottom center of the screen. I read somewhere that dialog abilities aren't possible, so I'm having to use the original command card. However, if there are 64 abilities and only the first 8 slots in the command card are available, would granting the player the required buff to use the ability automatically shift the ability to a visible command card slot, or would it stay in its position (as I'm assuming), rendering it unusable and invisible?
Thank you again for all of your help, and to anyone else who contributes to this thread.
Depends what the abilities are. You could have dummy Effect - Target abilities that when you click the dialog it clicks the dummy ability and when that is cast it uses a dialog based effect.
The Specialize type ability can replace any Effect - Instant abilities you have since that can have a ton of buttons and only counts as one ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Could you possibly explain how to do this?
Also, I was thinking that if I could re-position the command card to the center of the screen, showing the first 8 slots or so, perhaps I could re-position the abilities on the command card somehow in-game or show only the abilities that the player chose?
You would have to ask on the trigger forum. I do not know triggers.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I have created a system like this in 2 maps (custom hero creation)
What I currently do is add all of skills to the heroes. I then set the skills to a variable array; and use a dialog selection for the skills which matches up with the variable array the skill is on. (Dialog button 1 selected will be equal to skill 1)
On the start I run a loop from 1-(total number of skills) and disable and hide those skills on a unit. When the dialog for that skill is picked, I unhide it, and allow it.
I use different skill slots (offensive, defensive, misc, innate, ult) so that the buttons wont overlap each other when they are enabled. You can use a dialog based skill casting system if it is a problem for you.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@GlornII: Go
I looked at your project, and that's exactly what I'm seeking to do. I'm almost finished with my hero selection and skill selection UI. How did you get it so they were positioned on the command card in the order that they were selected?
Since I'm using a custom UI, I'm only going to be showing the first 7-8 slots in the command card. If a player chose a skill that was assigned on, say, slot 24 on the data editor, would hiding all non-essential skills automatically shift that command to a playable position on the command card?
Thank you by the way for showing me that it's possible
As for repositioning the UI, I believe you can do it in triggers by using Dialog Hooksups to access the builtin UI elements and then use Dialog triggers to move them around. However the optimal way is to use the UI editor and edit the game XML that defines the layout and thus avoid unnecessary triggers at start up.
As for the command card shifting slots, no it won't. I am not sure if there is a method to rearrange the command card in game with triggers. You can place muliple buttons on the single slot and then use hiding and showing to only show one ability at a time.
@ArcaneDurandel: Go
That is perfect, my problem is solved. Thank you both for your help!
your custom UI is through the UI editor, I assume. I am pretty sure if you were to set every command card button to hold all of the skills; and then enabled the picked skills; the first (or last) added skill for that slot will overlap. this comes from my testing around with it... a year or more ago.
I got it to work because skill slot 1 is all "offensive skill", and I set them all to one button; none of those skills can be used in another slot. The only way I know of to do a "full customization" would be to use dummy units and dummy abilities to cast east skill; and use catalog field value set to change the icon, hotkey, and tooltip of a skill that is being cast; along with the mana cost and cooldown. for some... terrible reason... you cannot actually add and remove skills to units in this game; as Im sure you have learned.
I have been doing UI work lately, and I read in quite a few places that UI items cannot be moved with triggers.
Doing the entire thing through dummy units and dialog boxes would be the most legwork; but allow for the most customization and broadest capabilites; once you got a good system made for the whole thing.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
How long does it take to load unit when you click it in data editor? I have a hero with 5-6 abilities where each ability uses a dozen or two effects and every time I select it in units tab editor freezes for a few second (I suppose it's to arrange all the links in than link panel at bottom-left (Somehow up until now I didn't think about turning it off and checking if it fastens the process D= )
Is it the optimal way because you use less triggers (considering that maps can have thousands, tens of thousands of actions)? I kinda like using hookup cause then I can move elements in-game at any point in time and if I take a break from map when I come back there is a separate trigger for UI stuff - all organized and instantly understandable. But I admit that I haven't used UI editor (is it that tree with names/paths for all elements?) at all (except for getting values for hookups), so I'm probably unaware of some super-awesome benefits that it provides.
@Valtarian: Go For each custom spell slot I made a dummy effect-instant and effect-target ability and when needed adjusted/linked them with premade abilities (use catalogs to replace dummy effect with effect chain from ability + replace values such as cost, button info and others).