Something I noticed in some Starcraft II rpgs is that there is no identifier that shows the unit's health that you are fighting. Lately I have been fooling around with boss bars. I remove all the UI and i have made it so i can see my own health. One thing i have made it so that you can right click so you can attack and see the unit's health that you have clicked on (kind of like World of Warcraft). the problem is that when i click on the unit its health shows 0/0. Now i know that i could easily place a unit on the map and choose it from the values, but I'm trying to make a general identifier for all the units that have spawned and where not in the values. please send in some suggestions or a tutorial that shows how to make a world of warcrafty identifier.
After an hour of googleing I found a tutorial that was called WoW Style RPG it had a link to download the map and everything. I hope that this information can help more people other than me. The guy who made the tutorial has a heck load of other tutorials that have been very helpful to me.
Can't you simply refer to the unit through the event 'Unit is selected'? Then use 'Triggering unit' to refer to it and create a Boss Bar. I am not sure though, I have not fooled around with Boss Bars yet.
I think boss bars (if I remember right) is shown to all players, or I think there can only be one of them. It's harder to customize the boss bar compared to a modular dialog, which is what I use for HP bars.
HP Percent is (Current HP / Max HP). Ratio Length is (Total meter's width / HP Percent). Anchor point is set to Left.
I use a image items that use plain colors (red.dds, or some other color) as the image so its a meter. The first item which is how much health the unit currently has its width set to (Total bar length * (HP Percent). The second image which is the total health has the size of (Bars total length - (Ratio Length) with offset of Ratio Length.
I then just update when needed. I don't know if this is the best way but it's what I figured out.
@akaGrimm: Go
so what you are saying is that you cannot have a boss bar for each individual player unless you lined boss bars across the left or right of the screen? (that would mean that this option could be quite annoying in multilayer rpgs? = /)
I can't check at the moment but I'm nearly 100% sure there is only a single boss bar option in the game that can only use a single interger as it's value, this means you can't even have HP and mana bars for the unit. Just use modular dialog boxes for it.
While I was testing an alpha map I made, 2 boss spawned at once and each one showed their own boss bar. But Dialog Items are indeed much more appropriate to use.
I never thought of using dialog items (mainly because i have not taken a single look at them) Ill try experimenting with dialog. (if i understand you correctly)
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Something I noticed in some Starcraft II rpgs is that there is no identifier that shows the unit's health that you are fighting. Lately I have been fooling around with boss bars. I remove all the UI and i have made it so i can see my own health. One thing i have made it so that you can right click so you can attack and see the unit's health that you have clicked on (kind of like World of Warcraft). the problem is that when i click on the unit its health shows 0/0. Now i know that i could easily place a unit on the map and choose it from the values, but I'm trying to make a general identifier for all the units that have spawned and where not in the values. please send in some suggestions or a tutorial that shows how to make a world of warcrafty identifier.
After an hour of googleing I found a tutorial that was called WoW Style RPG it had a link to download the map and everything. I hope that this information can help more people other than me. The guy who made the tutorial has a heck load of other tutorials that have been very helpful to me.
A Day at School rpg will have an interactive UI, one dialog being the target units boss bar, very easy implementation.
Can't you simply refer to the unit through the event 'Unit is selected'? Then use 'Triggering unit' to refer to it and create a Boss Bar. I am not sure though, I have not fooled around with Boss Bars yet.
I think boss bars (if I remember right) is shown to all players, or I think there can only be one of them. It's harder to customize the boss bar compared to a modular dialog, which is what I use for HP bars.
HP Percent is (Current HP / Max HP). Ratio Length is (Total meter's width / HP Percent). Anchor point is set to Left.
I use a image items that use plain colors (red.dds, or some other color) as the image so its a meter. The first item which is how much health the unit currently has its width set to (Total bar length * (HP Percent). The second image which is the total health has the size of (Bars total length - (Ratio Length) with offset of Ratio Length.
I then just update when needed. I don't know if this is the best way but it's what I figured out.
@akaGrimm: Go so what you are saying is that you cannot have a boss bar for each individual player unless you lined boss bars across the left or right of the screen? (that would mean that this option could be quite annoying in multilayer rpgs? = /)
I can't check at the moment but I'm nearly 100% sure there is only a single boss bar option in the game that can only use a single interger as it's value, this means you can't even have HP and mana bars for the unit. Just use modular dialog boxes for it.
While I was testing an alpha map I made, 2 boss spawned at once and each one showed their own boss bar. But Dialog Items are indeed much more appropriate to use.
@Yaos01: Go
I never thought of using dialog items (mainly because i have not taken a single look at them) Ill try experimenting with dialog. (if i understand you correctly)