I am trying to build a system in my map that is kind of like an RPG targeting system, with the following 3 important elements to the UI:
1. A main vitals frame that reflects your own unit's HP/EP. This means essentially a player should not be able to select his own hero, or more intuitively that his own hero is always selected.
2. An offensive target frame, reflecting the vitals of a hostile unit. This changes to the most recently-selected enemy unit and is cleared when the player loses visibility of the current hostile target or the target dies.
3. A defensive target frame, same as above but when an allied unit is selected.
So here is how it looks right now:
My question is can I have custom selection circles that behave just like the text tags (are only visible to the selecting players, and can be applied/removed via trigger)? I also have a workaround trigger at the moment to disable the actual selection mechanics of SC2, where any time a unit is selected it is immediately deselected. I would like to get rid of this workaround if possible.
so the normal selection circles are just actors cool
another question,
can you make boss bar content unique to each player, or is boss bar 1 always the same for all players? Right now my unit HP window is a progress bar that updates 4 times per second
From my understanding the built in boss bars show for all players, unlike dialogs which can be independant. But even with dialogs if you had a progress bar dialog I believe that progress bar would have the same value for each player.
So yeah
Each player would need thier own progress bar dialogs. If you were gonna use it for player health or something.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
Yes dialogs can be show or hidden on a per player basis but i dont believe they can have different values for each player
I was trying to tell you to create a new actor that you want to use as your targeting/ selection circles if you are trying to control how they appear to other players. The built in selection circles are kinda hard coded and I personally wouldnt try to change thier functionality other then to just hide them permanently.
I am trying to build a system in my map that is kind of like an RPG targeting system, with the following 3 important elements to the UI:
1. A main vitals frame that reflects your own unit's HP/EP. This means essentially a player should not be able to select his own hero, or more intuitively that his own hero is always selected.
2. An offensive target frame, reflecting the vitals of a hostile unit. This changes to the most recently-selected enemy unit and is cleared when the player loses visibility of the current hostile target or the target dies.
3. A defensive target frame, same as above but when an allied unit is selected.
So here is how it looks right now:
My question is can I have custom selection circles that behave just like the text tags (are only visible to the selecting players, and can be applied/removed via trigger)? I also have a workaround trigger at the moment to disable the actual selection mechanics of SC2, where any time a unit is selected it is immediately deselected. I would like to get rid of this workaround if possible.
Yes you just create actors on a unit when you want to visibly display something.
You would also want some unit variables such as ... "TargetedUnit" and so forth
can you make the selection actors only visible to certain players?
Selection actors are only visible to the player that has the units selected.....
Im saying create your own actors and use the for what ever you want. You can control who can see them this way.
so the normal selection circles are just actors cool
another question,
can you make boss bar content unique to each player, or is boss bar 1 always the same for all players? Right now my unit HP window is a progress bar that updates 4 times per second
From my understanding the built in boss bars show for all players, unlike dialogs which can be independant. But even with dialogs if you had a progress bar dialog I believe that progress bar would have the same value for each player.
So yeah
Each player would need thier own progress bar dialogs. If you were gonna use it for player health or something.
well I found the selection circle actors, but theres 2 problems:
how do you make them visible for certain players
i used attach to unit origin, but the actor stays in one spot when the target moves
@SouLCarveRR: Go
Just to note on your 1. point that dialog can have different value, text, color, size, position, visibility for different player
it can?
So if i create a progress bar the same dialog can have different values for each player? I was unaware of this.
Thanks for the input.