Hey guys,
I decided to give back to the community so I created this video tutorial. I show how to create a Hero selection screen as we can see here.
I didn't make it pretty, I just wanted show you guys how to set everything up. Here is also the map if you guys just want to see the code:Advance Dialog Tutorial Hope it helps guys.
Just finished the tutorial, works like a charm, very cool too :-)
Although i have a few questions:
1) For my show hero info, i have more than 1 dialog box pop up (1 box with skills/skill descriptions, 1 box with a short hero description/lore). How should i change the variable at the end which is Set Dialog:Previously Selected = Last Created Dialog Item to be able to take out both of the dialog boxes instead of just 1 of the 2.
I realize a fix to this would be just to keep all the dialog in 1 box, which worst come to worst, with a lot of work and a huge dimension box, i could have the same effect i have now but with a lot of work on spacing... and i know there must be some way to just set the variable to do both boxes instead of 1 that i just don't know >.<;
2) How do i get my camera angle to always face the PROPER starcraft2 angle after it pans to the hero after the hero is selected?
I really don't like this wrong angle business, it is EXTREMELY disorienting when scrolling up is actually going left, and scrolling left is actually going down, so on and so forth.
3) How would i go about making it so that only 1 hero of that type could be selected and have it shown on the screen (even if via a created text box beside the select button that says "ALREADY CHOSEN" and then causing that characters select box to no longer function or something to that extent, whatever is easiest/still looks decent)
My old hero select did this:
Hero spawn regions 1/2/3/4/5/6/7/8
Any unit enters the region, spawn hero 1/2/3/4/5/6/7/8 at hero spawn location.
Destroy triggering unit
Destroy hero that is standing in the hero selection area
Move hero spawn region to point: deadspace (just a random place off the edge of the playing area)
This worked fine for me, but i doubt i could emulate it with this system properly
I am quite unexperienced with triggers (except for my hero selection that i did myself, and now this tutorial....those are the only 2 things i've done with triggers, other than that i've been 100% dealing with data editor), so the clearer the explanation the better :-)
Thanks a ton for any insights anyone may be able to offer me into these issues :-)
Hey bloodytrailz. I will try to answer these question best of my ability but atm I'm at work so I do not have access to the editor and i'm going straight from memory.
1. This can be done two different ways. One you can create a new Dialog window, hide background and even the border and place both items into the dialog. You would then need to change Previously Selected to be a Dialog type. The other option is you make Previously Selected an array of 2. Then in each case statement after you created dialog box do Dialog:Previously Selected[0] = Last Created Dialog Item for the skills dialog and Dialog:Previously Selected[1] = Last Created Dialog Item for the hero description. Just make sure to destroy both dialogs in the array.
2.Can you be a little more clear about this question. do you want to camera to be in a different position when it hero is selected?
3. I'm Going to Assume when the user confirms then you don't want someone else to be able to select that hero.
Create a Boolean Array size of how many heroes you have. When the confirm button is hit, change the boolean to be true for the hero in that position. This is also when you want to change the select button to be something else or remove it, it's up to you. You will also need a check in the Confirm button trigger to make sure the hero isn't already selected. This is done by finding out which hero was selected and see if the new array that we created has true in that position. Which means it was chosen and you want to skip the remaining actions.
Hmmm, yeah, tried what you said in 1 and 3....well... tried too, heh
Couldn't figure out how to make #1 work, and didn't even know where to go with #3 (all i got out of that was create a variable of Boolean type with an array of 8 -my hero count- and even then i'm not even sure if that was right -.-; )
I just have no idea what i'm doing with triggers (i've only been working with the editor for about a week now, and that's been 99% data editing, and i have no prior experience in any sort of coding language, so all this boolean, if then else, etc terminologies mean nothing to me =X )
But to expand on #2:
Load your map (the advanced dialog tutorial map) pick a hero, confirm the hero and then use the arrow keys (up down left right) to scroll around the map. You will notice, when you press down, it does not go down (which is extremely evident by watching the mini map). It goes wherever it pleases pretty much.
Also: You said at the end of video 5 you mention something about leaving all players in cinematic mode until all heroes have been selected or time runs out, you explained how to do it, but as i'm sure you noticed i'm pretty much completely trigger retarded ._.;
As I mentioned in your PM and so everyone else knows. I will make tutorial to address the question you have. I also wanted to do one on how to display Timer as a Dialog. This is very useful b/c timer window don't display in cinematic mode. I was thinking of small tutorials instead of a large one.
@turokhunter:
(or anyone that knows a solution ;) )
Question concerning hiding dialog items.
I finished your tutorial and instead of destroying all dialogs, I hid all dialog for a player once he'd picked, and I set up a trigger to destroy all dialog once all players have picked. If I do it this way, I will have to wait until all players have picked to set all of my custom ui, but that should be easily overcome by telling picked player "other players are still picking" or something to that nature.
My problem though, lies in the fact that "when a player picks a unit... I will say a marine referring to the screenshot you have at the top of this page..." I would like to destroy or hide at least the select button beside marine (so that players that haven't picked yet will no longer have the option to pick the marine)
AND
If it is possible, I would like to destroy the dialog box containing the word marine as well as the image of the marine. But as long as I can destroy/hide the select button I will accomplish what I am trying to do :)
* note : My map is a 3 person map, so it's not too hard for me to copy things over twice.
I have looked around in the actions, and am confused as to what I should set the dialog item to in :
[Dialog - Destroy Dialog Item]
Right now I have these, but they don't seem to be working ( Ignore the misspelling of dialog lol ;) )
Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[2]]
Dialog - Destroy (Screen button Dialogue Player Choice[2])
Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[3]]
Dialog - Destroy (Screen button Dialogue Player Choice[3])
I'm not sure I understand where to set a new variable that will allow me (once that variable is set) to say
"destroy dialog item (whichever select button the player picked) for (the other two players)"
and I also don't know how to destroy the image and name beside whatever select button the player picked for the other two players. :( Please help, this is going on 4 days of solid nothing-that-works.
Hey sorry for the mega bump but if you guys are still around im in need of some help, i have been playing around with your tutorial and it really helped. However when more than one person is on the map the destroy dialog does it for everyone, i managed to get most of it to work but im having big problems with the labels, i just want to know how can i make the labels only change and appear for the person clicking.
I want the same text for each player but for it to only show to the play that clicked on the certain button, each button shows different labels. How can i hide it for just the one player is the part im trying to find out?
Sorry nope, this is the first time i have ever used it just following some tuts. This one is very good but is only for single player use, i added the map to my first post if you download it you can see the way things are laid out.
Hey guys, I decided to give back to the community so I created this video tutorial. I show how to create a Hero selection screen as we can see here. I didn't make it pretty, I just wanted show you guys how to set everything up. Here is also the map if you guys just want to see the code:Advance Dialog Tutorial Hope it helps guys.
@turokhunter: Go
Cool, I was going to do one eventually on my channel but maybe I don't have to now :D
Very very very good and attractive. Well done and thank you very much for the contribution. works really well.
OneTwo has less work ;)
Just finished the tutorial, works like a charm, very cool too :-)
Although i have a few questions:
1) For my show hero info, i have more than 1 dialog box pop up (1 box with skills/skill descriptions, 1 box with a short hero description/lore). How should i change the variable at the end which is Set Dialog:Previously Selected = Last Created Dialog Item to be able to take out both of the dialog boxes instead of just 1 of the 2.
2) How do i get my camera angle to always face the PROPER starcraft2 angle after it pans to the hero after the hero is selected?
3) How would i go about making it so that only 1 hero of that type could be selected and have it shown on the screen (even if via a created text box beside the select button that says "ALREADY CHOSEN" and then causing that characters select box to no longer function or something to that extent, whatever is easiest/still looks decent)
This worked fine for me, but i doubt i could emulate it with this system properly
I am quite unexperienced with triggers (except for my hero selection that i did myself, and now this tutorial....those are the only 2 things i've done with triggers, other than that i've been 100% dealing with data editor), so the clearer the explanation the better :-)
Thanks a ton for any insights anyone may be able to offer me into these issues :-)
@Bloodytrailz: Go
Hey bloodytrailz. I will try to answer these question best of my ability but atm I'm at work so I do not have access to the editor and i'm going straight from memory.
1. This can be done two different ways. One you can create a new Dialog window, hide background and even the border and place both items into the dialog. You would then need to change Previously Selected to be a Dialog type. The other option is you make Previously Selected an array of 2. Then in each case statement after you created dialog box do Dialog:Previously Selected[0] = Last Created Dialog Item for the skills dialog and Dialog:Previously Selected[1] = Last Created Dialog Item for the hero description. Just make sure to destroy both dialogs in the array.
2.Can you be a little more clear about this question. do you want to camera to be in a different position when it hero is selected?
3. I'm Going to Assume when the user confirms then you don't want someone else to be able to select that hero. Create a Boolean Array size of how many heroes you have. When the confirm button is hit, change the boolean to be true for the hero in that position. This is also when you want to change the select button to be something else or remove it, it's up to you. You will also need a check in the Confirm button trigger to make sure the hero isn't already selected. This is done by finding out which hero was selected and see if the new array that we created has true in that position. Which means it was chosen and you want to skip the remaining actions.
@turokhunter: Go
Hmmm, yeah, tried what you said in 1 and 3....well... tried too, heh
Couldn't figure out how to make #1 work, and didn't even know where to go with #3 (all i got out of that was create a variable of Boolean type with an array of 8 -my hero count- and even then i'm not even sure if that was right -.-; )
I just have no idea what i'm doing with triggers (i've only been working with the editor for about a week now, and that's been 99% data editing, and i have no prior experience in any sort of coding language, so all this boolean, if then else, etc terminologies mean nothing to me =X )
But to expand on #2: Load your map (the advanced dialog tutorial map) pick a hero, confirm the hero and then use the arrow keys (up down left right) to scroll around the map. You will notice, when you press down, it does not go down (which is extremely evident by watching the mini map). It goes wherever it pleases pretty much.
Also: You said at the end of video 5 you mention something about leaving all players in cinematic mode until all heroes have been selected or time runs out, you explained how to do it, but as i'm sure you noticed i'm pretty much completely trigger retarded ._.;
P.S: I'm going to PM you with some info as well
@Bloodytrailz: Go
As I mentioned in your PM and so everyone else knows. I will make tutorial to address the question you have. I also wanted to do one on how to display Timer as a Dialog. This is very useful b/c timer window don't display in cinematic mode. I was thinking of small tutorials instead of a large one.
@turokhunter: Go
Hehe yep yep, as far as long or short videos, they are yours to make, so make whatever you are most comfortable making =P
@turokhunter: (or anyone that knows a solution ;) )
Question concerning hiding dialog items.
I finished your tutorial and instead of destroying all dialogs, I hid all dialog for a player once he'd picked, and I set up a trigger to destroy all dialog once all players have picked. If I do it this way, I will have to wait until all players have picked to set all of my custom ui, but that should be easily overcome by telling picked player "other players are still picking" or something to that nature.
My problem though, lies in the fact that "when a player picks a unit... I will say a marine referring to the screenshot you have at the top of this page..." I would like to destroy or hide at least the select button beside marine (so that players that haven't picked yet will no longer have the option to pick the marine)
AND
If it is possible, I would like to destroy the dialog box containing the word marine as well as the image of the marine. But as long as I can destroy/hide the select button I will accomplish what I am trying to do :)
* note : My map is a 3 person map, so it's not too hard for me to copy things over twice.
I have looked around in the actions, and am confused as to what I should set the dialog item to in :
[Dialog - Destroy Dialog Item]
Right now I have these, but they don't seem to be working ( Ignore the misspelling of dialog lol ;) )
Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[2]] Dialog - Destroy (Screen button Dialogue Player Choice[2]) Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[3]] Dialog - Destroy (Screen button Dialogue Player Choice[3])
I'm not sure I understand where to set a new variable that will allow me (once that variable is set) to say
"destroy dialog item (whichever select button the player picked) for (the other two players)"
and I also don't know how to destroy the image and name beside whatever select button the player picked for the other two players. :( Please help, this is going on 4 days of solid nothing-that-works.
LoL... T-Down instantly ( ;) )
Hey sorry for the mega bump but if you guys are still around im in need of some help, i have been playing around with your tutorial and it really helped. However when more than one person is on the map the destroy dialog does it for everyone, i managed to get most of it to work but im having big problems with the labels, i just want to know how can i make the labels only change and appear for the person clicking.
Thanks
I want the same text for each player but for it to only show to the play that clicked on the certain button, each button shows different labels. How can i hide it for just the one player is the part im trying to find out?
But there is 5 buttons, so if they click button 1 and then click 3 i can put hide dialog item 1 but then if they click 5 number 3 will still be there.
Sorry nope, this is the first time i have ever used it just following some tuts. This one is very good but is only for single player use, i added the map to my first post if you download it you can see the way things are laid out.
Thanks i kind of get it, im going out for a while now but ill give it ago when im home thanks for the help.