1. Health bars: Is there a way to make custom health bars that are tailorable besides using progress bar dialog items? I don’t want my bars to be heavily trigger reliant because I’m planning to have up to 24 running at a time and I fear I have too many triggers already, so I don't want new triggers to be running every time a unit takes damage. For example, can the Boss Bar be modified to be more compact? I’ve tried to alter its size but there’s just a lot of wasted space.
You can easily make them from triggers very easily and efficiently. The trick is to not make them update when a unit takes damage. Do it every 0.1 seconds or something like that and it'll run pretty smoothly.
Dialog - Create Progress Bar for Player Group is the best way, but still cant understand why u fears about count of triggers. Good trigerrmaker always avoid leak problems...
p.s: 0.1 sec so bad for b-net.
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use global takes damage trigger for all bars, what's the problem ?
if you don't like ugly progress bars you can "draw" 4 lines frame and use 1 picture and just modify it's width. Tinted tiled White32.dds texture is good for this stuff
You will just need some record which will hold bar dialog item's and owner unit, then just loop thru array and compare units.
But truly if you say you have too much triggers you should try to optimize them, personally i try to use global like triggers per event, send triggering parameters to actions and then each action checks at beginning if it's her thing to deal with. (for example triggering unit is not the one with bar, or clicked dialog item's dialog it's not correct dialog etc.)
Dialog - Create Progress Bar for Player Group is the best way, but still cant understand why u fears about count of triggers. Good trigerrmaker always avoid leak problems... p.s: 0.1 sec so bad for b-net.
sorry ive been using 0.5 periodic triggers in bnet with TONS of actions and setting unit properties with this and that with things looping every 0.1 second for the next 0.5 second; and I can confirm that it does not lag the hell out of my players :D
Although, for the sake of taking as less memory as possible; 0.5 seconds is a good go for health bars. Its not the most responsive healthbar you will make but you can hardly notice it; especially if your game's speed is on Faster.
1. Health bars: Is there a way to make custom health bars that are tailorable besides using progress bar dialog items? I don’t want my bars to be heavily trigger reliant because I’m planning to have up to 24 running at a time and I fear I have too many triggers already, so I don't want new triggers to be running every time a unit takes damage. For example, can the Boss Bar be modified to be more compact? I’ve tried to alter its size but there’s just a lot of wasted space.
@Monictor: Go
You can easily make them from triggers very easily and efficiently. The trick is to not make them update when a unit takes damage. Do it every 0.1 seconds or something like that and it'll run pretty smoothly.
Dialog - Create Progress Bar for Player Group is the best way, but still cant understand why u fears about count of triggers. Good trigerrmaker always avoid leak problems... p.s: 0.1 sec so bad for b-net.
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
use global takes damage trigger for all bars, what's the problem ?
if you don't like ugly progress bars you can "draw" 4 lines frame and use 1 picture and just modify it's width. Tinted tiled White32.dds texture is good for this stuff
You will just need some record which will hold bar dialog item's and owner unit, then just loop thru array and compare units.
But truly if you say you have too much triggers you should try to optimize them, personally i try to use global like triggers per event, send triggering parameters to actions and then each action checks at beginning if it's her thing to deal with. (for example triggering unit is not the one with bar, or clicked dialog item's dialog it's not correct dialog etc.)
sorry ive been using 0.5 periodic triggers in bnet with TONS of actions and setting unit properties with this and that with things looping every 0.1 second for the next 0.5 second; and I can confirm that it does not lag the hell out of my players :D
Although, for the sake of taking as less memory as possible; 0.5 seconds is a good go for health bars. Its not the most responsive healthbar you will make but you can hardly notice it; especially if your game's speed is on Faster.