I'm facing many strange and simple problem I cant solve while making my level selection and voting system.
1) First, why any images I put in button on a dialog board all twisted and incorrectly displayed?
2) Why does the "Hide UI" trigger also hide timer but not dialog? I need the timer to stay displayed, but the general UI removed from the screen for 30 sec.
3)The level selector I'm making work for one player, but I have no idea how to make a 1 player focused system work for a 8 player system with all difference
simultaneous instance. Should I make a player group variable with an array of 8?
4)Also... An unrelated question.... Why can't I make a sound only play for a specific player but only all player?
I'm facing many strange and simple problem I cant solve while making my level selection and voting system.
1) First, why any images I put in button on a dialog board all twisted and incorrectly displayed?
Because a button dialog item expects the image placed on it to have a normal and clicked state. Top half = normal state, Bottom half = clicked state.
to avoid this problem add an image dialog item on top of the button with the image you want.
2) Why does the "Hide UI" trigger also hide timer but not dialog? I need the timer to stay displayed, but the general UI removed from the screen for 30 sec.
because the Timer window is part of the default UI, while the Dialogs are not. Use the Show/Hide UI Frame to either reveal the timer again, or hide everything except the timer.
3)The level selector I'm making work for one player, but I have no idea how to make a 1 player focused system work for a 8 player system with all difference simultaneous instance. Should I make a player group variable with an array of 8?
Depends, can all 8 players make use of the system, or is it 1 player (host) setting up the game, and the rest playing.
Simplest way if you have all 8 players making use of a system, is by making all global values in use arrays of size 8. Then you can use Triggering Player to get/set the correct information per player.
Because a button dialog item expects the image placed on it to have a normal and clicked state. Top half = normal state, Bottom half = clicked state.
to avoid this problem add an image dialog item on top of the button with the image you want.
This might cause the image dialog item to screen out the button from being pressed though. (I've tried it before). Maybe try set the image type to none or normal? Can't guarantee it'll work though. If you're going with the dummy image method, only way I can think of is to have the image below the button. But it won't look nice cos the buttons going to tint it.
Here is an example of my button image problem that ive experienced, and solved. The first post is how you would edit an image without an image editor like photoshop or GiMP. The last post is the end result of how your button image should look before you import it in, if you have the image type set. But it would help to read the whole post so you dont lose information.
This might cause the image dialog item to screen out the button from being pressed though. (I've tried it before). Maybe try set the image type to none or normal? Can't guarantee it'll work though. If you're going with the dummy image method, only way I can think of is to have the image below the button. But it won't look nice cos the buttons going to tint it.
True on top wouldn't work, I forgot that there ;p
But adding it below and setting the actual button to be transparent works, or you can edit your picture to contain the same image twice. (bottom half and top half identical)
The first problem with button image was 99% solved. I still have to figure out now how to make an image fit properlly my Image Dialog Item.
It seem it does not resize well.
As for the timer problem, I tried adding ALL one by one UI frame and nothing brought back the regular game UI (minimap, potrait, command, etc) and nothing brought back the timer either. IDK what is the problem. I could prolly work around with dialog item since they dontface away with game UI untill you give the the exact order, but that would be shitty.
Question 3 and 4 are more complex for me to solve, I will have to work a bit more on these
wait... Helral answered number 4 for you. Thats the answer, it does work.
And, we can help you with question three if you give a bit more information. It is kind of confusing in the original post. It seems like you want mutliple game modes within your map to be applied when a single player votes for it. This is done with variants I believe. A good link that is amazing...
Also, are you using .dds files for your images in the dialog items? a .dds should stretch if you are setting the image type up. Go to dialogs section and set image type.
Stretching to fit the dialog is what he wants... I think. If it blurs the image and he doesnt like it, he has two options.
- -
Import a resized image to fit your dialog OR resize your dialog to fit the image. If you use an image editing program like GiMP make sure to turn on ur grid to help you stay within a certain pixel boundary.
Helral got the answer for the image stretching. Thats what I was searching for. My mother language is French and even if I'm billingual, I still don't get most of the editor vocabulary... That dosen't help at all :D
I still haven't found which frame make the timer window hide/show.
Question 3 is a bit more complex to solve for me, it will take time to work on that. To make it simple, what I wanna do is :
A level selector which allow 8 player to look at different level (parts of map) that can be played. There are four maps they can vote for. I made that work for one player, now I have to make it work for 8... I'm thinking about it and I'm not even sure how to explain my problem because I actually don't understand it. I have some more thing I wanna try out.
Tomorrow I will have my system reworked to make it easier for me. I will prolly post a detailed explanation.
I have no idea why, but when I click the level selector buttons, it doesn't modify the level selector integer variable, thus not doing anything. Here are the triggers
Global variable : Level Viewed Integer = 1 <Integer>
LevelSelectorButtonsActionEventsDialog-AnyDialogItemisusedbyPlayer1witheventtypeClickedLocalVariablesConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==LevelSelectionWindowButton1ThenVariable-ModifyLevelViewedInteger:+1Sound-PlayUI_DropdownClose(1)for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Dialog-HideLevelSelectionInformationWindowfor(Allplayers)General-Wait2.0GameTimesecondsSound-PlayUI_TransmissionText(1)for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)General-Wait2.0GameTimesecondsSound-Stop(Lastplayedsound)ImmediatelyElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==LevelSelectionWindowButton2ThenVariable-ModifyLevelViewedInteger:-1Sound-PlayUI_DropdownClose(1)for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Dialog-HideLevelSelectionInformationWindowfor(Allplayers)General-Wait2.0GameTimesecondsSound-PlayUI_TransmissionText(1)for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)General-Wait2.0GameTimesecondsSound-Stop(Lastplayedsound)ImmediatelyElse<</code>>\\<<code>>CameraSelectorEventsDialog-AnyDialogItemisusedbyPlayer1witheventtypeClickedLocalVariablesConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelViewedInteger==0ThenVariable-ModifyLevelViewedInteger:+4ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelViewedInteger==5ThenVariable-ModifyLevelViewedInteger:-4ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelViewedInteger==1(Useddialogitem)!=MapVotingButtons[1]
Then
Cinematics - Fade Out over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Trigger - Run Lava Camera (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Level Viewed Integer == 2
(Used dialog item) != Map Voting Buttons[2]
Then
Cinematics - Fade Out over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Trigger - Run Rock Camera (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Level Viewed Integer == 3
(Used dialog item) != Map Voting Buttons[3]
Then
Cinematics - Fade Out over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Trigger - Run Mud Camera (Check Conditions, Don't Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Level Viewed Integer == 4
(Used dialog item) != Map Voting Buttons[4]
Then
Cinematics - Fade Out over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Trigger - Run Metal Camera (Check Conditions, Don't Wait until it finishes)
Else
It is pretty unclear what you want the triggers to do.
The first one shows you have two buttons "Level selection window button" 1 and 2.
If button one is press then the integer value increases by 1. If button two is pressed then the value decreases by 1.
Thats okay, but In the camera selector you have the event, dialog item is clicked and then a ton of if statements. Nothing stops the second trigger from running when the "Level selection window button"s are pressed. So the Camera trigger will fire everytime any dialog is pressed in the whole map. To limit this you can put 'used dialog item' in your conditions section.
Why do you have the condition in your if statements "(used dialog item) != Map Voting Buttons[3]" It seems you have proprietary values for what you expect to happen, If the play presses Level Selection Window Button 1 three times, then run mud camera, But, the second trigger will fire even if the player presses the selection button one time. Basically it will fire when the value becomes two.
I'll be trying that and give you some feedback tonight.
I did the "(used dialog item) != Map Voting Buttons[3]" because there is a different voting button on each changing camera that show a playable level. I did that security since it did some weird thing with the camera selection on another trigger.
Tried your tricks, they do clean the trigger but made it further not work... It used to shoot multiple time the same camera and dialog when I pressed either button, but now it doesn't do anything anymore.
It aint your fault of course, all your tips are good, I just can't seem to be able to adapt my trigger to it.
Here is the map in attached file. I know my triggers are messy I'm a total newbies and accept it, if you have any comment on some way to clean my triggers plz be welcome n_n
I made a debug trigger showing the value of the level viewer integer, it always is 1 whatever I do, the integer don't change for a totally unknow reason (I had it perfectly working before).
I'll continue searching on my side in the meanwhile
Hello guys,
I'm facing many strange and simple problem I cant solve while making my level selection and voting system.
1) First, why any images I put in button on a dialog board all twisted and incorrectly displayed?
2) Why does the "Hide UI" trigger also hide timer but not dialog? I need the timer to stay displayed, but the general UI removed from the screen for 30 sec.
3)The level selector I'm making work for one player, but I have no idea how to make a 1 player focused system work for a 8 player system with all difference simultaneous instance. Should I make a player group variable with an array of 8?
4)Also... An unrelated question.... Why can't I make a sound only play for a specific player but only all player?
Because a button dialog item expects the image placed on it to have a normal and clicked state. Top half = normal state, Bottom half = clicked state.
to avoid this problem add an image dialog item on top of the button with the image you want.
because the Timer window is part of the default UI, while the Dialogs are not. Use the Show/Hide UI Frame to either reveal the timer again, or hide everything except the timer.
Depends, can all 8 players make use of the system, or is it 1 player (host) setting up the game, and the rest playing.
Simplest way if you have all 8 players making use of a system, is by making all global values in use arrays of size 8. Then you can use Triggering Player to get/set the correct information per player.
Use the "Convert Player to Player Group" function if you want to do stuff for a specific player, but only player groups are allowed.
This might cause the image dialog item to screen out the button from being pressed though. (I've tried it before). Maybe try set the image type to none or normal? Can't guarantee it'll work though. If you're going with the dummy image method, only way I can think of is to have the image below the button. But it won't look nice cos the buttons going to tint it.
Here is an example of my button image problem that ive experienced, and solved. The first post is how you would edit an image without an image editor like photoshop or GiMP. The last post is the end result of how your button image should look before you import it in, if you have the image type set. But it would help to read the whole post so you dont lose information.
http://forums.sc2mapster.com/resources/tutorials/15079-creating-a-button-image-and-why-it-really-doesnt-work/
Also, you seem excited about editing, so check this page out..
http://wiki.sc2mapster.com/galaxy/tutorials/
good day sir. ^_^
True on top wouldn't work, I forgot that there ;p
But adding it below and setting the actual button to be transparent works, or you can edit your picture to contain the same image twice. (bottom half and top half identical)
@Helral: Go
For dialog images, scroll down this thread to see how button images are used by SC2 it shows a grid of how an image is cut off and used.
http://forums.sc2mapster.com/development/triggers/12028-set-dialog-item-image-horribly-stretching-image/
Ty guys for all your help.
The first problem with button image was 99% solved. I still have to figure out now how to make an image fit properlly my Image Dialog Item.
It seem it does not resize well.
As for the timer problem, I tried adding ALL one by one UI frame and nothing brought back the regular game UI (minimap, potrait, command, etc) and nothing brought back the timer either. IDK what is the problem. I could prolly work around with dialog item since they dontface away with game UI untill you give the the exact order, but that would be shitty.
Question 3 and 4 are more complex for me to solve, I will have to work a bit more on these
wait... Helral answered number 4 for you. Thats the answer, it does work.
And, we can help you with question three if you give a bit more information. It is kind of confusing in the original post. It seems like you want mutliple game modes within your map to be applied when a single player votes for it. This is done with variants I believe. A good link that is amazing...
http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/
Also, are you using .dds files for your images in the dialog items? a .dds should stretch if you are setting the image type up. Go to dialogs section and set image type.
@BasicGear: Go
if you set the dialog item tiled mode to false, then it will stretch. if it's set to true it will repeat itself.
Stretching to fit the dialog is what he wants... I think. If it blurs the image and he doesnt like it, he has two options. - - Import a resized image to fit your dialog OR resize your dialog to fit the image. If you use an image editing program like GiMP make sure to turn on ur grid to help you stay within a certain pixel boundary.
Hope this is helping
Helral got the answer for the image stretching. Thats what I was searching for. My mother language is French and even if I'm billingual, I still don't get most of the editor vocabulary... That dosen't help at all :D
I still haven't found which frame make the timer window hide/show.
Question 3 is a bit more complex to solve for me, it will take time to work on that. To make it simple, what I wanna do is :
A level selector which allow 8 player to look at different level (parts of map) that can be played. There are four maps they can vote for. I made that work for one player, now I have to make it work for 8... I'm thinking about it and I'm not even sure how to explain my problem because I actually don't understand it. I have some more thing I wanna try out.
Tomorrow I will have my system reworked to make it easier for me. I will prolly post a detailed explanation.
Ty again for your help guys
O well... I broke it :D
I have no idea why, but when I click the level selector buttons, it doesn't modify the level selector integer variable, thus not doing anything. Here are the triggers
Global variable : Level Viewed Integer = 1 <Integer>
It is pretty unclear what you want the triggers to do.
The first one shows you have two buttons "Level selection window button" 1 and 2. If button one is press then the integer value increases by 1. If button two is pressed then the value decreases by 1.
Thats okay, but In the camera selector you have the event, dialog item is clicked and then a ton of if statements. Nothing stops the second trigger from running when the "Level selection window button"s are pressed. So the Camera trigger will fire everytime any dialog is pressed in the whole map. To limit this you can put 'used dialog item' in your conditions section.
Why do you have the condition in your if statements "(used dialog item) != Map Voting Buttons[3]" It seems you have proprietary values for what you expect to happen, If the play presses Level Selection Window Button 1 three times, then run mud camera, But, the second trigger will fire even if the player presses the selection button one time. Basically it will fire when the value becomes two.
best way i see this working is... put this condition into the first trigger.
(used dialog item) == Level select window 1
or *make an or statement here, both conditions need to exist.
(used dialog item) == Level select window 2
Then in the second trigger take out the event entirely. Instead, at the end of the actions in trigger one, just use the command,
Turn Trigger On. Making this the Camera Selector Trigger.
This should clean up some code.. and stop both from firing at the same time.
@BasicGear: Go
I'll be trying that and give you some feedback tonight.
I did the "(used dialog item) != Map Voting Buttons[3]" because there is a different voting button on each changing camera that show a playable level. I did that security since it did some weird thing with the camera selection on another trigger.
Tried your tricks, they do clean the trigger but made it further not work... It used to shoot multiple time the same camera and dialog when I pressed either button, but now it doesn't do anything anymore.
It aint your fault of course, all your tips are good, I just can't seem to be able to adapt my trigger to it.
Here is the map in attached file. I know my triggers are messy I'm a total newbies and accept it, if you have any comment on some way to clean my triggers plz be welcome n_n
I made a debug trigger showing the value of the level viewer integer, it always is 1 whatever I do, the integer don't change for a totally unknow reason (I had it perfectly working before).
I'll continue searching on my side in the meanwhile