Dialogs appear on top of each other in the order they were created last to first (last one on top, first one on bottom).
Within a dialog, dialog items (including images) appear on top of each other in the same order (last created on top, first created on bottom).
So, in order to put an image with transparent parts on top of another image, you would just create them both in the same dialog, and create the one with transparency second.
Or you could create them inside of a panel and then actually specify the render priority (which lets you specify which is on top).
Edit: Additionally, you could create transparency using the alpha channel property. (Or just build it into the image).
You'd have to add it as an override layout file in the UI: Custom Layout Files field of the GameUI data section.
Modifying the size of the icons is a different story. You'd have to do that the way that you were trying to, which I haven't done before, so I can't help you with.
I couldn't help you with that, unfortunately. I've never modified layouts separately in that manner, I just have a single file overriding the actual implementation.
It would definitely be possible to do it with a single action call, as SouLCarveRR is describing.
The way to do it would be using arrayref to pass the array as a parameter. The limitation of this is that you will only be able to use the action for a specific type of array (like an action that initializes an int array of size 5). But you could always just code multiple such actions.
It is possible to edit the behavior bar, but if you're getting a cannot create error, then you're clearly not using the correct path to access it. You'll have to post your actual layout code to get more specific help.
Though all you will really be able to do with the behavior bar is change the size of it and reposition it. You can't add more behaviors or change the arrangement of them.
I have an actor that I am creating on the source cast start of an ability. The actor is attaching itself to the caster when I want it to remain at the location it was created. How can I detach it / orphan it from the caster?
It would be a simple matter if it was created by an effect event but I'd rather not have to make cast time simulating behaviors every time I want to make an actor during the cast time.
That's not exactly very descriptive. What is the objective in this game? To get kills or to destroy/capture some objective?
If there is an objective other than kills, you should just use win/loss instead. You can read about a fairly easy to implement ELO System here: ELO Math Details
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@Zetal: Go
Obviously there's no way around an entire patch. There's also no way that we can help you debug without seeing some code.
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@Doubleclick123: Go
Just create the dialog that contains the transparent image last.
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@Doubleclick123: Go
Dialogs appear on top of each other in the order they were created last to first (last one on top, first one on bottom).
Within a dialog, dialog items (including images) appear on top of each other in the same order (last created on top, first created on bottom).
So, in order to put an image with transparent parts on top of another image, you would just create them both in the same dialog, and create the one with transparency second.
Or you could create them inside of a panel and then actually specify the render priority (which lets you specify which is on top).
Edit: Additionally, you could create transparency using the alpha channel property. (Or just build it into the image).
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You know you have given no explanation of what this is? It looks to us like you are just dropping units into an empty map.
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@zorbotron: Go
Modifying the size/position of the Behavior Bar for all players would involve a layout like this:
You'd have to add it as an override layout file in the UI: Custom Layout Files field of the GameUI data section.
Modifying the size of the icons is a different story. You'd have to do that the way that you were trying to, which I haven't done before, so I can't help you with.
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@zorbotron: Go
I couldn't help you with that, unfortunately. I've never modified layouts separately in that manner, I just have a single file overriding the actual implementation.
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@Maximusssss: Go
Don't mean to steal anybody's job but here ya go.
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It would definitely be possible to do it with a single action call, as SouLCarveRR is describing.
The way to do it would be using arrayref to pass the array as a parameter. The limitation of this is that you will only be able to use the action for a specific type of array (like an action that initializes an int array of size 5). But you could always just code multiple such actions.
Here's an example:
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It is possible to edit the behavior bar, but if you're getting a cannot create error, then you're clearly not using the correct path to access it. You'll have to post your actual layout code to get more specific help.
Though all you will really be able to do with the behavior bar is change the size of it and reposition it. You can't add more behaviors or change the arrangement of them.
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@Kueken531: Go
It's really not that hard to write some nice encryption.
Edit: And even if they get the map script you can obfuscate it.
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@ezbeats: Go
I'm pretty sure that those only work if the actor is created on an effect event, which isn't the case here.
However, somebody in the IRC helped me - by setting the Actor Subject to (System) Creator, it is its own host, and not attached anymore.
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Hey all,
I have an actor that I am creating on the source cast start of an ability. The actor is attaching itself to the caster when I want it to remain at the location it was created. How can I detach it / orphan it from the caster?
It would be a simple matter if it was created by an effect event but I'd rather not have to make cast time simulating behaviors every time I want to make an actor during the cast time.
Thanks for your help!
-Wrath
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@Mugen245: Go
That's not exactly very descriptive. What is the objective in this game? To get kills or to destroy/capture some objective?
If there is an objective other than kills, you should just use win/loss instead. You can read about a fairly easy to implement ELO System here: ELO Math Details
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@onlyleviathan: Go
The inventory is limited to only six items.
You can, however, put a container in one of those slots - and the container can hold more items.
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@UltimaNecros: Go
You need to use Combat: Damage Response.
Set the chance to 0.15, set the Amount Fraction to 0.
That should do it.