Those systems you can always implement into your arcade game separately. I've added rank badges to AoS and I'm in the process of creating a hero skin shop.
First make sure that Variable A is of type Dialog Item. Then, when setting it, look in the functions section, and you will find Last Created Dialog Item.
Dialog Item Used is a trigger event. Create a new trigger, and go to the section that looks like a red flag. Add a new event, and find Dialog Item Used. The act ions in the trigger will only be run when that event occurs, and Used Dialog Item will give you the dialog item that triggered the event.
As for the positioning of everything within it, you'll have to put in the time to learn how, or actually get somebody to do it for you.
Also, the menu bar you have shown in yellow cannot be moved to the top as you want. It can only be anchored to the bottom right, and since you don't know every player's resolution, you will need to keep it in that corner.
You can... You have to save that file as .SC2Layout, not .txt. Then import it, and go to Data -> Game UI Data, and add your .SC2Layout file to the custom override layout files field.
In my opinion you should either just use the reaper's built in cliff jumping, remove the built in cliff jumping and make your own, or use an entirely different unit. Having both the built in cliff jumping and the one that you made is going to clash terribly - as you have already pointed out that it is.
Name: "UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/ExperienceBar"
Type: Progress Bar
Then you set a dialog item variable to last created dialog item and you'll be able to manipulate the experience bar as though it were a normal dialog item.
Off the top of my head, the easiest way to do this would be to have a key press that makes the unit a flying unit instead of a ground unit and adds a behavior that modifies the height.
If you wanted to make it look smoother, you'd have the unit's height during the jump controlled by trigger instead, using a gravity function to accelerate it downwards.
I believe the only way would be to have your dialog interface built into the GameUI via SC2Layout files. It would actually be fairly simple.
Locate the menu buttons in the layout files (subtree of GameUI). Add a new frame just below menu buttons, as a sibling. With menu buttons and this new frame being siblings, you could specify the render priority of each and have your dialog menu appear on top.
The new frame should be type frame. You don't have to actually write the entire layout of your dialog interface in the layout files. Instead, use Hookup Standard Dialog Item to get this new frame you created as a trigger dialog item. Then create the rest of your dialog interface in this dialog item using Create Dialog Item In Panel.
I'm pretty sure that's the only way, so if it's beyond you, either learn it piece by piece or change your plans. :P
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@ObsceneCereal: Go
Those systems you can always implement into your arcade game separately. I've added rank badges to AoS and I'm in the process of creating a hero skin shop.
@DogmaiSEA: Go
As somebody else said, but mostly just to reiterate: MORE TERRAIN LEVELS!! :P Three levels of cliff is SO limiting.
Edit: Less important: being able to save structref, funcref, arrayref in the data table.
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@Mugen245: Go
I already made a demo map for you... Did you seriously not see that?
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@PaperRemote: Go
First make sure that Variable A is of type Dialog Item. Then, when setting it, look in the functions section, and you will find Last Created Dialog Item.
Dialog Item Used is a trigger event. Create a new trigger, and go to the section that looks like a red flag. Add a new event, and find Dialog Item Used. The act ions in the trigger will only be run when that event occurs, and Used Dialog Item will give you the dialog item that triggered the event.
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@ogcaliko: Go
You'll want to make the InfoPanel the full size of the screen.
You can do that by having as your override:
<Frame type="InfoPanel" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel"> <Anchor side="Top" relative="$parent" position="Min" offset="0"/> <Anchor side="Bottom" relative="$parent" position="Max" offset="0"/> <Anchor side="Left" relative="$parent" position="Min" offset="0"/> <Anchor side="Right" relative="$parent" position="Max" offset="0"/> <Width val="0"/> <Height val="0"/> </Frame>
As for the positioning of everything within it, you'll have to put in the time to learn how, or actually get somebody to do it for you.
Also, the menu bar you have shown in yellow cannot be moved to the top as you want. It can only be anchored to the bottom right, and since you don't know every player's resolution, you will need to keep it in that corner.
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@ogcaliko: Go
You can... You have to save that file as .SC2Layout, not .txt. Then import it, and go to Data -> Game UI Data, and add your .SC2Layout file to the custom override layout files field.
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@RedAlwaysMafia: Go
In my opinion you should either just use the reaper's built in cliff jumping, remove the built in cliff jumping and make your own, or use an entirely different unit. Having both the built in cliff jumping and the one that you made is going to clash terribly - as you have already pointed out that it is.
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@Dzuke911: Go
Trigger Action - Hookup Standard Dialog Item.
Name: "UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/ExperienceBar" Type: Progress Bar
Then you set a dialog item variable to last created dialog item and you'll be able to manipulate the experience bar as though it were a normal dialog item.
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@Mugen245: Go
Here.
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@RedAlwaysMafia: Go
Most units do not have jump animations.
Off the top of my head, the easiest way to do this would be to have a key press that makes the unit a flying unit instead of a ground unit and adds a behavior that modifies the height.
If you wanted to make it look smoother, you'd have the unit's height during the jump controlled by trigger instead, using a gravity function to accelerate it downwards.
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Of what map series?
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@IcyJay: Go
Nope.
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@Dzuke911: Go
In that case, I believe doing what you want would be way more complicated than it would be worth.
You'd have to hookup the experience bar and then use triggers to hide it whenever a unit of this category was selected, and show it otherwise.
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@XLIIVI: Go
Thanks man. :D
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@Shlomi150: Go
Are you asking if a trigger can run when a key is pressed, or if a trigger can press a key?
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@lemmy734: Go
I believe the only way would be to have your dialog interface built into the GameUI via SC2Layout files. It would actually be fairly simple.
Locate the menu buttons in the layout files (subtree of GameUI). Add a new frame just below menu buttons, as a sibling. With menu buttons and this new frame being siblings, you could specify the render priority of each and have your dialog menu appear on top.
The new frame should be type frame. You don't have to actually write the entire layout of your dialog interface in the layout files. Instead, use Hookup Standard Dialog Item to get this new frame you created as a trigger dialog item. Then create the rest of your dialog interface in this dialog item using Create Dialog Item In Panel.
I'm pretty sure that's the only way, so if it's beyond you, either learn it piece by piece or change your plans. :P