I looked at your project, and that's exactly what I'm seeking to do. I'm almost finished with my hero selection and skill selection UI. How did you get it so they were positioned on the command card in the order that they were selected?
Since I'm using a custom UI, I'm only going to be showing the first 7-8 slots in the command card. If a player chose a skill that was assigned on, say, slot 24 on the data editor, would hiding all non-essential skills automatically shift that command to a playable position on the command card?
Thank you by the way for showing me that it's possible
I've created a unit model for my dialog. The problem is, no matter how I change the size of the dialog item, it only shows the feet of Zeratul, and the larger the size the bigger the feet. I've searched everywhere trying to find a way to "zoom out" using a camera to view the entire model. I'm coming here as a last resort, hoping someone has done this before.
Anyway my triggers are as follows:
Dialog - Create a unit model for dialog Main Dialog
Dialog - Set (Last created dialog item) unit Link to Zeratul - Hero for (all Players)
Dialog - Set (Last created dialog item) size to (300, 900) for (All Players)
Dialog - Move (Last created dialog item) to (0,0) relative to Bottom of dialog for (all Players)
Dialog - Show (Last created dialog item) for (All Players)
I know it's messy, I wasn't going to clean it up until it worked. I would use portraits, but I hear they're very glitchy, and I don't want the background since I want the unit model to be in front of my custom dialog screen.
Any contributions to this thread would be greatly appreciated =)
Also, I was thinking that if I could re-position the command card to the center of the screen, showing the first 8 slots or so, perhaps I could re-position the abilities on the command card somehow in-game or show only the abilities that the player chose?
Awesome, so it is doable. What do you mean when you say that all the buttons need a certain buff, though? I figured I could throw all of the abilities on the command card, but I'm just not too sure how I would make only the chosen abilities appear on the command card if the abilities were set on different slots in the command card. I'm fairly new to the editor, but I did a lot of scripting in WC3 (that's not saying much, given that the SC2 editor is so much more advanced).
I was going to customize the UI and make like 90% of it dialogs. I'm only going to use the first 8 buttons or so in the command card, and they will be laid out kind of towards the bottom center of the screen. I read somewhere that dialog abilities aren't possible, so I'm having to use the original command card. However, if there are 64 abilities and only the first 8 slots in the command card are available, would granting the player the required buff to use the ability automatically shift the ability to a visible command card slot, or would it stay in its position (as I'm assuming), rendering it unusable and invisible?
Thank you again for all of your help, and to anyone else who contributes to this thread.
At the very beginning of the map that I'm creating, I'm creating a custom background with dialogs and such so players can choose heroes, adjust attributes, etc.
However, before I begin creating abilities, I wanted to ask if it is possible to allow players to select the abilities that they want to assign to their heroes.
For instance, at the very beginning of the map when players select their hero, they're given various abilities [probably created by dialogs] to choose from.
All abilities chosen by the player will be the ones assigned to the hero that the player has selected.
Is it possible to set up the command card like this?
If not, is there any way I can achieve this effect?
0
Hello.
How do you prevent that "grid" that shows during a portrait transition from showing?
I've tried turning off the transition and a few other things, but it still shows.
Any help is greatly appreciated
0
@ArcaneDurandel: Go
That is perfect, my problem is solved. Thank you both for your help!
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@GlornII: Go
I looked at your project, and that's exactly what I'm seeking to do. I'm almost finished with my hero selection and skill selection UI. How did you get it so they were positioned on the command card in the order that they were selected?
Since I'm using a custom UI, I'm only going to be showing the first 7-8 slots in the command card. If a player chose a skill that was assigned on, say, slot 24 on the data editor, would hiding all non-essential skills automatically shift that command to a playable position on the command card?
Thank you by the way for showing me that it's possible
0
Hello.
I've created a unit model for my dialog. The problem is, no matter how I change the size of the dialog item, it only shows the feet of Zeratul, and the larger the size the bigger the feet. I've searched everywhere trying to find a way to "zoom out" using a camera to view the entire model. I'm coming here as a last resort, hoping someone has done this before.
Anyway my triggers are as follows:
Dialog - Create a unit model for dialog Main Dialog
Dialog - Set (Last created dialog item) unit Link to Zeratul - Hero for (all Players)
Dialog - Set (Last created dialog item) size to (300, 900) for (All Players)
Dialog - Move (Last created dialog item) to (0,0) relative to Bottom of dialog for (all Players)
Dialog - Show (Last created dialog item) for (All Players)
I know it's messy, I wasn't going to clean it up until it worked. I would use portraits, but I hear they're very glitchy, and I don't want the background since I want the unit model to be in front of my custom dialog screen.
Any contributions to this thread would be greatly appreciated =)
0
@DrSuperEvil: Go
Could you possibly explain how to do this?
Also, I was thinking that if I could re-position the command card to the center of the screen, showing the first 8 slots or so, perhaps I could re-position the abilities on the command card somehow in-game or show only the abilities that the player chose?
0
@DrSuperEvil: Go
Awesome, so it is doable. What do you mean when you say that all the buttons need a certain buff, though? I figured I could throw all of the abilities on the command card, but I'm just not too sure how I would make only the chosen abilities appear on the command card if the abilities were set on different slots in the command card. I'm fairly new to the editor, but I did a lot of scripting in WC3 (that's not saying much, given that the SC2 editor is so much more advanced).
I was going to customize the UI and make like 90% of it dialogs. I'm only going to use the first 8 buttons or so in the command card, and they will be laid out kind of towards the bottom center of the screen. I read somewhere that dialog abilities aren't possible, so I'm having to use the original command card. However, if there are 64 abilities and only the first 8 slots in the command card are available, would granting the player the required buff to use the ability automatically shift the ability to a visible command card slot, or would it stay in its position (as I'm assuming), rendering it unusable and invisible?
Thank you again for all of your help, and to anyone else who contributes to this thread.
0
Hello.
At the very beginning of the map that I'm creating, I'm creating a custom background with dialogs and such so players can choose heroes, adjust attributes, etc.
However, before I begin creating abilities, I wanted to ask if it is possible to allow players to select the abilities that they want to assign to their heroes. For instance, at the very beginning of the map when players select their hero, they're given various abilities [probably created by dialogs] to choose from.
All abilities chosen by the player will be the ones assigned to the hero that the player has selected.
Is it possible to set up the command card like this?
If not, is there any way I can achieve this effect?
Thank you for any input