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    posted a message on Hide Right Click Indicator

    How would I hide the right click indicator?

    Thanks.

    Posted in: Data
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    posted a message on [UI]A sample map for Customized Health Bar

    @Renee2islga: Go

    How would I go about triggering hide/show for this custom status bar?

    I can't find a function for hiding a custom status bar.

    Posted in: General Chat
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    posted a message on Button Shape

    Is there a way to change a dialog button from a square to another shape?

    Posted in: Triggers
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    posted a message on Dialog/Variable Efficiency

    @Mille25: Go

    Okay I will try panels again and see if I can get it to work. The reason I can't use dialogs in my case is because I want to resize a dialog and it doesn't allow for me to do that to a dialog for just one player. So this fullscreen dialog/panel work around might be exactly what I need to have everything run smoothly. Also seems much easier and organized.

    Yes, I'm fairly new to this stuff but I have a lot of time and eager to learn. I appreciate everyones help :D

    That said I don't know about loops yet, haha. I've got a lot going on in my project but I think I can convert all my dialogs into panels. If I can get panels to work.

    Thanks again, I'm going to start this.

    Posted in: Triggers
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    posted a message on Dialog/Variable Efficiency

    @ImperialGood: Go

    Thanks, I really hated duplicating everything and its a lot more work. So you're saying I should have a dialog with no background showing all the time and show/hide dialog items with triggers? So basically dialogs are now dialog items. This sounds cool. But how would I make dialog items look like dialogs? I've tried it with buttons but I've failed miserably.

    Also, you said that sc2 only allows us to reference a limited number of dialog elements, for each player or collective? Dialog elements include dialog items right? So would your second method still be prone to bugging?

    Posted in: Triggers
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    posted a message on Dialog/Variable Efficiency

    Okay so I had a problem with my multiplayer map, I wanted a trigger that would resize a dialog but just for the triggering player and I couldn't find a way so I duplicated all my dialogs and variables making them all having an array for each player and used the set size dialog[triggering player]. Would having/creating each dialog and variables for each player lag my game or have any other problems?

    Did I do this wrong? Was there a better way?

    Thanks.

    Posted in: Triggers
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    posted a message on Trigger Toggle for Triggering Player

    @ImperialGood: Go

    This helped a lot, thank you!

    I'm going to get started on trying to do this.

    Posted in: Triggers
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    posted a message on Trigger Toggle for Triggering Player

    I have a multiplayer map and I noticed I've been using a bit of the Trigger - Turn Trigger On/Off. These actions would effect all players, correct? How would I set the trigger up so that the trigger only toggles on/off for the triggering player? Is it possible?

    Posted in: Triggers
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    posted a message on Switch Player in Debug

    @TheUltragon: Go

    Oh right I think this would work, I was over thinking it. I was trying to make each player a variable and then was trying to switch them. Switching units makes a lot more sense, thank you.

    Posted in: Triggers
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    posted a message on Switch Player in Debug

    Is there a way or trigger to allow me to switch back and forth between different players for multiplayer testing? Thanks.

    Posted in: Triggers
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    posted a message on Placement Overlap

    @TaylorMouse: Go

    Huh? No I meant I made a unit instead of duplicating one. But I tried it with the premade marine unit and it still doesnt show the occupied footprint, I tried it with supply depot and it does show. How do I make the marine or my unit I made function like the depot with the occupied footprint when placed?

    Posted in: Data
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    posted a message on Placement Overlap

    I made a build ability and a custom unit, when I build a unit it works and it shows the placement footprint and everything but when I go to place another unit it still shows the green available footprint below the unit I had just placed when it should be red, how would I set this up? I've compared the default buildings and my units and I can't figure it out. It gives me an error when I try to place it in the same spot at the previous unit but all I want is for it to display correctly with a red footprint when the space is occupied like normal.

    Posted in: Data
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    posted a message on Dialog Build Ability

    @FunkyUserName: Go

    Even if I did this, it would just spawn the building at the position of my mouse, no? I don't want the button to spawn the building I want it to activate the command ability so I can choose where to place the building myself.

    Edit: Nvm this way is far too confusing I'll find a better way.

    Posted in: Triggers
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    posted a message on Dialog Build Ability

    Is there a way to add an ability from the command card into a dialog that acts exactly like it would on the command card? I originally had tried to make a dialog button issue an ability order but it only works with instant abilities and not buildables like you could spawn a building but you could not activate the build ability and choose where to place it (showing and choosing placement)

    Been looking for a way for days now :(

    Posted in: Triggers
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    posted a message on Dialog Build Ability

    @FunkyUserName: Go

    This wouldn't work in my case because I don't want the depot to spawn at a point after clicking the button, I want to click the button and be able to place the depot myself, is there a way to do this?

    Edit: I just tried making the ability a variable and entered it into the order with no target but it still gives back an error looking for a target.. maybe there is no way to do it this way?

    Posted in: Triggers
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