Here's a trailer of the map I submitted. It's a multi-player hero arena where the object is to get "over 9000" power. It's called "Power Level Overwhelming". There are neutral squads roaming the map to kill for power. You can also kill players / collect artifacts / use the "power up" ability to gain more power. At least watch until you see the jump abilities, those are my favorite :]
The contest submission said its okay to talk about your map after the 11th. I think the main reason you don't want people sharing until then is because people can steal ideas or it may discourage other people from entering.
Just guessing, but would the approach phase be for abilities that target a location? For example, if you're a ghost and you click 'launch nuke' across the map he has to walk there. I may try this out later and see what happens.
Thank's for the tutorial. You need to fix a copy and paste error in the Ionic Splitter 'models tab' section. Also, the boxes checked for copying the hellion do not match up with the text below it (death model).
I'm a GUI SC2 scripter, so I noticed a change in that area:
1) Create a new function/action
2) Add a new parameter
3) Change the parameter to type 'File'
4) You can now drill down to new file types through the GUI such as flash animations, etc. Before it was just a few different types.
After much experimenting, I found out a work-around. It's a bit hacky, but it works. Someone let me know if they find something better please!
In order to capture mouse clicks over an dialog image item, you can place a button of the same size with transparency set to 100%. Here's my work-around:
I've been stuck on this for several days. Perhaps other map makers could lend their wisdom?
Goal: Create a clickable dialog button with an image (76x76) of a particular unit / ability and launch custom functionality when clicked via a trigger.
Difficulty: My current attempts do not fire the triggers below when clicking over dialog images. For example, if the image is placed on top of the button, the triggers below will not work. If the button goes on top, it works but looks bad.
Current FAILED solution (code):
NOTE: I have some constants down there:
constintCARD_ICON_DIM=76constintDIALOG_OFFSET=35rootMenuAddIconOptions:ActionReturnType:(None)ParametersiconIndex=0<Integer>tooltip=NoText<Text>rootMenu=NoDialog<Dialog>iconFile=EditorData\Images\UnknownImage.tga<File-Image>GrammarText:rootMenuAddIcon(iconIndex,tooltip,rootMenu,iconFile)HintText:(None)CustomScriptCodeLocalVariablesActionsDialog-CreateaButtonforDialogrootMenuwiththedimensions(CARD_ICON_DIM,CARD_ICON_DIM)anchoredtoTopLeftwithanoffsetof((rootMenuIconIndexToXOff(iconIndex)),DIALOG_OFFSET)settingthetooltiptotooltipwithbuttontext""andthehoverimagesetto""Dialog-CreateanImageforDialogrootMenuwiththedimensions(CARD_ICON_DIM,CARD_ICON_DIM)anchoredtoTopLeftwithanoffsetof((rootMenuIconIndexToXOff(iconIndex)),DIALOG_OFFSET)settingthetooltiptotooltipusingtheimageAssets\Textures\btn-border-ability.ddsasaNormaltypewithtiledsettofalsetintcolorGreenandblendmodeNormalDialog-CreateanImageforDialogrootMenuwiththedimensions(CARD_ICON_DIM,CARD_ICON_DIM)anchoredtoTopLeftwithanoffsetof((rootMenuIconIndexToXOff(iconIndex)),DIALOG_OFFSET)settingthetooltiptotooltipusingtheimageiconFileasaNormaltypewithtiledsettofalsetintcolorGreenandblendmodeNormalrootMenuCreateOptions:FunctionReturnType:DialogParametersGrammarText:rootMenuCreate()HintText:(None)CustomScriptCodeLocalVariablesActionsDialog-CreateaNon-modaldialogofsize(ROOT_MENU_WIDTH,ROOT_MENU_HEIGHT)at(0,0)relativetoTopLeftofscreenGeneral-Return(Lastcreateddialog)init_comm_guiOptions:ActionReturnType:(None)Parametersteam<Team>player<PlayerGroup>GrammarText:init_comm_gui(team,player)HintText:Initializetextforplayerclass-Commander.CustomScriptCodeLocalVariablestmpDialog=NoDialog<Dialog>ActionsVariable-SettmpDialog=(rootMenuCreate())rootMenuAddIcon(0,"X",tmpDialog,Assets\Textures\btn-ability-terran-bombardmentstrike.dds)rootMenuAddIcon(1,"Y",tmpDialog,Assets\Textures\btn-unit-terran-marine.dds)rootMenuAddIcon(2,"Z",tmpDialog,Assets\Textures\btn-unit-terran-autoturret.dds)rootMenuAddIcon(3,"Q",tmpDialog,Assets\Textures\btn-ability-terran-heal.dds)Variable-SetrootMenu[(Integer(team))] = tmpDialog
Dialog - Show (Last created dialog) for player
BtnClicked
Events
Dialog - Any Dialog Item is Clicked by Player Any Player
UI - Player Any Player clicks Left mouse button Down.
Local Variables
Conditions
Actions
UI - Display a Message custom dialog with Title No Text and Text "Zing" for (All players) (Pause game)
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Here's a trailer of the map I submitted. It's a multi-player hero arena where the object is to get "over 9000" power. It's called "Power Level Overwhelming". There are neutral squads roaming the map to kill for power. You can also kill players / collect artifacts / use the "power up" ability to gain more power. At least watch until you see the jump abilities, those are my favorite :]
The contest submission said its okay to talk about your map after the 11th. I think the main reason you don't want people sharing until then is because people can steal ideas or it may discourage other people from entering.
0
Just guessing, but would the approach phase be for abilities that target a location? For example, if you're a ghost and you click 'launch nuke' across the map he has to walk there. I may try this out later and see what happens.
0
Thank's for the tutorial. You need to fix a copy and paste error in the Ionic Splitter 'models tab' section. Also, the boxes checked for copying the hellion do not match up with the text below it (death model).
0
I'm a GUI SC2 scripter, so I noticed a change in that area:
1) Create a new function/action
2) Add a new parameter
3) Change the parameter to type 'File'
4) You can now drill down to new file types through the GUI such as flash animations, etc. Before it was just a few different types.
Still not record passing or return values :[
0
@Slistak: Go
There is a constant checkbox in the GUI when you click on the variable / view its details
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After much experimenting, I found out a work-around. It's a bit hacky, but it works. Someone let me know if they find something better please!
In order to capture mouse clicks over an dialog image item, you can place a button of the same size with transparency set to 100%. Here's my work-around:
0
I've been stuck on this for several days. Perhaps other map makers could lend their wisdom?
Goal: Create a clickable dialog button with an image (76x76) of a particular unit / ability and launch custom functionality when clicked via a trigger.
Difficulty: My current attempts do not fire the triggers below when clicking over dialog images. For example, if the image is placed on top of the button, the triggers below will not work. If the button goes on top, it works but looks bad.
Current FAILED solution (code): NOTE: I have some constants down there: