You can also revive units with triggers with this on custom script: "UnitRevive ( unit );" Where unit is the unit you want to revive, use EventUnit() for the triggering unit.
You need to make the buttons bigger, I found the needed size for the archon button (which is 76 * 76 in the preview) is really 98 * 98, so set the height and width of the buttons to 98 * 98 (if that doesn't work, try bigger) and it should work
Dont use Set Dialog Item Image - it always stretched and cant be used, bugged, you have to create 2 dialog items ontop of eachother - 1 button and 1 image of the same size but the OP is already doing that
You are setting the Archon Icon as Last Created Dialog Item without ever having made a dialog item or is it not made in this trigger?
Then you made the Archon Image and set it to High Templar variable
yeah i noticed that after i posted the screenshot and corrected it, it didn't make any difference then, if you look at the picture I have them both, but the image appears darkened because it is behind the button, the bright picture is in the way of the button and can't be pressed.
editing the text of the button hasn't seemed to work for me either.
Have you tried "set dialog item image" instead of just displaying the picture?
yes, the image is stretched out way larger than the button's size, but now that you mention it I might as well try modifying it's size. I didn't think of that before
I'm making a dialog that allows you to select your hero, I'm wanting to have the hero's icon to be the actual button, the way I'm trying ro do this isn't working correctly. It is doing the following:
http://i228.photobucket.com/albums/ee301/Fuglypump/dialog1.jpg
The Archon's picture is the way I'm wanting my buttons to look like, but when add a button to the same place, it appears like the High Templar, the problem is that the button is overtop of the picture, because the button is placed after the picture, but when i place the button before the picture, the button can't be pressed because the picture is actually in the way.
I've tried several ways to make it work, but I can't seem to figure it out, here is what I've got.
http://i228.photobucket.com/albums/ee301/Fuglypump/dialog2.jpg
note that I don't have an event because this trigger is ran at the end of another trigger.
the item recipe that spawns the marines, that this is so stupidly overpowered, i just about get instant killed by anyone who uses the item, that item is a garenteed victory as far as i've been playing, please remove the marine ability completely from the item, no items should spawn any units, ever.
is there a way to do this without triggers? I've found that this function will sometimes experience rubber band style lag at times, and it's impossible to correctly lift an attached unit off the ground, for example attaching a spine crawler to an overlord does not work, it slides on the ground under the overlord, it otherwise functions correctly, but that just looks silly. Even changing the XY triggers and making a trig for Z does not correctly position the spine crawler.
on top of that the actual attaching doesn't always stay on the correct spot, I've found that sometimes the attached unit will float off to the side when the parent unit is facing left, but will look normal when the parent unit is looking toward the right. It's something to do with the trig, but I checked several times and the math is the same as the tutorial.
someone should find out what method the blizzard devs used for it.
I'll playtest for you, I have a lot of friends that I know for a fact will playtest too, we've got another forum that's deticated to Dark Deeds, come visit and make a topic there.
http://z6.invisionfree.com/ClanDDG/index.php?act=idx
I know for sure that you can get atleast 5 playtesters that will play often there.
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I used this to revive my heroes thank you :D
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nice, I'm not sure I'll be resizing them because I sort of like the size they're at, but if i do decide to, this will be very helpful
I've been creating more and more heroes to fill it up so far.
http://i228.photobucket.com/albums/ee301/Fuglypump/dialog6.jpg Thanks again.
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wow! that got it to work!
Thank you! :D http://i228.photobucket.com/albums/ee301/Fuglypump/dialog5.jpg
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Here is what I have now: http://i228.photobucket.com/albums/ee301/Fuglypump/dialog3-1.jpg
Here is what it looks like: http://i228.photobucket.com/albums/ee301/Fuglypump/dialog4.jpg
the text on the buttons are:
<img path="Assets\Textures\btn-unit-protoss-archon.dds"/>
<img path="Assets\Textures\btn-unit-protoss-hightemplar.dds"/>
<img path="Assets\Textures\btn-unit-protoss-darktemplar.dds"/>
<img path="Assets\Textures\btn-unit-protoss-immortal.dds"/>
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yeah i noticed that after i posted the screenshot and corrected it, it didn't make any difference then, if you look at the picture I have them both, but the image appears darkened because it is behind the button, the bright picture is in the way of the button and can't be pressed.
editing the text of the button hasn't seemed to work for me either.
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yes, the image is stretched out way larger than the button's size, but now that you mention it I might as well try modifying it's size. I didn't think of that before
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@Fuglypump: Go
im still having problems, anyone have any ideas?
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I'm making a dialog that allows you to select your hero, I'm wanting to have the hero's icon to be the actual button, the way I'm trying ro do this isn't working correctly. It is doing the following: http://i228.photobucket.com/albums/ee301/Fuglypump/dialog1.jpg The Archon's picture is the way I'm wanting my buttons to look like, but when add a button to the same place, it appears like the High Templar, the problem is that the button is overtop of the picture, because the button is placed after the picture, but when i place the button before the picture, the button can't be pressed because the picture is actually in the way.
I've tried several ways to make it work, but I can't seem to figure it out, here is what I've got. http://i228.photobucket.com/albums/ee301/Fuglypump/dialog2.jpg note that I don't have an event because this trigger is ran at the end of another trigger.
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the item recipe that spawns the marines, that this is so stupidly overpowered, i just about get instant killed by anyone who uses the item, that item is a garenteed victory as far as i've been playing, please remove the marine ability completely from the item, no items should spawn any units, ever.
0
you can attach units this way in warcraft 3.
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@shadcow: Go
is there a way to do this without triggers? I've found that this function will sometimes experience rubber band style lag at times, and it's impossible to correctly lift an attached unit off the ground, for example attaching a spine crawler to an overlord does not work, it slides on the ground under the overlord, it otherwise functions correctly, but that just looks silly. Even changing the XY triggers and making a trig for Z does not correctly position the spine crawler.
on top of that the actual attaching doesn't always stay on the correct spot, I've found that sometimes the attached unit will float off to the side when the parent unit is facing left, but will look normal when the parent unit is looking toward the right. It's something to do with the trig, but I checked several times and the math is the same as the tutorial.
someone should find out what method the blizzard devs used for it.
0
I'll playtest for you, I have a lot of friends that I know for a fact will playtest too, we've got another forum that's deticated to Dark Deeds, come visit and make a topic there. http://z6.invisionfree.com/ClanDDG/index.php?act=idx
I know for sure that you can get atleast 5 playtesters that will play often there.