Seems like a lot of the styles use the same font, i was expecting a bit more variety. Do you know how to change font size? For some reason i can't find how to change a dialog item label's font size. Perhaps with code? Because i can get colours, and the code for that is pretty simple. Maybe i'll just try googling the code for font size and see if that works.
Events
Dialog - Any Dialog Item is Changed Selection by Player Any Player
Local Variables
Conditions
(Selected list item of (Used dialog item) for (Picked player)) == 2
Actions
Dialog - Select item 3 of (Last created dialog item) for (Player group((Picked player))) <--May not be needed!
Trigger - Run Trigger (Check Conditions, Don't Wait until it finishes) <-- Tell this to bring up your dialog
See if that event/condition does the trick, then organize it how you want.
I'm looking for something like a jet streak to put behind a viking. Has anyone found one that could be used, and what's the best method to attach / display the streak effect? Thanks =)
Regions have to be circles or rectangles, or a combination of regions. Your normal field of view is not a rectangle.
If you don't care if the region isn't exactly what the players sees, then you can use the rectangle that closest resembles the player's view.
You can convert the middle of where the player is looking into a circle, and use that instead.
Your idea would be pretty intensive CPU-wise though, as you'd have to be constantly updating the region.
There are some other complex ways that involve math, combining regions, or using camera object properties such as depth of field, pitch, yaw, etc.
I don't think there's an easier way to do it. When the game comes out with the standard tutorials, you can probably see how Blizzard determines when you've scrolled to a certain area (For the part in the tutorial that tells you to pan the camera, or look at an area).
Actions
Unit Group - Pick each unit in (Any units in (Playable map area) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) == 1
Then
Variable - Set IsAplayer1unitInRegionX? = true
Trigger - Allow this trigger to be skipped by (All players), requiring at least All, and run No Trigger if skipped (Check Conditions, Don't Wait until it finishes)
Else
Try that after editing some values for the ones you want, and set the event to when you want it to be checked (for example, when a unit enters the region or a periodic event). Also, instead of the variable, you can just tell it to run the other trigger you want, then turn off the current trigger. (You can turn it back on once your other trigger is run)
It all depends on what you want to do with it though.
The main action you are looking for is "Units in region matching condition" though.
I played around with it a bit more, and i THINK the best way to do it is create a new "unit" and "actor", based on it's normal in-game unit or actor, and set all fields to it's parent (normal). Then change the "based on" field for the new unit and actor to be based on my Avatar, but DO NOT set to parent values when changing this. That way i can just get a few fields in my "Avatar" and "apply value to children".
That way i can easily change a few Avatar properties, and have them immediately applied to all avatars based on it, while retaining their normal unique attributes that are left alone.
I'm making an avatar selection type thing (where you pick your avatar before the game starts). I have to make a lot of them, and i was wondering what the easiest way to make a standardized avatar would be, but couldn't figure it out.
Properties the Avatar needs to keep standard:
Speed, acceleration, deceleration
Collision size
etc. (to keep things fair)
Properties the Avatar needs to have changed:
Unit sounds (these are a pain to edit manually)
Different models (obviously)
etc. (to retain the unit's unique characteristics)
This is a Doomsday Clock, made with a cool vortex of times being sucked in, and when the time reaches zero, the poor marine gets it! I mostly did this for learning, and a diversion from my map, it was fun to make =)
There is heavy use of text tag triggers, and i've commented on a lot of triggers as well. I tried to make it as easy as i could so that anyone can copy the triggers and follow the instructions to use it in their map.
I spent a lot of time on this so please enjoy!
The embeded youtube isn't working for me (oh, thanks vjeux!),
so be sure to see it in action here:
- With permission, the Death kill at the end courtesy of Hybred, and a few of his triggers, thanks!
Haha, well there goes all the time i spent learning how to do my own leaderboards! Impressive work. At least when i look at the triggers i'll know exactly what to edit for my map. I've been having troubles getting my different leaderboards to disappear when i want them to... anyways, thanks for this =)
I was hoping they'd be in the editor files somewhere, but i have no idea how to access them. Looking in the files would probably be a whole lot easier than creating a list from scratch from within the editor.
Perhaps someone experienced with the MPQ editor would like to have a go at finding the styles?
Has anyone been able to clear a Leaderboard or Timer using a variable? (I think the only time ONE of my timers disappeared is because it had no timer window associated with it, and was hidden/destroyed using "Last created timer" instead of a timer window variable.)
0
Wow, thanks, just the thing i was looking for!
Seems like a lot of the styles use the same font, i was expecting a bit more variety. Do you know how to change font size? For some reason i can't find how to change a dialog item label's font size. Perhaps with code? Because i can get colours, and the code for that is pretty simple. Maybe i'll just try googling the code for font size and see if that works.
Edit: Bah, no luck on the font size.
0
Maybe try:
Events
Dialog - Any Dialog Item is Changed Selection by Player Any Player
Local Variables
Conditions
(Selected list item of (Used dialog item) for (Picked player)) == 2
Actions
Dialog - Select item 3 of (Last created dialog item) for (Player group((Picked player))) <--May not be needed!
Trigger - Run Trigger (Check Conditions, Don't Wait until it finishes) <-- Tell this to bring up your dialog
See if that event/condition does the trick, then organize it how you want.
0
Thanks guys! =D
0
Is there a Terran planet / outpost, that was ever attacked by another Terran army?
If not, what is a name of a Terran controlled planet?
0
I'm looking for something like a jet streak to put behind a viking. Has anyone found one that could be used, and what's the best method to attach / display the streak effect? Thanks =)
0
Regions have to be circles or rectangles, or a combination of regions. Your normal field of view is not a rectangle.
If you don't care if the region isn't exactly what the players sees, then you can use the rectangle that closest resembles the player's view.
You can convert the middle of where the player is looking into a circle, and use that instead.
Your idea would be pretty intensive CPU-wise though, as you'd have to be constantly updating the region.
There are some other complex ways that involve math, combining regions, or using camera object properties such as depth of field, pitch, yaw, etc.
I don't think there's an easier way to do it. When the game comes out with the standard tutorials, you can probably see how Blizzard determines when you've scrolled to a certain area (For the part in the tutorial that tells you to pan the camera, or look at an area).
0
Try something in here and playing with the parameters.
Data --> Game UI Data --> Default SC2 UI Settings
Other than that, you might be able to do it in XML but i don't know anything about that.
0
Actions
Unit Group - Pick each unit in (Any units in (Playable map area) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Picked unit)) == 1
Then
Variable - Set IsAplayer1unitInRegionX? = true
Trigger - Allow this trigger to be skipped by (All players), requiring at least All, and run No Trigger if skipped (Check Conditions, Don't Wait until it finishes)
Else
Try that after editing some values for the ones you want, and set the event to when you want it to be checked (for example, when a unit enters the region or a periodic event). Also, instead of the variable, you can just tell it to run the other trigger you want, then turn off the current trigger. (You can turn it back on once your other trigger is run)
It all depends on what you want to do with it though.
The main action you are looking for is "Units in region matching condition" though.
0
I played around with it a bit more, and i THINK the best way to do it is create a new "unit" and "actor", based on it's normal in-game unit or actor, and set all fields to it's parent (normal). Then change the "based on" field for the new unit and actor to be based on my Avatar, but DO NOT set to parent values when changing this. That way i can just get a few fields in my "Avatar" and "apply value to children".
That way i can easily change a few Avatar properties, and have them immediately applied to all avatars based on it, while retaining their normal unique attributes that are left alone.
0
I'm making an avatar selection type thing (where you pick your avatar before the game starts). I have to make a lot of them, and i was wondering what the easiest way to make a standardized avatar would be, but couldn't figure it out.
Properties the Avatar needs to keep standard:
Speed, acceleration, deceleration
Collision size
etc. (to keep things fair)
Properties the Avatar needs to have changed:
Unit sounds (these are a pain to edit manually)
Different models (obviously)
etc. (to retain the unit's unique characteristics)
0
This is a Doomsday Clock, made with a cool vortex of times being sucked in, and when the time reaches zero, the poor marine gets it! I mostly did this for learning, and a diversion from my map, it was fun to make =)
There is heavy use of text tag triggers, and i've commented on a lot of triggers as well. I tried to make it as easy as i could so that anyone can copy the triggers and follow the instructions to use it in their map.
I spent a lot of time on this so please enjoy!
The embeded youtube isn't working for me (oh, thanks vjeux!), so be sure to see it in action here:
- With permission, the Death kill at the end courtesy of Hybred, and a few of his triggers, thanks!
0
Haha, well there goes all the time i spent learning how to do my own leaderboards! Impressive work. At least when i look at the triggers i'll know exactly what to edit for my map. I've been having troubles getting my different leaderboards to disappear when i want them to... anyways, thanks for this =)
0
I was hoping they'd be in the editor files somewhere, but i have no idea how to access them. Looking in the files would probably be a whole lot easier than creating a list from scratch from within the editor.
Perhaps someone experienced with the MPQ editor would like to have a go at finding the styles?
0
Is there a list of styles that are easy to read and available to look at?
For example, like this:
http://en.wikipedia.org/wiki/Font_family_%28HTML%29#Generic_fonts
But for the editor. Thanks, as there are quite a few styles to choose from!
0
Has anyone been able to clear a Leaderboard or Timer using a variable? (I think the only time ONE of my timers disappeared is because it had no timer window associated with it, and was hidden/destroyed using "Last created timer" instead of a timer window variable.)