You can code a Up/Down Dialog Item that moves all objects in it along by 1 or more if you want without too much trouble and there's also check boxes that you can use if you don't want text to change. You can also just change the image for the Button when it's activated and not activated as well which isn't done often but still very effective.
Like in those RPGs where the option you highlight is in white while the rest are grey.
Yeh, they don't seem to work, I thought they did because last time I tried adding one it made a black box of nothing for me and then I stopped working on it. Sorry about that.
You have to use the LastCreatedDialogItem thing to add items or it doesn't work, When I first tried it wouldn't let me add anything because I was using a variable. Resizing should work though.
You could also try linking it to a unit with an auto cast ability that goes off every 0.01 seconds, It'd be awesome if it worked as even a unit casting something that does nothing 100 times a second shouldn't use too much bandwidth compared to the periodic event/wait.
I found a cheapy way to make a powerup without the inventory button, all you need to do is when you add the button for the inventory, make sure it is set to nothing, not None but like nothing, set the class to whatever you like(probably make one called Powerup), then create an Item to fit into that slot.
Create a behaviour buff, link an effect to it and then onto the item(assuming you've created an item) then do some trigger stuff to kill the item after it has been picked up.
First you have to add a command to the 'TAKE' command from the inventory ability, anything will do, just make sure you can find it when in the trigger editor.
Next you go into the actual trigger editor and make some hacky command to remove the item like so:
Event - Any Unit Uses an Ability( In my case it was Cancel at Generic1 - Any)
Set Variable 'Item' = Item Carried By Triggering Unit in Slot 1
If (UnitType(Item) == Whatever) {
Unit - Remove Unit from game
}
Seems to work so, that is probably what I'll be doing for a while.
Having 1 Inventory that is not visible because there is no 'button' and then creating a inventory with a button should work hopefully.
I think I'm up to the point where I can make basic-nice looking dialogs in a matter of minutes.
The code to link everything up still takes ages though D:
Yeh, but to do that I'd have to edit the dds files which I don't feel like doing at the moment, but i could just modify the icon borders so it looks the same so you can see the difference.
Cheaply done but in the end it'd end up something like this:
you can call it 5-4 if you like. I really need some sleep, seems I can't count numbers straight anymore.
Well you can do the thing with the game speed, but you'll also have to change everything else to revolve around it so it seems normal which is far too much work I'd think.
The icons will change when I start adding Items in and the text will also be populated depending on what item it is. thanks for your input, I'll probably make the image to the text into a button as well so you don't have to click on the little boxes.
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You can code a Up/Down Dialog Item that moves all objects in it along by 1 or more if you want without too much trouble and there's also check boxes that you can use if you don't want text to change. You can also just change the image for the Button when it's activated and not activated as well which isn't done often but still very effective.
Like in those RPGs where the option you highlight is in white while the rest are grey.
0
Yeh, they don't seem to work, I thought they did because last time I tried adding one it made a black box of nothing for me and then I stopped working on it. Sorry about that.
0
You have to use the LastCreatedDialogItem thing to add items or it doesn't work, When I first tried it wouldn't let me add anything because I was using a variable. Resizing should work though.
0
You could also try linking it to a unit with an auto cast ability that goes off every 0.01 seconds, It'd be awesome if it worked as even a unit casting something that does nothing 100 times a second shouldn't use too much bandwidth compared to the periodic event/wait.
Then removing/stopping the auto cast of course.
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@RileyStarcraft: Go
so your power ups don't even require a click? because there are cases where people would like a bit more control over things
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I found a cheapy way to make a powerup without the inventory button, all you need to do is when you add the button for the inventory, make sure it is set to nothing, not None but like nothing, set the class to whatever you like(probably make one called Powerup), then create an Item to fit into that slot.
Create a behaviour buff, link an effect to it and then onto the item(assuming you've created an item) then do some trigger stuff to kill the item after it has been picked up.
First you have to add a command to the 'TAKE' command from the inventory ability, anything will do, just make sure you can find it when in the trigger editor.
Next you go into the actual trigger editor and make some hacky command to remove the item like so:
Event - Any Unit Uses an Ability( In my case it was Cancel at Generic1 - Any)
Set Variable 'Item' = Item Carried By Triggering Unit in Slot 1
If (UnitType(Item) == Whatever) {
Unit - Remove Unit from game
}
Seems to work so, that is probably what I'll be doing for a while.
Having 1 Inventory that is not visible because there is no 'button' and then creating a inventory with a button should work hopefully.
0
If you want the code for one of them you can just ask.
0
I think I'm up to the point where I can make basic-nice looking dialogs in a matter of minutes.
The code to link everything up still takes ages though D:
0
@agweber: Go
Yeh, but to do that I'd have to edit the dds files which I don't feel like doing at the moment, but i could just modify the icon borders so it looks the same so you can see the difference.
Cheaply done but in the end it'd end up something like this:
you can call it 5-4 if you like. I really need some sleep, seems I can't count numbers straight anymore.
0
Like so?
5-2 Brightness when clicked, 5-3 Brightness when hovered
I never planned on keeping these colors, I was always going to change the Buttons to a blue closer to the kind that the dialog borders use.
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Is that a request to make the whole thing light up when I mouse over it?
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I'll make a fat one just for you, gimme a moment.
All done, Number 7!
Well waddya know, It only took me a bit more than 2 minutes to reconfigure the size and layout
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I guess you could call these 4, 5 and 6!
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Well you can do the thing with the game speed, but you'll also have to change everything else to revolve around it so it seems normal which is far too much work I'd think.
0
The icons will change when I start adding Items in and the text will also be populated depending on what item it is. thanks for your input, I'll probably make the image to the text into a button as well so you don't have to click on the little boxes.