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    posted a message on anyone know if SC2 supports JPG?

    maybe nobody was actually using them besides me then =D.

    Oh and I'm not sure if this is an issue with TGA's but if you have the image size an unusual ratio compared to the jpg dimensions some times it does some funky stuff like creating a copy of the right edge in the middle of the image.

    Posted in: Miscellaneous Development
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    posted a message on anyone know if SC2 supports JPG?

    jpeg/jpg do work. You have to use the custom script part of it and type in something like "Minimap.jpg" there and it'll load up.

    Just make sure you restart sc2 when you update imported content or it won't update if you have the preload option set in preferences.

    Posted in: Miscellaneous Development
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    posted a message on Want to learn .galaxy

    If you want to see any part of the code you could just go to the trigger editor for the map, click on data along the top and click view script then ctrl-f and type in he trigger name your looking for, it'll display it in code although some of it may be very redundant.(i think loops(while) have a if/else with both of them doing the same thing)

    Then i usually start up notepad++ and type away with whatever i need after grabbing the function call and dump what I've done in a custom script.

    Posted in: Galaxy Scripting
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    posted a message on M3 Animation Support

    Is that inclusive of mods? because you can import stuff into mods and use them in your map but they just don't show up on the import manager

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    My UI works with 14 players and its just 1 dialog, it shows stats based on what weapon/sidearm and then there's like 250 variations of equipment you can have down the bottom part, it updates like 30 labels on the right side and modifies button images/tooltips/labels and stuff when you click on them, but there are certain limitations to having 1 dialog for all players like actually trying to move the dialog to a different position

    all of the UI is my map are just 1 dialog so far and it worked when i tested them with a friend.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    I don't see why you have to destroy dialogs either, you can just hide them and it will still update whatever is on it if you modify the labels/buttons.

        if (gv_game_boolean_InterfaceEnabled[lv_p] == false) {
            libNtve_gf_HideGameUI(false, PlayerGroupSingle(lv_p));
            UISetFrameVisible(PlayerGroupSingle(lv_p), c_syncFrameTypeResourcePanel, false);
            gv_game_boolean_InterfaceEnabled[lv_p] = true;
        }
        else {
            libNtve_gf_HideGameUI(true, PlayerGroupSingle(lv_p));
            UISetFrameVisible(PlayerGroupSingle(lv_p), c_syncFrameTypeHeroPanel, true);
            gv_game_boolean_InterfaceEnabled[lv_p] = false;
        }
    

    Here's your basic show/hide game UI for a player. I've tested it and it works with user created dialogs without them popping up on another screen.

    Posted in: Project Workplace
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    posted a message on My Game's Interfaces [WIP]

    The actual UI is temporary, the layout will be pretty much the same when I get closer to finishing it but I'll probably make my own UI Images or switch it over to a Protoss border and yes the lines are images, the white32.dds one made green.
    What i mean by getting closer to finishing it is the overall system, I don't plan on polishing it till I've completed my map into a playable state which wont be for another month at this rate.

    Quote from s3rius: Go

    @zKyuuketsuki: Go Did you play Wc3's NotD:Aftermath or DotD 6? I recognize the icons from there :]

    I pulled the images from those maps just to do the set up, I plan to have/make a separate image for each button eventually.
    It is a bit annoying how the bottom green border of the UI is darker than the top though.

    Posted in: Project Workplace
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    posted a message on My Game's Interfaces [WIP]

    Here's a little something I've been working on, Its still incomplete because I only wanted to code what happened behind the Custom Interface, I really just want some feedback on this.

    It's done in galaxy, basically its coded in a way where I only have to type 1 line to set up a marine, weapon or equipment and another line to set the Button's image and hover over image. It uses a couple loops to automate everything.

    I'll upload a newer video when I've changed the interface look around more and populated more values in.
    Also the Icons are temporary till i make some for everything, the equipment icons are supposed to switch between variations as well

    Next video will probably be in 2 weeks when I have the inventory system up and running, I plan on using this kind of interface for a future rpg as well prob near hte end of the year.

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/m3cDjbH652E&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/m3cDjbH652E&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Version 2! Looks Sweet!

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/-8TALD0Bs_o&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/-8TALD0Bs_o&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Might still be updating for higher quality

    Posted in: Project Workplace
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    posted a message on Using Hotkeys with Interface off / running trigger locally

    Well I've been making my map spending a few hours every few days on it, but I have yet to find a way an easier way to recreate the command card than making a button for each spot on the original command card and mapping a key to each of these and then giving the unit what ever order is in that slot.

    There's also a problem i might run into if I can't find the equivalent of warcraft 3's getlocalplayer(). I noticed that triggers seem to run locally if they fulfill certain requirements but is there any way to know of these requirements?

    -edit The delay introduced from playing on b.net is insane, there must be a way to initiate certain things locally. Some thing as simple as opening up an interface takes .3 seconds

    Posted in: Miscellaneous Development
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    posted a message on [Data] Create a WC3-like experience sharing system

    He means that the XP gets shared to nearby heroes when a unit kills something that gives xp, in his case he only documents how to give xp to heroes nearby when a non-hero unit kills something, there's a link for the hero part in his post.

    Posted in: Tutorials
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