Try remove the default loss conditions, and then when someone 'loses', it shows an image of the 'leader' template (look at helrals library) and shows the entire map. Thats basically the replay panel with APM, income, Units etc. Not complete, but is good :)
Um... what exactly is P? And NP? And why do they not equal one another? Am why was that article so hard to read I stopped reading in the first paragraph? (oh, and the meaning of life would be good as well :))
hey i have a strange problem, with hidding icons, it works fine in the beginning but when i start to unload more then 1 units from my bunker it just stops working.
Variables:
Unit-Bunker (array:4)
Unit-Barrack (array:4)
Integer-Player Cargo (array:4)
-loading-
Events
Unit - Any Unit Loads cargo
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Cargo[(Triggering player)] == 3
Then
Variable - Modify Player Cargo[(Triggering player)]: + 1
Unit - Hide the (Ability of Barracks - Train Marine) ability for Barrack[(Triggering player)]
Unit - Hide the (Ability of Barracks - Train Marauder) ability for Barrack[(Triggering player)]
Unit - Hide the Barracks - Train ability for Barrack[(Triggering player)]
Else
Variable - Modify Player Cargo[(Triggering player)]: + 1
-Unloading-
Events
Unit - Any Unit Unloads cargo
Local Variables
Conditions
Actions
Variable - Modify Player Cargo[(Triggering player)]: - 1
Unit - Show the (Ability of Barracks - Train Marine) ability for Barrack[(Triggering player)]
Unit - Show the (Ability of Barracks - Train Marauder) ability for Barrack[(Triggering player)]
Unit - Show the Barracks - Train ability for Barrack[(Triggering player)]
That's because it shows it every time you unload, so there would be multiple buttons showing. Try using this code for unloading:
-Unloading-
Events
Unit - Any Unit Unloads cargo
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Cargo[(Triggering player)] != 3
Then
Variable - Modify Player Cargo[(Triggering player)]: - 1
Unit - Show the (Ability of Barracks - Train Marine) ability for Barrack[(Triggering player)]
Unit - Show the (Ability of Barracks - Train Marauder) ability for Barrack[(Triggering player)]
Unit - Show the Barracks - Train ability for Barrack[(Triggering player)]
Else
Variable - Modify Player Cargo[(Triggering player)]: - 1
Should work, but you will probably have to change the != 3.
Edit: Ok, why did it not set it out nicely like it was in the first post?
Edit2: Ok, fixed it :)
well, the fact is, dialog buttons can't really show images well. But the paths would be in Assets/Textures/btn-<ability> generally. Check the buttons icon to see it.
Not sure if this is what you want, but to show a dialog with the command card in, do this:
Command card
Events
Game - Map initialization
Local Variables
Conditions
Actions
Dialog - Create a Modal dialog of size (445, 285) at (0, 0) relative to Bottom Right of screen
Variable - Set Command Card = (Last created dialog)
Create Dialog Item From Listed Template((Last created dialog), Command Card)
Dialog - Set (Last created dialog item) size to (400, 400) for (All players)
Dialog - Move (Last created dialog item) to (30, 30) relative to Top Left of dialog for (All players)
The 'Create Dialog Item From Listed Template((Last created dialog), Command Card)' part is from helrals library, but you can do it without it easily.
A large fact about modding is that modellers can be hard to come across. If we can get a blender plugin it would mean that anyone can attempt to make models without being forced to spend £3k or so, or pirate it. Of course, this shouldn't mean you should completly give up on the 3DS max plugins, but try to devote a little bit of time to each :).
You can't really see the minimap in the second due to the fog of war, and hotkeys are disabled (damn you blizzard >:(). The first one isn't 100% custom UI, and it's been updated since then, but it updates whenever something changes.
0
Try remove the default loss conditions, and then when someone 'loses', it shows an image of the 'leader' template (look at helrals library) and shows the entire map. Thats basically the replay panel with APM, income, Units etc. Not complete, but is good :)
0
Um... what exactly is P? And NP? And why do they not equal one another? Am why was that article so hard to read I stopped reading in the first paragraph? (oh, and the meaning of life would be good as well :))
0
0
'Debates is a good map' 'There should be more Global warming' 'Jupiter is a good holiday destination' 'Americans say things wrong'
^^
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Note: Typing this from memory. Don't have the GE on this PC.
Event: Any unit enters region (kill zone)
Condition: Number of unit in region (Kill zone) >= 2
Actions: Pick each unit in unit group (All units in region (kill Zone)) and do Actions
Actions 2: Kill (Picked Unit)
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The earth IS flat! >:(
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I could hopefully cast. I'll need to get a mic tomorrow though, and i don't have any casting experience yet.
Also, it starts at 6pm UK time right?
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well, the fact is, dialog buttons can't really show images well. But the paths would be in Assets/Textures/btn-<ability> generally. Check the buttons icon to see it.
0
Not sure if this is what you want, but to show a dialog with the command card in, do this:
Command card Events Game - Map initialization Local Variables Conditions Actions Dialog - Create a Modal dialog of size (445, 285) at (0, 0) relative to Bottom Right of screen Variable - Set Command Card = (Last created dialog) Create Dialog Item From Listed Template((Last created dialog), Command Card) Dialog - Set (Last created dialog item) size to (400, 400) for (All players) Dialog - Move (Last created dialog item) to (30, 30) relative to Top Left of dialog for (All players)
The 'Create Dialog Item From Listed Template((Last created dialog), Command Card)' part is from helrals library, but you can do it without it easily.
0
A large fact about modding is that modellers can be hard to come across. If we can get a blender plugin it would mean that anyone can attempt to make models without being forced to spend £3k or so, or pirate it. Of course, this shouldn't mean you should completly give up on the 3DS max plugins, but try to devote a little bit of time to each :).
0
This is the truth. Goomba said that. He is stupid.
0
Ai is hard to do. It would probably require some galaxy scripting.
0
You mean like these? http://i699.photobucket.com/albums/vv354/RA3-Oathbreaker/82d5119a.jpg http://i699.photobucket.com/albums/vv354/RA3-Oathbreaker/6b89cf00.jpg
You can't really see the minimap in the second due to the fog of war, and hotkeys are disabled (damn you blizzard >:(). The first one isn't 100% custom UI, and it's been updated since then, but it updates whenever something changes.
0
Not sure, but i know a nuke is part of a magazine.
0
You should be IP banned for brining that up -.-