Hey, thanks. I have played around with that. Snapshot isn't good for moving units, and it only takes a snapshot when you see them with your own units (as opposed to dimmed where you see them all of the time as I want).
Also if you set the unit to hidden, but the actor to something else, the actor value is ignored since the unit has priority.
I can't see a way around it, but it's okay as I made it useful how it works anyway.
Yeah I don't think that's it though. What this setting in the Unit does is actually control how they appear in Fog of War all of the time. In dimmed mode you can see them as though there is no fog, however they are just dimmed a bit. It's more like a different visual state of "Visible" only.
Anyhow if there is no way around it I'll just make it a feature instead ;)
Hmm i don't think it would work either. There might not be a way to do it, as dimmed doesn't seem to be a separate state of visible, its more like a sub-state of visible. I haven't seen anything anywhere to compare a dimmed state either, so I'm probably out of luck :(
Hi all, in the unit settings you can set Fog Visibility. I have some units that I want to see coming so I set this to dimmed, however I don't want long range weapons to fire at dimmed targets.
Anyone know of a way to do this? Unfortunately requiring visibility doesn't seem to work, as a dimmed unit is apparently classed as visible.
Thanks, the world coords being in real and the UI being int was why I couldn't find it.
Anyhow it's too laggy online so I'm going to do something else. There just doesn't seem to be a non-laggy way to have something following the mouse cursor online.
The mouse already does this; you can get both it's world and UI coordinates
Really? Can you suggest how to get the mouse UI coordinates when I am using a mouse move event? I must be missing something, I couldn't find anything built in for this.
All I want to do is move a dialogue around attached to the mouse cursor while the mouse move event is active,
Out of interest, if you already have the Mouse World Coordinate (from mouse tracking), what is the minimum code required to project this world coordinate to the UI?
I have a dummy unit moving with the mouse, but can't think of a simple way to translate that to the UI.
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Not sure exactly what you are asking, do you mean a normal melee style map where the player does nothing else but use calldowns?
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Two videos are now up, be sure to check them out! A big update dubbed "Season 3" is currently in development.
The Titans Are Coming Promo
Promo Video 1
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Hey, thanks. I have played around with that. Snapshot isn't good for moving units, and it only takes a snapshot when you see them with your own units (as opposed to dimmed where you see them all of the time as I want).
Also if you set the unit to hidden, but the actor to something else, the actor value is ignored since the unit has priority.
I can't see a way around it, but it's okay as I made it useful how it works anyway.
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Sorry, I really am not following. If the engine treats dimmed the same way it treats visible, how can I distinguish between them?
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Yeah I don't think that's it though. What this setting in the Unit does is actually control how they appear in Fog of War all of the time. In dimmed mode you can see them as though there is no fog, however they are just dimmed a bit. It's more like a different visual state of "Visible" only.
Anyhow if there is no way around it I'll just make it a feature instead ;)
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Hmm i don't think it would work either. There might not be a way to do it, as dimmed doesn't seem to be a separate state of visible, its more like a sub-state of visible. I haven't seen anything anywhere to compare a dimmed state either, so I'm probably out of luck :(
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Hi all, in the unit settings you can set Fog Visibility. I have some units that I want to see coming so I set this to dimmed, however I don't want long range weapons to fire at dimmed targets.
Anyone know of a way to do this? Unfortunately requiring visibility doesn't seem to work, as a dimmed unit is apparently classed as visible.
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I agree, here is the loading screen I'm using for my map atm. http://img59.imageshack.us/img59/2078/loadingscreenhd.png
Who cares about loading bars, even if other people are loading slowly there is nothing you can do about it. You have to wait either way.
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That's still not feasible since you still can't initiate targettable abilities from triggers (hence dialogs) afaik
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No worries thanks, I thought as much just wanted to make sure incase I was doing something wrong :).
If they eventually give us the ability to initiate targetted abilities from triggers it will solve most of my problems.
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Does it make a difference online though? I tried it online and it had the same lagginess that using the mousemove event did ;(
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Thanks, the world coords being in real and the UI being int was why I couldn't find it.
Anyhow it's too laggy online so I'm going to do something else. There just doesn't seem to be a non-laggy way to have something following the mouse cursor online.
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Really? Can you suggest how to get the mouse UI coordinates when I am using a mouse move event? I must be missing something, I couldn't find anything built in for this.
All I want to do is move a dialogue around attached to the mouse cursor while the mouse move event is active,
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Out of interest, if you already have the Mouse World Coordinate (from mouse tracking), what is the minimum code required to project this world coordinate to the UI?
I have a dummy unit moving with the mouse, but can't think of a simple way to translate that to the UI.
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Anyone know about this? It really looks like a rolling week to me. So any hours that were gained a week ago get dropped off the tota.