only use triggers with "every x seconds" events when you absolutely need them to run through the entire game. otherwise, an action definition is more efficient
when making the dialog, try to think of it as 2 parts, a fill and a mask.
you don't need a circular strip that fills, you just need a plain circle that fills based on a radial wipe, and on top of that put a mask so it LOOKS like a circular strip. mathematically, this is a lot easier to do:
so the normal selection circles are just actors cool
another question,
can you make boss bar content unique to each player, or is boss bar 1 always the same for all players? Right now my unit HP window is a progress bar that updates 4 times per second
I am trying to build a system in my map that is kind of like an RPG targeting system, with the following 3 important elements to the UI:
1. A main vitals frame that reflects your own unit's HP/EP. This means essentially a player should not be able to select his own hero, or more intuitively that his own hero is always selected.
2. An offensive target frame, reflecting the vitals of a hostile unit. This changes to the most recently-selected enemy unit and is cleared when the player loses visibility of the current hostile target or the target dies.
3. A defensive target frame, same as above but when an allied unit is selected.
So here is how it looks right now:
My question is can I have custom selection circles that behave just like the text tags (are only visible to the selecting players, and can be applied/removed via trigger)? I also have a workaround trigger at the moment to disable the actual selection mechanics of SC2, where any time a unit is selected it is immediately deselected. I would like to get rid of this workaround if possible.
Theres an annoying thing going on when I edit missle movers, where some values become unchangeable unless i reset the whole mover to parent
- overlay values usually cannot be edited to a value below the current one, eventually they become un-editable after about 800
- overlay values snap to dumb values that aren't even close to the number
- overlays cannot be removed
- secondary motion phases cannot be removed, even after setting all values to 0
this is really annoying because I'm messing around with the marauder missle to learn movers, and it's really cockblocking me at every turn
maybe you can help with these questions too:
The fields labelled "Range," what does this mean? Like if I have this:
Acceleration = 3200
Acceleration Range = 200
does this mean:
- Acceleration is a random value from 3200-3400
- Acceleration is a random value from 200-3200
- Acceleration is a random value from 3000-3400
And what distance units are used for the overlay numbers? Even with ridiculously high values (3200), a rotation overlay will on spin about 2 times on a decently-fast missle (missles speed of 20)
0
only use triggers with "every x seconds" events when you absolutely need them to run through the entire game. otherwise, an action definition is more efficient
0
if you use wait in an action definition with the "thread" option checked, it will run simultaneously with other wait threads
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when making the dialog, try to think of it as 2 parts, a fill and a mask.
you don't need a circular strip that fills, you just need a plain circle that fills based on a radial wipe, and on top of that put a mask so it LOOKS like a circular strip. mathematically, this is a lot easier to do:
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well I found the selection circle actors, but theres 2 problems:
how do you make them visible for certain players
i used attach to unit origin, but the actor stays in one spot when the target moves
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so the normal selection circles are just actors cool
another question,
can you make boss bar content unique to each player, or is boss bar 1 always the same for all players? Right now my unit HP window is a progress bar that updates 4 times per second
0
can you make the selection actors only visible to certain players?
0
you can also do it through triggers.
this tutorial is how to make a unit move with WASD, but you can apply the same principle to camera.
to make it work for all players, just use a 15 array and have your action definitions use integer parameters for player
0
I am trying to build a system in my map that is kind of like an RPG targeting system, with the following 3 important elements to the UI:
1. A main vitals frame that reflects your own unit's HP/EP. This means essentially a player should not be able to select his own hero, or more intuitively that his own hero is always selected.
2. An offensive target frame, reflecting the vitals of a hostile unit. This changes to the most recently-selected enemy unit and is cleared when the player loses visibility of the current hostile target or the target dies.
3. A defensive target frame, same as above but when an allied unit is selected.
So here is how it looks right now:
My question is can I have custom selection circles that behave just like the text tags (are only visible to the selecting players, and can be applied/removed via trigger)? I also have a workaround trigger at the moment to disable the actual selection mechanics of SC2, where any time a unit is selected it is immediately deselected. I would like to get rid of this workaround if possible.
0
Theres an annoying thing going on when I edit missle movers, where some values become unchangeable unless i reset the whole mover to parent
- overlay values usually cannot be edited to a value below the current one, eventually they become un-editable after about 800 - overlay values snap to dumb values that aren't even close to the number - overlays cannot be removed - secondary motion phases cannot be removed, even after setting all values to 0
this is really annoying because I'm messing around with the marauder missle to learn movers, and it's really cockblocking me at every turn
maybe you can help with these questions too:
The fields labelled "Range," what does this mean? Like if I have this: Acceleration = 3200 Acceleration Range = 200 does this mean: - Acceleration is a random value from 3200-3400 - Acceleration is a random value from 200-3200 - Acceleration is a random value from 3000-3400
And what distance units are used for the overlay numbers? Even with ridiculously high values (3200), a rotation overlay will on spin about 2 times on a decently-fast missle (missles speed of 20)