I'm having a trouble with my dialog. To review, this is what I want: an image that pops on the screen and obstructs the player's vision (when his car windshield gets paint on it).
I've made a dialog with images in it. This dialog is very large so that it extends off the sides of the screen (this way the dialog border isn't showing which would look silly). It looks perfect on my screen, but when my friend play tests it the images are off. This is apparently due to the fact that he runs his screen at a different resolution than mine. It appears as though screen resolution is not available to the trigger editor, so I have no way of adjusting this!
Are dialogs really impossible to place in a specified area such that it works at different resolutions?
I'm in the exact same boat! Been 3 hours over here. I changed some things as I went... so I figured I screwed something up. But then I downloaded the test map and it's broken too. Now I'm sad...
I'm hoping to salvage some of the work, but I have no idea what to do. My top 3 buttons show up fine, but my fourth button (which should be underneath button 1, specifically as the first button on row 2). Instead, the fourth button shows up in column 4 but in row 2...
UPDATE:
Sometimes I really hate blizzard... this is so strange.
So the problem in my map is that the x variable does not revert back to 40 (cDialog Border) after each iteration of the first For each integer Loop. Here's the part that is mind blowing:
Debug - Display (Text(x)) as debug output using Type 01, and Do display it in the game window
Variable - Set x = 40.0
Debug - Display (Text(x)) as debug output using Type 01, and Do display it in the game window
This actually displays "0" "0". The "Set x = 40" does not set x equal to 40!
Oddly, the modify variable x statement does actually work.
UPDATE 2:
I got mine to work, though I'm scared of this trigger now. Instead of setting x = cDialog Border at the start of the first loop (which again somehow doesn't work), I used this statement at the end of the first loop so that it resets before the second loop:
Okay... now I feel shame. It turns out I had an old global variable called 'x' and got them confused. That solves my problem. I don't know why the original map doesn't work still though.
I'm making a car map, and I want to be able to spray paint on enemy car's windshields, obscuring their view. To do this, I want to use this action:
Cinematics - Fade In texture overlay Assets\Textures\goosplat_1.dds over 1.0 seconds using 0.0% transparency (Wait until it finishes)
It works fine with one problem: it hits all the players. I want to be able to target just one player and hit their screen with that texture. Can this be done?
Keep in mind I am using the trigger editor the old fashion way; so if you're thinking of suggesting custom code or JASS or something please be very specific.
0
@darwinkilledgod: Go
I'm having a trouble with my dialog. To review, this is what I want: an image that pops on the screen and obstructs the player's vision (when his car windshield gets paint on it).
I've made a dialog with images in it. This dialog is very large so that it extends off the sides of the screen (this way the dialog border isn't showing which would look silly). It looks perfect on my screen, but when my friend play tests it the images are off. This is apparently due to the fact that he runs his screen at a different resolution than mine. It appears as though screen resolution is not available to the trigger editor, so I have no way of adjusting this!
Are dialogs really impossible to place in a specified area such that it works at different resolutions?
0
Excellent, thanks. That works, I just had to make the dialog bigger than the whole screen so players couldn't see the outline.
0
@kevdudex1: Go
I'm in the exact same boat! Been 3 hours over here. I changed some things as I went... so I figured I screwed something up. But then I downloaded the test map and it's broken too. Now I'm sad...
I'm hoping to salvage some of the work, but I have no idea what to do. My top 3 buttons show up fine, but my fourth button (which should be underneath button 1, specifically as the first button on row 2). Instead, the fourth button shows up in column 4 but in row 2...
UPDATE:
Sometimes I really hate blizzard... this is so strange.
So the problem in my map is that the x variable does not revert back to 40 (cDialog Border) after each iteration of the first For each integer Loop. Here's the part that is mind blowing:
Debug - Display (Text(x)) as debug output using Type 01, and Do display it in the game window Variable - Set x = 40.0 Debug - Display (Text(x)) as debug output using Type 01, and Do display it in the game window
This actually displays "0" "0". The "Set x = 40" does not set x equal to 40!
Oddly, the modify variable x statement does actually work.
UPDATE 2:
I got mine to work, though I'm scared of this trigger now. Instead of setting x = cDialog Border at the start of the first loop (which again somehow doesn't work), I used this statement at the end of the first loop so that it resets before the second loop:
Variable - Modify x: + ((x * -1) + cDialog Border)
UPDATE 3:
Okay... now I feel shame. It turns out I had an old global variable called 'x' and got them confused. That solves my problem. I don't know why the original map doesn't work still though.
0
I'm making a car map, and I want to be able to spray paint on enemy car's windshields, obscuring their view. To do this, I want to use this action:
Cinematics - Fade In texture overlay Assets\Textures\goosplat_1.dds over 1.0 seconds using 0.0% transparency (Wait until it finishes)
It works fine with one problem: it hits all the players. I want to be able to target just one player and hit their screen with that texture. Can this be done?
Keep in mind I am using the trigger editor the old fashion way; so if you're thinking of suggesting custom code or JASS or something please be very specific.
Thank you,
Darwin