There's an action called "Set Dialog Item Background". Were you using that?
Ah, hold on, there's also "Create Dialog Item (Image)" which lets you set an Image's type to "Border", "Endcap", and so on. You may try experimenting with these.
Tooltips for Data Objects are not separate Data Objects, unlike Behaviors, so I don't think there's any easy way to freely link/attach/detach them. I do know that they're referenced by a sort of file path (if you look at a new Data Object, you'll see there's a file path in the text fields by default), so you might be able to work with that somehow.
In the image I attached, "Ship Loadout" is all Equipped/Active slots. The offending 4x2 is from CharInvo, as you can see by the picked-up Item. CharInvo has no Equipped/Active slots.
Another part of the issue is that the Inventory system doesn't seem to be fully implemented yet. There's an issue with different Item Container displays on different units overlapping each other for no apparent reason. If you're going to have only one unit with an Inventory per player, this shouldn't be an issue.
I don't see the difference between using "Any Player" and "Triggering Player" in Events. Won't Actions pick up the appropriate Triggering Player anyway?
Could you also explain more about showing/hiding/changing buttons inside a dialog that is seen by multiple players? The Galaxy Editor tooltips mention something about different players having the same Dialogs set up differently...
What the Data Editor basically needs is a huge relationship chart of all the different kinds of Data Objects and how they go together. Basically a list of "dependencies" or "essentials" that you can use as a checklist for each Object you plan to create.
Thanks to their object-oriented approach, making a Unit is exponentially more work than it once was...
And even if you're bad at melee, you can always review videos, replays, and competitive discussion groups for ideas and suggestions concerning melee map design. The only point where your skill might really become an issue is in play-testing a melee map, but it's easy enough to make friends with people who would gladly do this for you.
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There's an action called "Set Dialog Item Background". Were you using that?
Ah, hold on, there's also "Create Dialog Item (Image)" which lets you set an Image's type to "Border", "Endcap", and so on. You may try experimenting with these.
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Personally I've always liked Battalion Wars.
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A real honest-to-goodness custom UI? I'm just doing my inventory system through a mess of dialogs that isn't half as pretty as yours. :$
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Tooltips for Data Objects are not separate Data Objects, unlike Behaviors, so I don't think there's any easy way to freely link/attach/detach them. I do know that they're referenced by a sort of file path (if you look at a new Data Object, you'll see there's a file path in the text fields by default), so you might be able to work with that somehow.
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If you look at the video for NoRoo's awesome untitled game, you'll see the Friends Panel is still there.
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Sorry I didn't get back to you earlier on this.
In the image I attached, "Ship Loadout" is all Equipped/Active slots. The offending 4x2 is from CharInvo, as you can see by the picked-up Item. CharInvo has no Equipped/Active slots.
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Another part of the issue is that the Inventory system doesn't seem to be fully implemented yet. There's an issue with different Item Container displays on different units overlapping each other for no apparent reason. If you're going to have only one unit with an Inventory per player, this shouldn't be an issue.
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I believe the Action you want is "Modify Unit Property"
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Didn't someone already make a DDR/Guitar Hero map for SC2?
Now just to get a library to accept guitar controller input...
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That would certainly be useful!
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Can't you pass a pointer-to-array accompanied by an integer that counts the number of regions in the array?
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I believe in terms of in-game performance, yes.
In terms of mapmaking performance... your mileage may vary.
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I don't see the difference between using "Any Player" and "Triggering Player" in Events. Won't Actions pick up the appropriate Triggering Player anyway?
Could you also explain more about showing/hiding/changing buttons inside a dialog that is seen by multiple players? The Galaxy Editor tooltips mention something about different players having the same Dialogs set up differently...
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What the Data Editor basically needs is a huge relationship chart of all the different kinds of Data Objects and how they go together. Basically a list of "dependencies" or "essentials" that you can use as a checklist for each Object you plan to create.
Thanks to their object-oriented approach, making a Unit is exponentially more work than it once was...
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And even if you're bad at melee, you can always review videos, replays, and competitive discussion groups for ideas and suggestions concerning melee map design. The only point where your skill might really become an issue is in play-testing a melee map, but it's easy enough to make friends with people who would gladly do this for you.