The issue with a global variable is that it seems like he may want this ammo limit to apply to multiple generic units, rather than specific ones. Unless he makes a huge array, with a parallel array of IDs and indexes, to keep track of every unit and its individual ammo count and ammo type...
Maybe this could use an individual unit's Custom Value somehow? If the units didn't use Energy, then having each attack decrement Energy (a la Point Defense Drone) might be a good solution.
I think the recent Mouselook/Traceline tutorial might be of interest to you, as it provides a method of targeting units and points with the mouse. All you have to figure out on your end is switching a "casting" state whenever your Screen Button is clicked. You may also want to display a Dialog with text describing the currently selected skill.
However, a simpler solution may be the "Point Clicked" event, if you don't plan on having FPS-like accuracy involved.
Search is your friend. :) This Tutorial here is about race/class selection but it covers all the basics of creating a working Dialog.
The basic components of a Dialog are the Dialog Items (such as buttons) attached to it. You will want to make Global Variables for each one you create so you can refer to them in various Triggers. For changing the buttons of a Dialog that is already being Shown to the Player, I would think you could simply use the Show/Hide Dialog Item action. For changing the text/appearance of individual Dialog Items, you can use Set Dialog Item Text.
At the base of these interactions, of course, is the event "Dialog Item Is Used". You can save Last Used Dialog Item to a local variable and run comparisons on it, then run the appropriate Triggers for making those Dialog state changes.
If you mean whether I close the offending inventories before opening the counterpart, then yes. This stacking effect occurs regardless of whether an inventory was closed after opening it.
However, if the inventory is never opened, the stacking doesn't occur. And that's no good.
Well, on the bright side it lets me concentrate on the base gameplay systems instead of having to wrestle with managing all the unit types and their associated actors and models and behaviors and such. For now, anyways.
I'm moronsonofboron. My brother and I made a WC3 map in 2004/'05 by the title of "Real Life For Morons". We intended on making the sequel in SC2, so there's been quite a wait... in the meantime, I haven't made any complete maps, but I've also been focusing on my education. Maybe I'll become a game programmer or designer in the future. My brother's got a job as a software engineer, but we're going to be working together on this one just like we did the last.
Already started trying stuff in SC2, in particular the new dialogs. As it stands, we're waiting on the official release to fully consider the RLFM sequel's possible content and gameplay. We're slightly dismayed at the lack of female and civilian characters, but we're more than ready to make the best game we can with what we get.
And... yeah. Hope to see you around, and I'll definitely be looking around here for information and learnin'.
0
Why play Heroes of Newerth when you can play the actual thing? :P
0
The issue with a global variable is that it seems like he may want this ammo limit to apply to multiple generic units, rather than specific ones. Unless he makes a huge array, with a parallel array of IDs and indexes, to keep track of every unit and its individual ammo count and ammo type...
Maybe this could use an individual unit's Custom Value somehow? If the units didn't use Energy, then having each attack decrement Energy (a la Point Defense Drone) might be a good solution.
0
I think the recent Mouselook/Traceline tutorial might be of interest to you, as it provides a method of targeting units and points with the mouse. All you have to figure out on your end is switching a "casting" state whenever your Screen Button is clicked. You may also want to display a Dialog with text describing the currently selected skill.
However, a simpler solution may be the "Point Clicked" event, if you don't plan on having FPS-like accuracy involved.
0
Search is your friend. :)
This Tutorial here is about race/class selection but it covers all the basics of creating a working Dialog.
The basic components of a Dialog are the Dialog Items (such as buttons) attached to it. You will want to make Global Variables for each one you create so you can refer to them in various Triggers. For changing the buttons of a Dialog that is already being Shown to the Player, I would think you could simply use the Show/Hide Dialog Item action. For changing the text/appearance of individual Dialog Items, you can use Set Dialog Item Text.
At the base of these interactions, of course, is the event "Dialog Item Is Used". You can save Last Used Dialog Item to a local variable and run comparisons on it, then run the appropriate Triggers for making those Dialog state changes.
Good luck with your RPG. I hope it's unique.
0
If you mean whether I close the offending inventories before opening the counterpart, then yes. This stacking effect occurs regardless of whether an inventory was closed after opening it.
However, if the inventory is never opened, the stacking doesn't occur. And that's no good.
0
I am having the same issue. Interestingly it doesn't seem to affect another Container that is Left-aligned. http://img404.imageshack.us/img404/81/sc2containeroverlappick.jpg
0
Well, on the bright side it lets me concentrate on the base gameplay systems instead of having to wrestle with managing all the unit types and their associated actors and models and behaviors and such. For now, anyways.
0
I'm moronsonofboron. My brother and I made a WC3 map in 2004/'05 by the title of "Real Life For Morons". We intended on making the sequel in SC2, so there's been quite a wait... in the meantime, I haven't made any complete maps, but I've also been focusing on my education. Maybe I'll become a game programmer or designer in the future. My brother's got a job as a software engineer, but we're going to be working together on this one just like we did the last.
Already started trying stuff in SC2, in particular the new dialogs. As it stands, we're waiting on the official release to fully consider the RLFM sequel's possible content and gameplay. We're slightly dismayed at the lack of female and civilian characters, but we're more than ready to make the best game we can with what we get.
And... yeah. Hope to see you around, and I'll definitely be looking around here for information and learnin'.