Hey, so I'm not sure if this is exactly the right place for this but it seemed like it might fit so I thought I would put it here. How do I go about making a custom texture for dialogs? Specifically I want to know how to make it so that if I make a dialog through triggers, the dialog itself will have a custom designed texture so, if for example I was making a fourth race and wanted their dialogsto look unique, or wanted to modify what the dialogs looked like for terrans, how would I make that modification? Also, how would I format the image or file that I am using? I have seen references to people doing this type of thing or tools to make this type of thing easier but have had issues finding any tutorials or anything along those lines. Thanks for any help you can provide.
Thank you everyone for attempting to help. I don't know why, but it just started working. I haven't even made any major changes to how it worked. In any case, as long as its working I'm happy. Thanks again for the help and have a good one.
Dialog-CreateaModaldialogofsize(300,350)at(250,0)relativetoRightofscreenVariable-SetDevCardChoiceWindow=(Lastcreateddialog)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,50)settingthetooltipto"Knight/Soldier - When played you mu..."withbuttontext"Knight"andthehoverimagesetto""Variable-SetDevCardChoices[0]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,100)settingthetooltipto"Road Building - When you play this ..."withbuttontext"Road Building"andthehoverimagesetto""Variable-SetDevCardChoices[1]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,150)settingthetooltipto"Year of Plenty - If you play this c..."withbuttontext"Year of Plenty"andthehoverimagesetto""Variable-SetDevCardChoices[2]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,200)settingthetooltipto"Monopoly - If you play this card yo..."withbuttontext"Monopoly"andthehoverimagesetto""Variable-SetDevCardChoices[3]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,250)settingthetooltipto"Victory Point - This card gives you..."withbuttontext"Victory Point"andthehoverimagesetto""Variable-SetDevCardChoices[4]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDevCardChoiceWindowwiththedimensions(200,50)anchoredtoTopLeftwithanoffsetof(50,300)settingthetooltipto"Press this is if you do not want to..."withbuttontext"Cancel"andthehoverimagesetto""Variable-SetDevCardChoices[5]=(Lastcreateddialogitem)
I know I'm creating the button correctly because, as I said earlier, the other actions within the else if are firing correctly. It seems to me that it is just not possible to hide a dialog in Starcarft 2 with a Trigger activated by an item contained within that Dialog.
I tested another scenario or two and it seems to me like it is not possible to close a dialog with a trigger that is activated by an item within said dialog. If anyone has any other information it would be greatly appreciated,
Yea I've done that a million times. I don't want to upload the map because there is a whole lot going on that might not make sense to others so ti would be hard to follow but here is the trigger so you can see what is happening
The Move statement is there as a debug statement to make sure I am referring to the correct Dialog and that the Trigger is firing correctly. It is working perfectly on both accounts so I have no idea why the Dialog will not hide itself.
So I have a Dialog that has a button within it and my goal is to make it so that when I hit this button it hides the Dialog. No matter what I try this does not work. I know the Triggers are firing correctly because I have tried adding other actions both before and after the Hide statement and both work. Is it not possible to close a Dialog from "within" said Dialog? Does anyone have any advice they can give?
Hey, so I'm working on my map and I'm getting a "Trying to access value outside bounds of array" error, or something along those lines. I've tried finding the error for about an hour now but no matter what actions I turn on/off the error still pops up eventually. I am wondering if there is any way within the editor to see the source of an error that fires, such as the line that caused it or the section it is coming from. I know what function/trigger is causing it to fire because the error already gives me that information, but I am trying to get more specific information on the error so that I can narrow down its position. The problem here is that I am working with multiple arrays and it is challenging to discern which one is actually giving me the issue. Any help here would be greatly appreciated. Thanks.
So I am simply curious if it is possible to use an array as a parameter in a function? I have a function that I want to pass a 2-Dimensional array into as one of the parameters, but for some reason it will not let me set the parameter to an array. If I can't it's not a big deal as I can easily work around it by just having more parameters since the array would only have been a 2x2 anyway, it would just be a tiny bit easier if I could. Thanks for any help you can give and have a good one.
Wow, I cannot believe I missed that. I think what happened was, when I was originally editing the dialogs I was just trying to make sure it all worked so I wasn't paying attention to all the options but now that I look over a lot of it I can see where I change the settings. Thank you both so much for the help.
I think you misunderstood what I was asking. I already have all of the dialogs working and triggering all of the events I want, I just want to know how to set things up so that each player has unique dialogs. Is that even possible?
Basically, I am creating a game mode where the players have to keep track of various different things such as points. I want each player to be able to always see how many points they have, but not be able to see how many points the other players have. Dialogs, by default, display for all players at all times so I am looking for a way to make it so that each player sees a custom version of the dialog with their point information, or so that all of the players see the dialog but each player only sees the text about how many points THEY have. So, is there any way to make it so that a specific dialog, or the text within a dialog, is unique based on the player that is viewing it?
Hey, so I am working on a custom game mode and am curious how to make it so that the UI is specific to a given player. What I mean is, how do I set it up so that if a button that opens a new window or modifies the window layout is clicked, it only modifies the window layout for the player that clicked the button? How do I make it so that each player has their own "instance" of the UI? I assume this is possible since each player has to have a unique battle ui during a standard multiplayer game but I find many of my efforts are ineffective. Basically i have one button that, when clicked, changes the color of a bunch of the buttons around it to show the player their selections, but I don't want all of the other players to see their opponents' selections so I am just wondering how I set this up?
Hey everyone so I have a question. I have an Object Group of Points that I made using the "Object Groups" window. Now I want to take that group and put a unit at every single point in the group. I am simply wondering what triggers can be used to access the points in the group similar to how I can access units in a unit Group with the "Pick each unit in unit group" trigger.
Is there any trigger that allows me to do this?
I know that if I put them all in an array I can access them like that by simply iterating through the array but I would prefer to not have to make 50+ triggers by hand to add every single one to a spot in an array. As far as I can tell that is the only way to access each individually which begs the question in my mind, what is the point of an Object group of Points? Or of Cameras? Or of Doodads?(All three of these can be made with the "Object Groups" window. As far as I can tell the only two "Groups" that can be accessed through triggers are Unit Groups and Player Groups, so if that is the case what scenario would I use any of these other groups in, and how would I use them?
Thanks for any help you can give and have a great day.
Okay, so I actually have two questions but they are along very similar lines and deal with the same topic so here goes...
1) When a unit is colored based on their team in game is that color just a texture or is it a modification of a base texture? I know in some game engines developers can set things up so that texture colors can be manipulated on the fly for things that change color so I simply want to know if the team colors are a product of a system like this or if there is a separate texture stored with the Starcraft 2 engine somewhere for each possible team. Also, if they are not all different textures, how do I add more colors to the list of team colors? Is that even possible?
2) On a similar note, does anyone have any idea how I might be able to "unlink" the colors with the teams? What I mean is, I am planning on trying to create an entirely new RTS through the Starcraft 2 tools and one of the ideas within the RTS deals with color manipulation so the color of a unit would represent what types of abilities it has. In this case we would be using the "Race" of the units to determine the team they are on because any player could want to make a red unit if they need red abilities. Is there a way I could unlink these two attributes, color and team number, so any player could spawn units of any color? Also don't worry if you don't know how I would manipulate the color on the fly or anything, I can figure that out once I have an idea of whether what I want to do is even possible, I just thought I'd see if anybody knew whether I could do it.
0
Hey, so I'm not sure if this is exactly the right place for this but it seemed like it might fit so I thought I would put it here. How do I go about making a custom texture for dialogs? Specifically I want to know how to make it so that if I make a dialog through triggers, the dialog itself will have a custom designed texture so, if for example I was making a fourth race and wanted their dialogsto look unique, or wanted to modify what the dialogs looked like for terrans, how would I make that modification? Also, how would I format the image or file that I am using? I have seen references to people doing this type of thing or tools to make this type of thing easier but have had issues finding any tutorials or anything along those lines. Thanks for any help you can provide.
0
Thank you everyone for attempting to help. I don't know why, but it just started working. I haven't even made any major changes to how it worked. In any case, as long as its working I'm happy. Thanks again for the help and have a good one.
0
This is the creation code...
I know I'm creating the button correctly because, as I said earlier, the other actions within the else if are firing correctly. It seems to me that it is just not possible to hide a dialog in Starcarft 2 with a Trigger activated by an item contained within that Dialog.
0
I tested another scenario or two and it seems to me like it is not possible to close a dialog with a trigger that is activated by an item within said dialog. If anyone has any other information it would be greatly appreciated,
0
Yea I've done that a million times. I don't want to upload the map because there is a whole lot going on that might not make sense to others so ti would be hard to follow but here is the trigger so you can see what is happening
The Move statement is there as a debug statement to make sure I am referring to the correct Dialog and that the Trigger is firing correctly. It is working perfectly on both accounts so I have no idea why the Dialog will not hide itself.
0
So I have a Dialog that has a button within it and my goal is to make it so that when I hit this button it hides the Dialog. No matter what I try this does not work. I know the Triggers are firing correctly because I have tried adding other actions both before and after the Hide statement and both work. Is it not possible to close a Dialog from "within" said Dialog? Does anyone have any advice they can give?
0
Thankfully I was able to find the source of this error since posting the original question but thanks anyway Khaztr.
Also, that is awesome news to hear about the next patch. I am now super excited for it.
0
Hey, so I'm working on my map and I'm getting a "Trying to access value outside bounds of array" error, or something along those lines. I've tried finding the error for about an hour now but no matter what actions I turn on/off the error still pops up eventually. I am wondering if there is any way within the editor to see the source of an error that fires, such as the line that caused it or the section it is coming from. I know what function/trigger is causing it to fire because the error already gives me that information, but I am trying to get more specific information on the error so that I can narrow down its position. The problem here is that I am working with multiple arrays and it is challenging to discern which one is actually giving me the issue. Any help here would be greatly appreciated. Thanks.
0
Thanks Kueken.
0
Hey everyone,
So I am simply curious if it is possible to use an array as a parameter in a function? I have a function that I want to pass a 2-Dimensional array into as one of the parameters, but for some reason it will not let me set the parameter to an array. If I can't it's not a big deal as I can easily work around it by just having more parameters since the array would only have been a 2x2 anyway, it would just be a tiny bit easier if I could. Thanks for any help you can give and have a good one.
0
Wow, I cannot believe I missed that. I think what happened was, when I was originally editing the dialogs I was just trying to make sure it all worked so I wasn't paying attention to all the options but now that I look over a lot of it I can see where I change the settings. Thank you both so much for the help.
0
@DogmaiSEA:
I think you misunderstood what I was asking. I already have all of the dialogs working and triggering all of the events I want, I just want to know how to set things up so that each player has unique dialogs. Is that even possible?
Basically, I am creating a game mode where the players have to keep track of various different things such as points. I want each player to be able to always see how many points they have, but not be able to see how many points the other players have. Dialogs, by default, display for all players at all times so I am looking for a way to make it so that each player sees a custom version of the dialog with their point information, or so that all of the players see the dialog but each player only sees the text about how many points THEY have. So, is there any way to make it so that a specific dialog, or the text within a dialog, is unique based on the player that is viewing it?
0
Hey, so I am working on a custom game mode and am curious how to make it so that the UI is specific to a given player. What I mean is, how do I set it up so that if a button that opens a new window or modifies the window layout is clicked, it only modifies the window layout for the player that clicked the button? How do I make it so that each player has their own "instance" of the UI? I assume this is possible since each player has to have a unique battle ui during a standard multiplayer game but I find many of my efforts are ineffective. Basically i have one button that, when clicked, changes the color of a bunch of the buttons around it to show the player their selections, but I don't want all of the other players to see their opponents' selections so I am just wondering how I set this up?
Thanks for any help you can provide.
0
Hey everyone so I have a question. I have an Object Group of Points that I made using the "Object Groups" window. Now I want to take that group and put a unit at every single point in the group. I am simply wondering what triggers can be used to access the points in the group similar to how I can access units in a unit Group with the "Pick each unit in unit group" trigger.
Is there any trigger that allows me to do this?
I know that if I put them all in an array I can access them like that by simply iterating through the array but I would prefer to not have to make 50+ triggers by hand to add every single one to a spot in an array. As far as I can tell that is the only way to access each individually which begs the question in my mind, what is the point of an Object group of Points? Or of Cameras? Or of Doodads?(All three of these can be made with the "Object Groups" window. As far as I can tell the only two "Groups" that can be accessed through triggers are Unit Groups and Player Groups, so if that is the case what scenario would I use any of these other groups in, and how would I use them?
Thanks for any help you can give and have a great day.
0
Okay, so I actually have two questions but they are along very similar lines and deal with the same topic so here goes...
1) When a unit is colored based on their team in game is that color just a texture or is it a modification of a base texture? I know in some game engines developers can set things up so that texture colors can be manipulated on the fly for things that change color so I simply want to know if the team colors are a product of a system like this or if there is a separate texture stored with the Starcraft 2 engine somewhere for each possible team. Also, if they are not all different textures, how do I add more colors to the list of team colors? Is that even possible?
2) On a similar note, does anyone have any idea how I might be able to "unlink" the colors with the teams? What I mean is, I am planning on trying to create an entirely new RTS through the Starcraft 2 tools and one of the ideas within the RTS deals with color manipulation so the color of a unit would represent what types of abilities it has. In this case we would be using the "Race" of the units to determine the team they are on because any player could want to make a red unit if they need red abilities. Is there a way I could unlink these two attributes, color and team number, so any player could spawn units of any color? Also don't worry if you don't know how I would manipulate the color on the fly or anything, I can figure that out once I have an idea of whether what I want to do is even possible, I just thought I'd see if anybody knew whether I could do it.