because blizzard does not allow the bnets friend button to be hidden.
To enforce this they set it to trigger movement only.
also if you're testing single player then you might want to move the background image, cause that is NOT moved by using the trigger. Moving Battle Net Friends Background
Here is an example of counting marines 2 spaces away from the triggering unit.
Variable - MarineGroup = (Marine units in (Region((Position of (Triggering unit)), (((Unit type of (Triggering unit)) Radius) + 2.0))) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Variable - Set marines in range = (Number of Living units in (MarineGroup))
Variable "MarineGroup" is of the type Unit Group.
Variable "marines in range" is of the type int.
so basicly after setting the needed variables with this you can do:
(This next bit is manually written and not copy/paste from the trigger editor)
if
Conditions
And
(marines in range>0)
....
Then
Actions
remove (random unit from unit group (marinegroup)) from the game
remove ....
Create 1 UpgradedMarine
Edit:
If you want to keep track of how many ingredients are ingame and where then what jcraigk says is better.
Dialog - Create Dialog
Dialog - Hide Dialog Background
Dialog Item - Create Dialog Item Button for last created Dialog
Dialog Item - do stuff for the button
Set Variable OnScreenButton = Last Created Dialog Item
Dialog - Show Last Created Dialog for all players
Other Trigger:
Event: User clicks dialog item
Condition: Used dialog item == OnScreenButton
Actions: do what needs to be done when the button is clicked.
This is basically what you need to do.
If you need more help, it might help posting what you tried that doesn't work as wanted.
Then I (or someone else) can prolly post the mistake you made with the trigger(s).
This way you learn from your mistakes :)
This places the first 5 buttons outside the commandpanel, and causes them to be hidden.
the rest is displayed as: [05][06][07][08][09][10][11][12][13][14]
0
@Fullachain: Go
looks correct, did you include the fiile that has this at Custom UI Layout field in the data editor?
0
Are you testing single player or multiplayer?
0
@Fullachain: Go
add the following anchors to the element you want to move offscreen:
0
@xxxNEARBYxxx: Go
because blizzard does not allow the bnets friend button to be hidden.
To enforce this they set it to trigger movement only.
also if you're testing single player then you might want to move the background image, cause that is NOT moved by using the trigger.
Moving Battle Net Friends Background
0
@Fullachain: Go
setting visible to false does not always work. you can move it offscreen by adjusting it's anchors.
0
@taylordcraig: Go
did you try adding the following condition to your if statements before the is visible:
(Last created dialog) != No Dialog
don't know if this will work correctly for destroyed dialogs.
0
@DaBernMon: Go
items on the ground are units.
Here is an example of counting marines 2 spaces away from the triggering unit.
Variable - MarineGroup = (Marine units in (Region((Position of (Triggering unit)), (((Unit type of (Triggering unit)) Radius) + 2.0))) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Variable - Set marines in range = (Number of Living units in (MarineGroup))
Variable "MarineGroup" is of the type Unit Group.
Variable "marines in range" is of the type int.
so basicly after setting the needed variables with this you can do:
(This next bit is manually written and not copy/paste from the trigger editor)
Edit:
If you want to keep track of how many ingredients are ingame and where then what jcraigk says is better.
0
you forgot to reset the left and bottom anchors:
also use
<<code XML>>>
as the formatting tag on these forums, since the sc2layouts are xml.0
@SupaCats: Go
Map init:
Dialog - Create Dialog
Dialog - Hide Dialog Background
Dialog Item - Create Dialog Item Button for last created Dialog
Dialog Item - do stuff for the button
Set Variable OnScreenButton = Last Created Dialog Item
Dialog - Show Last Created Dialog for all players
Other Trigger:
Event: User clicks dialog item
Condition: Used dialog item == OnScreenButton
Actions: do what needs to be done when the button is clicked.
This is basically what you need to do.
If you need more help, it might help posting what you tried that doesn't work as wanted.
Then I (or someone else) can prolly post the mistake you made with the trigger(s).
This way you learn from your mistakes :)
0
@xxxNEARBYxxx: Go
0
@SupaCats: Go
you can create dialogs without background, and place buttons on it. Or you can create screen buttons to do that job.
it is not much different from creating a dialog menu with buttons.
0
@xxxNEARBYxxx: Go
been busy a bit, but anyway here is the code which does the job:
This places the first 5 buttons outside the commandpanel, and causes them to be hidden. the rest is displayed as: [05][06][07][08][09][10][11][12][13][14]
the width is a guess, and not entirely accurate.
0
@xxxNEARBYxxx: Go
What error do you receive?
0
@SupaCats: Go
Do you just want a dialog setup like this:
Ascii image because I didn't want to create a paint one ;p
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@xxxNEARBYxxx: Go
you reduced the minimappanel size and not the minimap size? (Those are 2 different elements. The Minimap is listed as a child of the MinimapPanel)