Attached is what I use to hide chat display. I think all I really need at lowest level is "Visible" property, but I copied rest from original layout file just for the heck of it.
Looks like your basic problem is you seem to be combining the top-level Frame and the MessageDisplay Frame into one tag...those need to be broken out separately.
My suggestion is to run screaming from the built-in leaderboard and instead create what you want using dialogs and dialog items. This will give you much more flexibility and control.
I'm basically doing that. I have an array of player colors that each player *should* be. I then check to see if another player has that color, and if so, swap. The swap (changing player color) is what sometimes results in that player being white. It's unpredictable and doesn't happen 100% of the time, which makes it tough to debug.
I'm finding that when trying to swap player colors, one of the players will often end up White. My assumption was that players had to be uniquely colored on Battle.net, but that doesn't appear to be the case. I even tried setting Player A as white, then Player B take's on Player A's original color, then Player A takes on Player B's original color. Again, one of them sometimes ends up white...it's almost as if the Set Player Color function just fails a certain percentage of the time. Before I get into nitty gritty testing, does anyone have any insight on this behavior?
Your text tag is shrinking? You mean, it's shrinking compared to the unit it's attached to, right? The text tag should stay a consistent pixel size including images in it.
Bummer. Suggestion for future: show us how we can make custom splats for placing arbitrary imported DDS images on the ground. Sorry if this is outside scope of modeling, but afaik it would require modeling work.
Thanks I'll look into overriding with layout files. I'm guessing it's possible to enlarge the error output area in addition to changing the font size. If you would be so kind as to post your layout file, it would probably save me some time and I'd appreciate it...or a PM would be great.
I have something similar, although I don't have the 10 second wait in between. Instead, I just stack up 1000 commands to go to random points and let them go.
You'll want to create a Trigger based on a Periodic event running every 10 seconds. Inside the trigger you'll have some code that will either Pick Each Unit from Unit Group or you'll loop through your array containing zerglings (however you're tracking them) and then Issue Order Targeting Point and tell them to Move to a random point. If you want these points to be within a certain region I'd suggest generating points using Polar Offset and you can plug in your center point as a value or variable and then plug in Random Angle for polar offset and some random distance (between two integers) for distance. Hope that helps.
I posted something similar to this in the Triggers section but perhaps it's easier via Data. I want to turn off the ability for a player to use the Info Panel to unload units. For example, if you load up 4 marines into a bunker, then select the bunker, you can click on the marines in the Info Panel to remove them from the bunker one by one. Is there a way to disable this without disrupting any other Info Panel functionality? Ideally I'd want to do this for individual players arbitrarily at runtime, but I'm guessing if there's a Data solution it would cover all players for entire game.
Player B has Shared Vision and Control toward Player A. However, Player A has everything in "Disable Command Type" set, so no control of units is actually possible. This includes disabling "Buttons", "Hotkeys", "Smart Click", "Minimap", etc. for Player A so it's just an observing experience for him.
The problem is that if Player A selects a bunker (or any unit that can hold other units), he can still unload the bunker by clicking on one of the contained units in the bottom center panel. So it seems "Disable Command Type" does not cover this angle. Is there some way I can disable this ability for Player A while still maintaining Shared Control? For now I am disabling the ability for Player A to select bunkers, etc but I would like to find a better fix.
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@Fullachain: Go
Attached is what I use to hide chat display. I think all I really need at lowest level is "Visible" property, but I copied rest from original layout file just for the heck of it.
Looks like your basic problem is you seem to be combining the top-level Frame and the MessageDisplay Frame into one tag...those need to be broken out separately.
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Thanks guys. Any way to change this during runtime instead of making permanent Data changes?
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Is there a way to make HP bars smaller?
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Is there a way to make HP bars smaller? Can this be changed during runtime?
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@mashix: Go
My suggestion is to run screaming from the built-in leaderboard and instead create what you want using dialogs and dialog items. This will give you much more flexibility and control.
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@JakeCake26: Go
I've actually tried the method of rotating dialog item containing Panel that holds the minimap. It does not work. :(
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@Nerfpl: Go
Oooh, I like that "While" idea...I guess if it causes infinite loop, I've found a deeper bug...thanks I'll try this out.
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@Nerfpl: Go
I'm basically doing that. I have an array of player colors that each player *should* be. I then check to see if another player has that color, and if so, swap. The swap (changing player color) is what sometimes results in that player being white. It's unpredictable and doesn't happen 100% of the time, which makes it tough to debug.
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I'm finding that when trying to swap player colors, one of the players will often end up White. My assumption was that players had to be uniquely colored on Battle.net, but that doesn't appear to be the case. I even tried setting Player A as white, then Player B take's on Player A's original color, then Player A takes on Player B's original color. Again, one of them sometimes ends up white...it's almost as if the Set Player Color function just fails a certain percentage of the time. Before I get into nitty gritty testing, does anyone have any insight on this behavior?
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@megabuster33: Go
Your text tag is shrinking? You mean, it's shrinking compared to the unit it's attached to, right? The text tag should stay a consistent pixel size including images in it.
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@xcorbo: Go
Bummer. Suggestion for future: show us how we can make custom splats for placing arbitrary imported DDS images on the ground. Sorry if this is outside scope of modeling, but afaik it would require modeling work.
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@DogmaiSEA: Go
Thanks I'll look into overriding with layout files. I'm guessing it's possible to enlarge the error output area in addition to changing the font size. If you would be so kind as to post your layout file, it would probably save me some time and I'd appreciate it...or a PM would be great.
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@Kabelkorven: Go
I have something similar, although I don't have the 10 second wait in between. Instead, I just stack up 1000 commands to go to random points and let them go.
You'll want to create a Trigger based on a Periodic event running every 10 seconds. Inside the trigger you'll have some code that will either Pick Each Unit from Unit Group or you'll loop through your array containing zerglings (however you're tracking them) and then Issue Order Targeting Point and tell them to Move to a random point. If you want these points to be within a certain region I'd suggest generating points using Polar Offset and you can plug in your center point as a value or variable and then plug in Random Angle for polar offset and some random distance (between two integers) for distance. Hope that helps.
0
I posted something similar to this in the Triggers section but perhaps it's easier via Data. I want to turn off the ability for a player to use the Info Panel to unload units. For example, if you load up 4 marines into a bunker, then select the bunker, you can click on the marines in the Info Panel to remove them from the bunker one by one. Is there a way to disable this without disrupting any other Info Panel functionality? Ideally I'd want to do this for individual players arbitrarily at runtime, but I'm guessing if there's a Data solution it would cover all players for entire game.
0
Player B has Shared Vision and Control toward Player A. However, Player A has everything in "Disable Command Type" set, so no control of units is actually possible. This includes disabling "Buttons", "Hotkeys", "Smart Click", "Minimap", etc. for Player A so it's just an observing experience for him.
The problem is that if Player A selects a bunker (or any unit that can hold other units), he can still unload the bunker by clicking on one of the contained units in the bottom center panel. So it seems "Disable Command Type" does not cover this angle. Is there some way I can disable this ability for Player A while still maintaining Shared Control? For now I am disabling the ability for Player A to select bunkers, etc but I would like to find a better fix.