OK...unfortunatley it doesn't work for me since I have text that needs to appear after that in the same label. So I either see "<</c>" if I close the tag or "<<n/>" and the next line wrapping up. Isn't there some way to escape "<" or turn off the text parsing in a label?
I assume "c" means character and the val refers to the Id of the char. Is there a reference somewhere with a full listing of those Ids? Or a reference of all text commands? I can't seem to find that in the wiki...thanks!
EDIT: That's actually not working for me. First, that command as-is colors subsequent text purple. If you put the required "/" in it as in <c val="4A4AFF" />, then it doesn't produce a visible char. ??
When I try to display "<" in a dialog item label, it gets interpreted as the start of a tag and the following text (such as newlines) do not get correctly interpreted. I've avoided using this character so far, but I need to use it now. How can I get this character to display correctly?
In my experience it's impossible to change the Player's name. If you want to have custom names, then don't use the Player Property; store the new names in variables associated with each player and then use those. I would recommend setting up a Record called recPlayer and inside there have all your player properties, such as txtCustomName. Then instantiate an array of those records, 1 element for each player.
I looked into this recently but what I needed were lines over the game world (in UI layer), so I ended up leaving a trail of dialog item images (yellow dots) to produce a line where the user drew. I also looked into drawing on the game world like you want to do, and the best I could come up with is BasharTeg's approach using splats as the models.
I don't believe there is a way to draw vector lines in the game world, which would be the ideal solution. The only other thing I can think is to use a waypoint indicator, although I don't know how to set that up (or how easy it is).
Right you could re-create the lobby in-game (with exception of Race which determines game UI), but I think that sort of defeats the purpose of the lobby...and adds a ton of work.
I recently added a new variant to my map where the Host can change the Game Mode in the Lobby and then unlocks the ability to set Attributes on each Player. This works fine when testing the map after publishing it as Private. However, when I publish the map as Public, the Host does not have the ability to use the Game Mode dropdown menu in the lobby. All 3 of the dropdowns that the Host can normally change are disabled (Category, Mode, Teams). What's the deal with that? How can I make the Public lobby work the same as the Private lobby?
Player A is sharing control of units with Player B; therefore, Player B can select multiple units of Player A. It seems that when Player B selects army units *and* structures of Player A, the structures are removed from the selection group after about half a second. This seems odd to me...is this possible to turn off? I want the selections to work just like when you select your own units, where mixing structures and army units is fine.
Your first sentence was cryptic to me at first but after tinkering with Set Alliance One-Way, I realize you are correct. I wouldn't have expected that functionality. Thanks.
Without looking at more specifics, here are two things to watch for:
(1) Is your code executing based on some event? If so, is that event getting fired multiple times when you don't expect it to? A good test method is to have your code fire on a specific chat message so you can fire it whenever you want to test it.
(2) Do you have global variables that are carrying over between turns? Should these be cleared out on each turn start?
You could setup a Trigger that launches when the event Unit is Attacked occurs. Inside you could look at Unit Properties of the Triggering Unit and use If/Then and other control structures to implement the logic you want. Would probably be best to keep that in a separate Action Definition in case you want to call it from multiple events (if you explicitly remove HP from a unit, for example).
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Can someone confirm that basically all options are locked in the lobby for Public games, no matter what? I can't seem to activate them at all.
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@Ahli634: Go
OK...unfortunatley it doesn't work for me since I have text that needs to appear after that in the same label. So I either see "<</c>" if I close the tag or "<<n/>" and the next line wrapping up. Isn't there some way to escape "<" or turn off the text parsing in a label?
0
@Ahli634: Go
I assume "c" means character and the val refers to the Id of the char. Is there a reference somewhere with a full listing of those Ids? Or a reference of all text commands? I can't seem to find that in the wiki...thanks!
EDIT: That's actually not working for me. First, that command as-is colors subsequent text purple. If you put the required "/" in it as in <c val="4A4AFF" />, then it doesn't produce a visible char. ??
0
When I try to display "<" in a dialog item label, it gets interpreted as the start of a tag and the following text (such as newlines) do not get correctly interpreted. I've avoided using this character so far, but I need to use it now. How can I get this character to display correctly?
0
@FockeWulf: Go
If it's AI players, go into Map > Player Properties... and change the names there.
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@FockeWulf: Go
In my experience it's impossible to change the Player's name. If you want to have custom names, then don't use the Player Property; store the new names in variables associated with each player and then use those. I would recommend setting up a Record called recPlayer and inside there have all your player properties, such as txtCustomName. Then instantiate an array of those records, 1 element for each player.
0
@Zolden: Go
I looked into this recently but what I needed were lines over the game world (in UI layer), so I ended up leaving a trail of dialog item images (yellow dots) to produce a line where the user drew. I also looked into drawing on the game world like you want to do, and the best I could come up with is BasharTeg's approach using splats as the models.
I don't believe there is a way to draw vector lines in the game world, which would be the ideal solution. The only other thing I can think is to use a waypoint indicator, although I don't know how to set that up (or how easy it is).
0
Right you could re-create the lobby in-game (with exception of Race which determines game UI), but I think that sort of defeats the purpose of the lobby...and adds a ton of work.
0
I recently added a new variant to my map where the Host can change the Game Mode in the Lobby and then unlocks the ability to set Attributes on each Player. This works fine when testing the map after publishing it as Private. However, when I publish the map as Public, the Host does not have the ability to use the Game Mode dropdown menu in the lobby. All 3 of the dropdowns that the Host can normally change are disabled (Category, Mode, Teams). What's the deal with that? How can I make the Public lobby work the same as the Private lobby?
Sorry if this is a newb q.
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Player A is sharing control of units with Player B; therefore, Player B can select multiple units of Player A. It seems that when Player B selects army units *and* structures of Player A, the structures are removed from the selection group after about half a second. This seems odd to me...is this possible to turn off? I want the selections to work just like when you select your own units, where mixing structures and army units is fine.
0
@TwoDie: Go
Your first sentence was cryptic to me at first but after tinkering with Set Alliance One-Way, I realize you are correct. I wouldn't have expected that functionality. Thanks.
0
@tornato7: Go
Without looking at more specifics, here are two things to watch for:
(1) Is your code executing based on some event? If so, is that event getting fired multiple times when you don't expect it to? A good test method is to have your code fire on a specific chat message so you can fire it whenever you want to test it.
(2) Do you have global variables that are carrying over between turns? Should these be cleared out on each turn start?
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@ctccromer: Go
^ A+
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@olimoli123: Go
You could setup a Trigger that launches when the event Unit is Attacked occurs. Inside you could look at Unit Properties of the Triggering Unit and use If/Then and other control structures to implement the logic you want. Would probably be best to keep that in a separate Action Definition in case you want to call it from multiple events (if you explicitly remove HP from a unit, for example).
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@stevehammon: Go
You mean in Data Editor? I'm a Trigger guy with very little data experience...if you could provide more detail I'd appreciate it.