Is it possible to share control group selections of one player with another like when viewing a replay?
More detail: I'd like to see the control group icons right above the standard game ui for Player X when playing as Player Y. Player Y's control group abilities would be disabled.
Right, but that still doesn't answer my question since the game can re-fill up after someone leaves, thus re-filling the player 1 slot by a later-comer...any other ideas? Seems like this should be a Player Attribute but it doesn't appear to be.
(1) Hide game cursor / show dialog image cursor (2) On mouse move, calculate position of pen and move dialog image cursor (3) Leave a trail of dialog images when mouse is pressed down
This works correctly on any aspect ratio and doesn't depend on game world. Two problems I can see: (1) When you switch in/out of "pen mode" the pen cursor will appear offset from game cursor (more or less depending on distance from upper left) and (2) You can draw "beyond the screen" on 4:3 ratio..also noticed a wrap-around on 16:9. I don't think either of these are deal breakers.
Obviously anything that tracks mouse moves is going to produce lag...
When I capture the position of the mouse on the UI and then create a dialog item image there, it seems to be off by a scaling factor. It's correct at 0,0, but it gets farther and farther from the cursor as x and y increase. I tried to scale this using a multiplier, but it seems to behave differently if you're on a 16:9 vs 4:3 aspect ratio. Any way to guarantee that an image is created exactly where you click regardless of aspect ratio?
I'd like to duplicate what you see on NFL games when a caster has an overview of the field in graphical form and draws on it using a virtual pen. This usually shows up as yellow lines. This can be used to illustrate movement of players during a play, for example. I have two ideas for implementing this.
1. Zoom out so entire map can be seen. Position camera looking down at 90 degrees. Following the mouse when you click down to when you click up and create a line by placing doodads or other actors in the game world.
2. Display an image of the map using a Dialog Item and track the mouse as it drags lines across this image. I am not sure how I would draw a line. Perhaps by creating other dialog item images that consist of a yellow circle and have them overlap enough so that it looks like a line.
Any insight on which of these approaches is better and/or more feasible? Other ideas or examples?
Hmm, that's an idea. I'm trying to reproduce the draw-a-window-around-units-to-select method you get with your own or allied units by default. I'm afraid that adding events for down-click for 14 players would cause lag, however. Any insight on mitigating lag using your approach?
Is it possible to enable selection of multiple units owned by Player 2 from Player 1's perspective without allying them? Shared vision is on and they are set as neutral, but players can only select one unit at a time currently.
Similar question: without full alliance, can we see what neutral players structures are producing somehow?
I have asked about this in Triggers and so far no luck so I am asking Data folks. I am trying to get at the "memory of structures beneath fog of war" for a given player and transfer that to another player. Let me explain. Let's say player 2 goes and explores player 3's base with a worker and then brings that worker home. Player 2 will have a "snapshot" of player 3's structures, which will appear beneath fog of war for player 2. Player 3 could lift off and move his own buildings, but player 2 would still have those structures appear as scouted previously (now under fog of war). If I share player 2's Vision with player 1, player 1 does not see such structures.
I want player 1 to see those structures under fog of war exactly like player 2 sees them.
Essentially I am trying to duplicate what happens when you select a specific player's Vision while watching a replay.
How can I get at a player's "snapshot"/"memory"/whatever of scouted structures that now fall under fog of war?
Thanks to anyone who can help educate me about better terminology here and how to solve this issue.
That seems to work okay, but I still have two problems:
(1) How to hide/show creep for an individual player
(2) How to share visibility of a structure currently under fog of war to another player...using Hide Actor for Player method does not cover this...when you Share Vision, it does not seem to include the snapshot under fog of war that the player had last seen.
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Is it possible to share control group selections of one player with another like when viewing a replay?
More detail: I'd like to see the control group icons right above the standard game ui for Player X when playing as Player Y. Player Y's control group abilities would be disabled.
0
@Enexy: Go
Right, but that still doesn't answer my question since the game can re-fill up after someone leaves, thus re-filling the player 1 slot by a later-comer...any other ideas? Seems like this should be a Player Attribute but it doesn't appear to be.
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How can you detect which player was the Host in the Lobby via triggers during runtime?
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@BasharTeg: Go
Actually I tried a different approach.
(1) Hide game cursor / show dialog image cursor (2) On mouse move, calculate position of pen and move dialog image cursor (3) Leave a trail of dialog images when mouse is pressed down
This works correctly on any aspect ratio and doesn't depend on game world. Two problems I can see: (1) When you switch in/out of "pen mode" the pen cursor will appear offset from game cursor (more or less depending on distance from upper left) and (2) You can draw "beyond the screen" on 4:3 ratio..also noticed a wrap-around on 16:9. I don't think either of these are deal breakers.
Obviously anything that tracks mouse moves is going to produce lag...
0
When I capture the position of the mouse on the UI and then create a dialog item image there, it seems to be off by a scaling factor. It's correct at 0,0, but it gets farther and farther from the cursor as x and y increase. I tried to scale this using a multiplier, but it seems to behave differently if you're on a 16:9 vs 4:3 aspect ratio. Any way to guarantee that an image is created exactly where you click regardless of aspect ratio?
0
I'd like to duplicate what you see on NFL games when a caster has an overview of the field in graphical form and draws on it using a virtual pen. This usually shows up as yellow lines. This can be used to illustrate movement of players during a play, for example. I have two ideas for implementing this.
1. Zoom out so entire map can be seen. Position camera looking down at 90 degrees. Following the mouse when you click down to when you click up and create a line by placing doodads or other actors in the game world.
2. Display an image of the map using a Dialog Item and track the mouse as it drags lines across this image. I am not sure how I would draw a line. Perhaps by creating other dialog item images that consist of a yellow circle and have them overlap enough so that it looks like a line.
Any insight on which of these approaches is better and/or more feasible? Other ideas or examples?
0
@BasharTeg: Go
Hmm, that's an idea. I'm trying to reproduce the draw-a-window-around-units-to-select method you get with your own or allied units by default. I'm afraid that adding events for down-click for 14 players would cause lag, however. Any insight on mitigating lag using your approach?
0
Is it possible to enable selection of multiple units owned by Player 2 from Player 1's perspective without allying them? Shared vision is on and they are set as neutral, but players can only select one unit at a time currently.
Similar question: without full alliance, can we see what neutral players structures are producing somehow?
0
bump...*sigh*...nobody knows how to do this, huh?
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bump
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bump
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Please see http://www.sc2mapster.com/forums/development/triggers/25350-trigger-challenge-structure-visibility/ for background.
I have asked about this in Triggers and so far no luck so I am asking Data folks. I am trying to get at the "memory of structures beneath fog of war" for a given player and transfer that to another player. Let me explain. Let's say player 2 goes and explores player 3's base with a worker and then brings that worker home. Player 2 will have a "snapshot" of player 3's structures, which will appear beneath fog of war for player 2. Player 3 could lift off and move his own buildings, but player 2 would still have those structures appear as scouted previously (now under fog of war). If I share player 2's Vision with player 1, player 1 does not see such structures.
I want player 1 to see those structures under fog of war exactly like player 2 sees them.
Essentially I am trying to duplicate what happens when you select a specific player's Vision while watching a replay.
How can I get at a player's "snapshot"/"memory"/whatever of scouted structures that now fall under fog of war?
Thanks to anyone who can help educate me about better terminology here and how to solve this issue.
0
@Skyburst: Go
That seems to work okay, but I still have two problems:
(1) How to hide/show creep for an individual player
(2) How to share visibility of a structure currently under fog of war to another player...using Hide Actor for Player method does not cover this...when you Share Vision, it does not seem to include the snapshot under fog of war that the player had last seen.
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bump
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@DogmaiSEA: Go
:)
@Nebuli2: Go
:) :)