Hmm... that would require a few triggers, but if you create a non-modal dialog, hide the background image, and anchor it to the bottom (not bottom left or bottom right), you might be able to get a label item in roughly the right spot to display it, update the corresponding label every time that variable is changed, and show/hide the dialog based on what unit is selected (your bunker).
Only thing that might not be ideal is the fact that dialogs act funny with different resolutions. Fortunately resolutions don't vary enough right now that it would mess up too badly to be read if the dialog was anchored to the bottom and offset to the left a bit. I haven't messed with it much, but if there is a way to determine the screen resolution then you could adjust the dialog to always stay where you want it to.
Why would you place another button on top of it? Wouldn't it be easier to have an array of buttons/abilities/images and change the respective ability/image without actually removing/adding any dialog items?
Actually if you make an image dialog item or screen image (depending on the button you use) after the button with the same size+position and set ONLY the image to be displayed (no tooltips) it will draw over the button without blocking events on any resolution.
That sounds cool with the click region, but I'm at work and I can't check to see if it can differentiate between point clicks and unit clicks. If it could then that would be perfect (the hard part would be holding down the button to spam skills).
Make an effect of 'Modify Unit' type, set the experience field, and then add the effect directly to your unit in the trigger. There is a more involved way to make an action that can change the catalog value and apply the effect all in one, but this is the basic way. I think the previous poster is linking a map with this function in it.
I have an ability that teleports to a location and deals damage to everything inbetween, and I want it to look like the unit streaks forward. It uses multiple search areas (based on Raynor's railgun snipe) along a line. How can I make it also create copies of the actor along the path (preferably frozen at the exact frame of the original)? I was thinking of creating an event in the actor that uses the 'CreateCopy' action but I don't know how to use that.
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Hmm... that would require a few triggers, but if you create a non-modal dialog, hide the background image, and anchor it to the bottom (not bottom left or bottom right), you might be able to get a label item in roughly the right spot to display it, update the corresponding label every time that variable is changed, and show/hide the dialog based on what unit is selected (your bunker).
Only thing that might not be ideal is the fact that dialogs act funny with different resolutions. Fortunately resolutions don't vary enough right now that it would mess up too badly to be read if the dialog was anchored to the bottom and offset to the left a bit. I haven't messed with it much, but if there is a way to determine the screen resolution then you could adjust the dialog to always stay where you want it to.
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Why would you place another button on top of it? Wouldn't it be easier to have an array of buttons/abilities/images and change the respective ability/image without actually removing/adding any dialog items?
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Actually if you make an image dialog item or screen image (depending on the button you use) after the button with the same size+position and set ONLY the image to be displayed (no tooltips) it will draw over the button without blocking events on any resolution.
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I think that tutorials detailing how to use multiple search areas, markers, validators, target sorts, and target finds would be awesome.
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That sounds cool with the click region, but I'm at work and I can't check to see if it can differentiate between point clicks and unit clicks. If it could then that would be perfect (the hard part would be holding down the button to spam skills).
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Make an effect of 'Modify Unit' type, set the experience field, and then add the effect directly to your unit in the trigger. There is a more involved way to make an action that can change the catalog value and apply the effect all in one, but this is the basic way. I think the previous poster is linking a map with this function in it.
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I have an ability that teleports to a location and deals damage to everything inbetween, and I want it to look like the unit streaks forward. It uses multiple search areas (based on Raynor's railgun snipe) along a line. How can I make it also create copies of the actor along the path (preferably frozen at the exact frame of the original)? I was thinking of creating an event in the actor that uses the 'CreateCopy' action but I don't know how to use that.