• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Images retardedness > floating text retardedness?

Status
Not open for further replies.
Level 7
Joined
Jul 30, 2004
Messages
451
alright, so whats up with this?

situation A: i create a dynamic area using images by a text message event, it creates fine

situation B: i create the same dynamic area using images by using an abilitiy, its fine as well

situation WTF: i create the same dynamic area with the event "player selects unit" and suddenly the images are created in the wrong spot... ok, well lets check if i messed up the location variable, so i create a (create special effect at point) right after the create image using the same point -- wow, it creates the image and the special effect in completely different places! note: the special effect is created in the right spot

well that just makes a load of sense... :S
 
Level 7
Joined
Jul 30, 2004
Messages
451
um i never use waits i know waits will mess things up

and the unit variable doesn't have to be saved its used instantly and discarded, the unit is chosen properly

these are very trivial, i have double checked and triple checked variables status, theres no flaws in the variable assigning, in fact, before the image placement the variables point to the right location, and afterwards they point to the same spot, yet the image was not produced there


seriously now, waits? thats grade sk stuff :p
 
Level 7
Joined
Jul 30, 2004
Messages
451
Code:
//done by spell, loads fine

MENU Load with Spell
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to Display Menu 
        MENU_bCanUseMenu_A[(Player number of (Owner of (Casting unit)))] Equal to True
    Actions
        Set OTHER_nPlayerIndex = (Player number of (Owner of (Casting unit)))
        Unit - Pause PLAYER_unitHero_A[OTHER_nPlayerIndex]
        Set MENU_bInMenu_A[OTHER_nPlayerIndex] = True
        Set MENU_bCanUseMenu_A[OTHER_nPlayerIndex] = False
        Camera - Apply MENU_camOver_A[OTHER_nPlayerIndex] for (Player(OTHER_nPlayerIndex)) over 0.00 seconds
        Set XTEMP_reg01 = MENU_regCorner[OTHER_nPlayerIndex]
        Trigger - Run MENU Graphical Generate Background <gen> (ignoring conditions)
        Trigger - Run MENU Graphical Generate Main <gen> (ignoring conditions)
        Trigger - Run MENU Select Stats <gen> (ignoring conditions)


MENU Clear Background
    Events
    Conditions
    Actions
        For each (Integer A) from (OTHER_nPlayerIndex x 256) to ((OTHER_nPlayerIndex x 256) + 255), do (Actions)
            Loop - Actions
                Image - Destroy MENU_imageBackground_A[(Integer A)]
        Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of MENU_regCorner[OTHER_nPlayerIndex]) with Z offset 0.00 using image type Indicator


MENU Graphical Generate Background
    Events
    Conditions
    Actions
        Trigger - Run MENU Clear Background <gen> (ignoring conditions)
        -------- Create Background --------
        For each (Integer A) from 0 to 7, do (Actions)
            Loop - Actions
                For each (Integer B) from 0 to 7, do (Actions)
                    Loop - Actions
                        Set XTEMP_point01 = (Center of XTEMP_reg01)
                        Set XTEMP_point02 = (XTEMP_point01 offset by (-66.00, -198.00))
                        Set XTEMP_point03 = (XTEMP_point02 offset by (((Real((Integer A))) x 256.00), ((Real((Integer B))) x -256.00)))
                        Image - Create an image using Textures\Marble02.tga of size 260.00 at XTEMP_point03 with Z offset 0.00 using image type Ubersplat
                        Set MENU_imageBackground_A[((((Integer A) x 8) + (Integer B)) + (OTHER_nPlayerIndex x 256))] = (Last created image)
                        Image - Change (Last created image): Enable render always state
                        Image - Show (Last created image)
                        Custom script:   call RemoveLocation( udg_XTEMP_point01 )
                        Custom script:   call RemoveLocation( udg_XTEMP_point02 )
                        Custom script:   call RemoveLocation( udg_XTEMP_point03 )
        For each (Integer A) from 0 to 15, do (Actions)
            Loop - Actions
                Set XTEMP_point01 = (Center of XTEMP_reg01)
                Set XTEMP_point02 = (XTEMP_point01 offset by (-64.00, -64.00))
                Set XTEMP_point03 = (XTEMP_point02 offset by (((Real((Integer A))) x 128.00), (5.00 x -128.00)))
                Image - Create an image using UI\Widgets\Console\Human\human-minimap-ally-off-down.blp of size 128.00 at XTEMP_point03 with Z offset 1.00 using image type Ubersplat
                Set MENU_imageBackground_A[(((16 x 16) + (Integer A)) + (OTHER_nPlayerIndex x 256))] = (Last created image)
                Image - Change (Last created image): Enable render always state
                Image - Show (Last created image)
                Custom script:   call RemoveLocation( udg_XTEMP_point01 )
                Custom script:   call RemoveLocation( udg_XTEMP_point02 )
                Custom script:   call RemoveLocation( udg_XTEMP_point03 )


MENU Clear Menu
    Events
    Conditions
    Actions
        For each (Integer A) from (OTHER_nPlayerIndex x 8) to ((OTHER_nPlayerIndex x 8) + 7), do (Actions)
            Loop - Actions
                Game - Display to (All players) the text: (Destroy:  + (String((Integer A))))
                Image - Destroy MENU_imageMainButtons_A[(Integer A)]
                Floating Text - Destroy MENU_ftextMain_A[(Integer A)]
        Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of MENU_regCorner[OTHER_nPlayerIndex]) with Z offset 0.00 using image type Indicator
        For each (Integer A) from (OTHER_nPlayerIndex x 4) to ((OTHER_nPlayerIndex x 4) + 3), do (Actions)
            Loop - Actions
                Unit - Remove MENU_unitMainButtons[(Integer A)] from the game


MENU Graphical Generate Main
    Events
    Conditions
    Actions
        Trigger - Run MENU Clear Menu <gen> (ignoring conditions)
        Trigger - Run MENU Button Generate Main <gen> (ignoring conditions)
        -------- Menu --------
        For each (Integer A) from 0 to 3, do (Actions)
            Loop - Actions
                Set XTEMP_point01 = (Center of XTEMP_reg01)
                Set XTEMP_point02 = (XTEMP_point01 offset by (((1.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
                Set XTEMP_point03 = (XTEMP_point02 offset by (-64.00, -64.00))
                Image - Create an image using UI\Widgets\EscMenu\Human\checkbox-background.blp of size 128.00 at XTEMP_point03 with Z offset 1.00 using image type Indicator
                Set MENU_imageMainButtons_A[((Integer A) + (OTHER_nPlayerIndex x 8))] = (Last created image)
                Image - Change (Last created image): Enable render always state
                Image - Show (Last created image)
                Custom script:   call RemoveLocation( udg_XTEMP_point01 )
                Custom script:   call RemoveLocation( udg_XTEMP_point02 )
                Custom script:   call RemoveLocation( udg_XTEMP_point03 )
                Set XTEMP_point01 = (Center of XTEMP_reg01)
                Set XTEMP_point02 = (XTEMP_point01 offset by (0.00, -64.00))
                Set XTEMP_point03 = (XTEMP_point02 offset by (((2.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
                Floating Text - Create floating text that reads MENU_sMenuList_A[(Integer A)] at XTEMP_point03 with Z offset 1.00, using font size 12.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Set MENU_ftextMain_A[((Integer A) + (OTHER_nPlayerIndex x 8))] = (Last created floating text)
                Game - Display to (All players) the text: (Create:  + (String(((Integer A) + (OTHER_nPlayerIndex x 8)))))
                Custom script:   call RemoveLocation( udg_XTEMP_point01 )
                Custom script:   call RemoveLocation( udg_XTEMP_point02 )
                Custom script:   call RemoveLocation( udg_XTEMP_point03 )


MENU Button Generate Main
    Events
    Conditions
    Actions
        For each (Integer A) from 0 to 3, do (Actions)
            Loop - Actions
                Set XTEMP_point01 = (Center of XTEMP_reg01)
                Set XTEMP_point02 = (XTEMP_point01 offset by (((1.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
                Unit - Create 1 Button for Neutral Passive at XTEMP_point02 facing Default building facing degrees
                Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
                Set MENU_unitMainButtons[((Integer A) + (OTHER_nPlayerIndex x 4))] = (Last created unit)
                Custom script:   call RemoveLocation( udg_XTEMP_point01 )
                Custom script:   call RemoveLocation( udg_XTEMP_point02 )


MENU Clear SubMenu
    Events
    Conditions
    Actions
        Image - Destroy MENU_imageCheck_A[OTHER_nPlayerIndex]
        For each (Integer A) from 0 to 63, do (Actions)
            Loop - Actions
                Image - Destroy MENU_imageSubMovers_A[((OTHER_nPlayerIndex x 64) + (Integer A))]
                Image - Destroy MENU_imageSubButtons_A[((OTHER_nPlayerIndex x 64) + (Integer A))]
        Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of (Playable map area)) with Z offset 0.00 using image type Indicator
        For each (Integer A) from 0 to 31, do (Actions)
            Loop - Actions
                Floating Text - Destroy MENU_ftextSub_A[((Integer A) + (OTHER_nPlayerIndex x 32))]
        For each (Integer A) from 0 to (CONST_nMENUSUBBUTTONSPERPLAYER - 1), do (Actions)
            Loop - Actions
                Unit - Remove MENU_unitSubButtons[((Integer A) + (OTHER_nPlayerIndex x CONST_nMENUSUBBUTTONSPERPLAYER))] from the game


MENU Select Stats
    Events
    Conditions
    Actions
        Trigger - Run MENU Clear SubMenu <gen> (ignoring conditions)
        Set XTEMP_point01 = (Center of XTEMP_reg01)
        Set XTEMP_point02 = (XTEMP_point01 offset by (-64.00, -64.00))
        Set XTEMP_point03 = (XTEMP_point02 offset by ((1.00 x 128.00), (1.00 x -128.00)))
        Image - Create an image using UI\Widgets\EscMenu\Human\checkbox-check.blp of size 128.00 at XTEMP_point03 with Z offset 2.00 using image type Indicator
        Special Effect - Create a special effect at XTEMP_point03 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        Set MENU_imageCheck_A[OTHER_nPlayerIndex] = (Last created image)
        Image - Change (Last created image): Enable render always state
        Image - Show (Last created image)
        Custom script:   call RemoveLocation( udg_XTEMP_point01 )
        Custom script:   call RemoveLocation( udg_XTEMP_point02 )
        Custom script:   call RemoveLocation( udg_XTEMP_point03 )
        Set MENU_nCurrentMenu_A[OTHER_nPlayerIndex] = 1
        Trigger - Run MENU Graphical Generate Stats <gen> (ignoring conditions)


//doing it this way though causes problems

MENU Main Button Event
    Events
        Player - Player 1 (Red) Selects a unit
        Player - Player 2 (Blue) Selects a unit
        Player - Player 3 (Teal) Selects a unit
        Player - Player 4 (Purple) Selects a unit
    Conditions
        MENU_bInMenu_A[(Player number of (Triggering player))] Equal to True
    Actions
        Set OTHER_nPlayerIndex = (Player number of (Triggering player))
        -------- Character Stats button --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering unit) Equal to MENU_unitMainButtons[(0 + (OTHER_nPlayerIndex x 4))]
            Then - Actions
                Trigger - Run MENU Select Stats <gen> (ignoring conditions)
                Skip remaining actions
            Else - Actions
                Do nothing
        -------- Equipment --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering unit) Equal to MENU_unitMainButtons[(1 + (OTHER_nPlayerIndex x 4))]
            Then - Actions
                Trigger - Run MENU Select Equipment <gen> (ignoring conditions)
                Skip remaining actions
            Else - Actions
                Do nothing
        -------- Skills --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering unit) Equal to MENU_unitMainButtons[(2 + (OTHER_nPlayerIndex x 4))]
            Then - Actions
                Trigger - Run MENU Select Skills <gen> (ignoring conditions)
                Skip remaining actions
            Else - Actions
                Do nothing
        -------- Exit --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering unit) Equal to MENU_unitMainButtons[(3 + (OTHER_nPlayerIndex x 4))]
            Then - Actions
                Trigger - Run MENU Clear Background <gen> (ignoring conditions)
                Trigger - Run MENU Clear Menu <gen> (ignoring conditions)
                Trigger - Run MENU Clear SubMenu <gen> (ignoring conditions)
                Trigger - Run EXIT Camera Setting <gen> (checking conditions)
                Set MENU_bInMenu_A[OTHER_nPlayerIndex] = False
                Set MENU_bCanUseMenu_A[OTHER_nPlayerIndex] = True
                Unit - Unpause PLAYER_unitHero_A[OTHER_nPlayerIndex]
            Else - Actions
                Do nothing

I pruned off a buncha repeated things or irrelevant parts
 
Level 9
Joined
Nov 27, 2004
Messages
465
MENU Main Button Event
Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Conditions
MENU_bInMenu_A[(Player number of (Triggering player))] Equal to True
Actions
Set OTHER_nPlayerIndex = (Player number of (Owner of (triggering unit)))
Unit - Pause PLAYER_unitHero_A[OTHER_nPlayerIndex]
Set MENU_bInMenu_A[OTHER_nPlayerIndex] = True
Set MENU_bCanUseMenu_A[OTHER_nPlayerIndex] = False
Camera - Apply MENU_camOver_A[OTHER_nPlayerIndex] for (Player(OTHER_nPlayerIndex)) over 0.00 seconds
Set XTEMP_reg01 = MENU_regCorner[OTHER_nPlayerIndex]
Trigger - Run MENU Graphical Generate Background <gen> (ignoring conditions)
Trigger - Run MENU Graphical Generate Main <gen> (ignoring conditions)
Trigger - Run MENU Select Stats <gen> (ignoring conditions)


at least i even coudln't found myself at this triggers...
 
Level 7
Joined
Jul 30, 2004
Messages
451
alright, this is my more-conclusive evidence that images are just plain implemented screwed-up-idly

i was testing my image stuff out, and anyways, at one point i create a giant 1000x1000 sized image, so i did, and nothing appears... now i go look back at my hero: GIANT image plastered above his head, and not only that, it moves with him, so my hero has a giant image stuck to him

i never made ANY kind of action that moved a image to the position of a unit, nor did i ever make any trigger that could possibly refresh the location of an image to the unit fast enough

even further bugginess, i mouse-overed my unit and BOOM image becomes transparent, then i mouse-offed my unit and BOOM image disappears

whats up?
 
Status
Not open for further replies.
Top