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ProgressRound

A circular progress bar.
Obviously inspired by the other progress bars I see around here.

A question, might u guys require team colored version of the progress?

For more customization option, visit this link:
CLICK ME DOODS FOR MOAR!

Keywords:
Progress, Channel, Medieval
Contents

ProgressRound (Model)

Reviews
00:45, 24th Oct 2013 Kwaliti: Could be useful.
Level 20
Joined
Dec 18, 2010
Messages
222
Is it easy to change the lion image/crest? It would definitely be useful for me if it was using a more NE image or a more generic one rather than just a lion. But still a really great idea.

It's easy. Just look for the texture you want in MPQ browser from magos, add the texture to the model, change the texture in the material for the lion crest, and then just rewrap(in MDLVIS) it.

And lol, I don't mind anyone editing it, with our without my permission. I posted it on the internet because I accepted this fact.
 
This is pretty awesome, although I can't get the timer to sync properly. How long does the animation take to rise? And would it maybe be possible to have a version that starts directly from the bottom and not flatten and then rises? The flattening clips out of the circle and it's really noticeable when you slow down the animation speed (I'm trying to use it as a timer for a custom building mechanic).
 
Level 20
Joined
Dec 18, 2010
Messages
222
It takes 1 second(you can easily check this yourself in magos under sequence manager)
I'm also researching why does it first flatten and then rises, since in the animation itself it doesn't have this part. But after 1 day of trials and error, I gave up.
 
It doesn't do the flattening thing anymore, although now as the progress level rises weird lines appear at the 'meniscus' and clip outside the circle and disappear.

And by slower I actually meant exponentially, although I notice now that it wasn't just getting exponentially slower.

Here's what's actually happening when I try to make it match the build time:
10 seconds build time, animation finishes prematurely.
20 seconds build time, animation doesn't finish in time.
30 seconds build time, animation finishes prematurely.
50 seconds build time, animation finishes prematurely.
60 seconds build time, doesn't animate at all (or extremely slowly).

I tried replacing your progressbar with JesusHipster's version but I ran into the same problems.

This leads me to believe that the formula I'm using might be faulty. The build times themselves are working properly because I checked them alongside a unit with an expiration timer and the latter died as the buildings finished construction so it must either be a problem with the formula or the animation speed trigger doesn't function properly.

PS: A team-coloured alternative is always desirable. You could make it a portrait version and let people chose which one they prefer.
 
Level 20
Joined
Dec 18, 2010
Messages
222
For the 10 seconds buildtime, the animation speed should be 10%, and to get that you use this formula: AS = 100/(build time) = 10
Therefore, I have no idea as to why does that happen. Try putting a floating text somewhere and check if the AS integer/real variable is 10 or not - for 10 seconds buildtime.

Edit:
Updated with a tutorial now.
 
Last edited:
I'll spare you the details and just show you the trigger for the summoned unit. I removed the expiration timer from the water elemental and gave it a triggered expiration timer.

  • Events
    • Unit - A unit spawns and summoned unit
  • Conditions
    • H20 Elemental
  • Actions
    • Set TempReal = 10/20/30/etc
    • Unit - Add a TempReal second Generic expiration timer to (Triggering unit)
    • Set TempPoint = (Position of (Triggering unit))
    • Creat 1 Progress Bar for (Owner of (Triggering Unit)) at TempPoint facing Default building facing degrees
    • Unit - Add a TempReal second Generic expiration timer to (Last created unit)
    • Animation - Change (Last created unit)'s animation speed to (100/TempReal)% of its original speed
    • Custom Script: call RemoveLocation(udg_TempPoint)
 
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