| 10-28-2006, 11:29 AM | #2 |
Beautiful, but with ugly problems. I should have the path for the highlighting effect written down somewhere, I'll see if I can find it for you. Autocast and Cooldown are in war3.mpq under UI/Feedback. That would probably be a good place to start. Now how do you think we can hide the cancel button? |
| 10-28-2006, 11:33 AM | #3 |
Hide the cancel button? You can't. That's why I avoided a system that uses adds a cancel button. If you can find that path that'd be great. |
| 10-28-2006, 02:21 PM | #4 |
I suppose this fits more under general development, even if triggers are involved. Moved. |
| 10-28-2006, 03:04 PM | #5 |
Here is a code snippet of translating these basic buttons orders. I haven't tested it yet, and it uses WeWarlock commands to register the orders, but at least it shows the basic approach for those wondering. JASS:globals boolean BB_DontTranslateOrder = false endglobals function BB_TranslateOrder_point takes nothing returns nothing //Patrol //! PointOrderEvent 851990 //Move //! PointOrderEvent 851986 if BB_DontTranslateOrder then return endif set BB_DontTranslateOrder = true if OE_GetIssuedOrderId() == 851990 then //Patrol is translated to move //Issue 'move' call IssuePointOrderById(OE_GetOrderedUnit(), 851986, OE_GetOrderPointX(), OE_GetOrderPointY()) else //Move command, translated to attack //Issue 'attack' call IssuePointOrderById(OE_GetOrderedUnit(), 851983, OE_GetOrderPointX(), OE_GetOrderPointY()) endif set BB_DontTranslateOrder = false endfunction function BB_TranslateOrder_object takes nothing returns nothing //Patrol //! ObjectOrderEvent 851990 //Move //! ObjectOrderEvent 851986 if BB_DontTranslateOrder then return endif set BB_DontTranslateOrder = true if OE_GetIssuedOrderId() == 851990 then //Patrol is translated to move //Issue 'move' call IssueTargetOrderById(OE_GetOrderedUnit(), 851986, OE_GetOrderTarget()) else //Move command, translated to attack //Issue 'attack' call IssueTargetOrderById(OE_GetOrderedUnit(), 851983, OE_GetOrderTarget()) endif set BB_DontTranslateOrder = false endfunction function BB_TranslateOrder_instant takes nothing returns nothing //Stop //! InstantOrderEvent 851972 //Holdposition //! InstantOrderEvent 851993 if BB_DontTranslateOrder then return endif set BB_DontTranslateOrder = true if OE_GetIssuedOrderId() == 851972 then //Stop is translated to holdposition //Issue 'holdposition' call IssueImmediateOrderById(OE_GetOrderedUnit(), 851993) else //Holdposition runs a learn command for the unit, if possible //Call learn function if it has one call BJDebugMsg("Unit wants to learn") endif set BB_DontTranslateOrder = false endfunction |
| 10-28-2006, 08:52 PM | #6 | |
Quote:
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| 10-28-2006, 10:37 PM | #7 |
You go to a lot of trouble to hide the patrol and stop button and then go add another mostly useless button. The way I see it is, you check hide UI, then change patrol to take the place of attack, which to me (being the 5th icon) was always an eye sore, I think most people would be just fine with having stop, move, hold position and attack, and getting rid of patrol. |
| 10-29-2006, 06:03 AM | #8 | |
Quote:
Good point, I forgot that for a second. Not that surrounding occurs often in non-melee maps, but excluding the possibility would suck. A very good reason to implement the fix that causes a follow if move is issued to a point directly below a unit. @Taur: In maps where the hero is the most important unit, those take priority. If one slot can be saved for the unit that matters, I consider it worth it. Anyone understands that they don't have to make Stop into Learn so I saw no need to point that out. |
| 11-03-2006, 10:30 PM | #9 |
This is a mess. Commands are abilities 'Aatk'-attack, 'Amov'-move and so on. As long they are abilities, you can remove them. Check WEU for a list of those. |
| 11-04-2006, 12:02 AM | #10 |
Please remove that braindead post. You completely missed the point and have no clue what you are talking about. |
| 07-11-2007, 04:24 AM | #11 | |
Hi, Im trying to do this but when I edit the CommandFunc.txt file, Move position to 3,0 & Patrol position to 0,0 And WorldEdit says: Quote:
so.. is this still doable? Would love those 8 free button slots ^^ (Sorry for reviving a old thread) |
| 07-11-2007, 05:47 AM | #12 |
Well, for one, you don't set Move to position 3,0. You set it to 0,2. That might help a bit. |
| 07-11-2007, 09:38 AM | #13 |
![]() As you can see, I do this in a totally different way... First of all I remove the attack skill (or set show UI to false) to remove the attack button. Move stays as move, stop stays as stop. I modify the patrol button into a "face" command, which makes your unit face a particular direction by intercepting the order, although it could stay patrol just as easily. The remaining button is Hold Position, which is redundant with stop once the attack ability is removed, because they will hold still and not attack anything with either command issued now. I changed Hold Position's icon and description to a Level Up icon. I plan to use this in conjunction with a custom exp/leveling system that intercepts the "hold position" order and allows you to pick skills. However, you could easily make this into any kind of button you want. Why did I move the bottons to the bottom row? Because now the hero's 8 skills can be hotkeyed to Q, W, E, R, A S, D, and F, and their positions on the skill tab correspond with the positions on the keyboard, making it so much easier to control a hero that could potentially have 8 skills. Move, stop, face, and level-up are mapped to Z, X, C, and V to continue the pattern. Anyway, it should be more common for people to edit the UI, especially in maps with complex heroes. The main purpose is to make room for better hotkeys which make the game more playable. |
| 07-11-2007, 11:11 AM | #14 |
It's also funky and a point of difference different, and don't tell me that isn't important even if it provides no functional benefit. |
| 07-13-2007, 10:07 AM | #15 |
