Images retardedness > floating text retardedness?
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
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
//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
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...
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