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#16 | |
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†6†
Join Date: Oct 2008
Posts: 841
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Quote:
everyone ecxept me....... |
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#17 |
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User
Join Date: Feb 2009
Posts: 203
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If you can acces to units shadow image like in your example, wouldnt it be possible to modify that shadows alpha value locally and everything?
__________________For example have the shadow always have same alpha value as the unit? And have different players to see different shadow images and stuff? Last edited by Viikuna- : 11-29-2009 at 03:42 PM. |
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#18 |
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Yes, thatd be perfectly possible.
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#19 |
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UPDATED!
__________________See "General Notes". |
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#20 |
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Updated with a proof-of-concept script that demonstrates how to automatically get the handle id of the image representing the shadow of a unit.
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#21 |
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User
Join Date: Mar 2009
Posts: 195
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When I was playing around, I found out that the following code executed strangely:
__________________ JASS://! zinc library Trial { function onInit() unit u; image i = CreateImage("ReplaceableTextures\\CommandButtons\\BTNPeasant.blp",/* */ 64, 64, 0, 0, 0, 0, 0, 0, 0, 3); //BJDebugMsg(I2S(GetHandleId(i))); DestroyImage(i); u = CreateUnit(Player(0), 'hfoo', 0, 0, 0); DestroyImage(i); i=null; u=null; } //! endzinc When the debug message is commented out, this successfully removes the newly created Footman's shadow; though when the message is not commented out, a strange selection circle is always visible on the newly created Footman. |
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#22 |
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Well, selection circles are images as well, and since you dont create a replacement for the shadow immediately, the selection circle image gets used as the units shadow.
__________________So for me, the more interesting question is, what happens when the message is not commented out? Did you ever select the unit without having the message commented out? Sorry for responding this late, never noticed theres a second page to this thread until now. |
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