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Old 10-24-2009, 12:44 PM   #16
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Quote:
Originally Posted by Silvenon
Yeah, that's called a transparent border... I thought everyone already knew that after PitzerMike's tutorial.

everyone ecxept me.......
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Old 11-28-2009, 09:51 AM   #17
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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?
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Old 11-29-2009, 06:36 PM   #18
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Yes, thatd be perfectly possible.
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Old 12-16-2009, 12:57 PM   #19
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UPDATED!

See "General Notes".
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Old 02-07-2010, 04:44 AM   #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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Old 07-06-2010, 10:42 AM   #21
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When I was playing around, I found out that the following code executed strangely:

Collapse 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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Old 08-29-2010, 03:46 AM   #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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