Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD Mouse-over does NOT work
EUD Mouse-over does NOT work
Dec 26 2008, 2:01 pm
By: Devourer  

Dec 26 2008, 2:01 pm Devourer Post #1

Hello

Hi all,
here is a small problem which I can't solve by myself (or with Ahli's help :D)
anyway... I made a map where a trigger detects if the mouse is over a green 2x2 square.
When that condition is filled a text should be displayed, but it doesn't!
I attached the map, please help me. (It's my first EUD-(test)Map I've ever made, so don't blame me >.<)

the trigger is for P1, it has no comment, and there are hyper triggers for "All Players"
I used the coordinates from SCMdraft [bottum left cornor]

EDIT: Ahli just told me that it ionly detects where the mouse is on screen, not on map. So I guess I've got it. Topic can be locked.

Post has been edited 1 time(s), last time on Dec 26 2008, 2:15 pm by DeVouReR.



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Dec 26 2008, 2:19 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

the EUD only detects where your mouse is on the current screen and not on the map.
(which makes me think about the EUDs I will use in my D1 map)

It would be possible with detecting where the screen is on the map + detecting the mouse position.
-> screen coordinates + mouse coordinates = mouse position on the map

uhm, somebody knows the screen coordinate EUDs?

Post has been edited 1 time(s), last time on Dec 26 2008, 2:36 pm by Ahli.




Dec 26 2008, 2:53 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Let it be a specific spot over the minimap. Could be like an remote area which is about 4x4 - 16x16 (depends on Mapsize) so you can see the spot and it's large enough to point the mouse at.
You could even make a minimap ping there, with or without terrain.




Dec 26 2008, 3:30 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I found the left upper screen position for 1.16:
Integer (4 bites long)
X- coordinate stored twice:
00628428
0062846C
Y-coordinate stored twice:
00628450
00628488
this leads to this which was already posted in the middle of october by farty which I didn't see (I just verified this offsets to be true for 1.16):
X(1) = Player 6, unit 13487
Y(1) = Player 4, unit 13488

mouse position on your screen:
X: Player 1, unit 27618
Y: Player 2, unit 27618

now you can convert the left upper screen position to a dc and add the mouse position values to find the coordinates of your mouse on the map.




Dec 26 2008, 10:40 pm stickynote Post #5



A neat idea I came up with for my map that I think might benefit everybody. Using the mouse position detection, you can combine it with a displayed text message. If the mouse is over a certain line of text, you can display a text message that is exactly the same except that the line of text is highlighted a different color. You could also play a sound. It would be pretty cool for a menu or selecting an option.



None.

Dec 26 2008, 10:42 pm Devourer Post #6

Hello

I'm currently too lazy to test, so i ask here:
does a mouse-eud can detect where and if the mouse is over the console / button?



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Dec 26 2008, 10:47 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Devourer
I'm currently too lazy to test, so i ask here:
does a mouse-eud can detect where and if the mouse is over the console / button?
yes, hence my minimap suggestion.




Dec 26 2008, 11:49 pm stickynote Post #8



Quote from NudeRaider
Quote from Devourer
I'm currently too lazy to test, so i ask here:
does a mouse-eud can detect where and if the mouse is over the console / button?
yes, hence my minimap suggestion.

Seriously? That is awesome.



None.

Dec 28 2008, 8:06 pm Heinermann Post #9

SDE, BWAPI owner, hacker.

Quote
A neat idea I came up with for my map that I think might benefit everybody. Using the mouse position detection, you can combine it with a displayed text message. If the mouse is over a certain line of text, you can display a text message that is exactly the same except that the line of text is highlighted a different color. You could also play a sound. It would be pretty cool for a menu or selecting an option.
That's probably the best idea that anyone has ever come up with so far. You just need to find an address that stores the left mouse button down.




Dec 28 2008, 8:19 pm scwizard Post #10



Quote from stickynote
A neat idea I came up with for my map that I think might benefit everybody. Using the mouse position detection, you can combine it with a displayed text message. If the mouse is over a certain line of text, you can display a text message that is exactly the same except that the line of text is highlighted a different color. You could also play a sound. It would be pretty cool for a menu or selecting an option.
Wow, that's quite something.

A pity it would only work for single player maps.



None.

Dec 28 2008, 8:27 pm Ahli Post #11

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I just need a way to expand the map's strings in singleplayer to 2024 and I will use that in D1 xD




Dec 28 2008, 8:29 pm NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

ScmDraft supports more than 1024 strings.
But I've heard all sorts of things by people using it. So expect the unexpected. ;)




Dec 28 2008, 8:29 pm scwizard Post #13



Quote from Ahli
I just need a way to expand the map's strings in singleplayer to 2024 and I will use that in D1 xD
This is very possible (you can have over 65000 strings), but sadly there is no such map editor that supports this well.

Which reminds me I should get back to work on my programming.



None.

Dec 28 2008, 8:37 pm NudeRaider Post #14

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from scwizard
(you can have over 65000 strings), but sadly there is no such map editor that supports this well.
No, you can't. Your whole string section can be over 65000 Bytes (65535 B = 64 kB to be exact). But strings are larger than 1 Byte.
And ScmDraft would be the editor to use for this, but as you said, that still can get you into trouble.




Dec 28 2008, 8:40 pm scwizard Post #15



Quote from NudeRaider
Quote from scwizard
(you can have over 65000 strings), but sadly there is no such map editor that supports this well.
No, you can't. Your whole string section can be over 65000 Bytes (65535 B = 64 kB to be exact). But strings are larger than 1 Byte.
Ya you're right, the offsets for the strings only go up to 65535 bytes.

Would it be possible to have more than one string section though? I know TRIG and MTXM allow splitting to a degree.



None.

Dec 28 2008, 9:50 pm Falkoner Post #16



From what I know the string could not be split, as there's no way to make it read both, it was coded differently, if it could I'm certain that some maps would have used it already.



None.

Dec 28 2008, 11:25 pm Heinermann Post #17

SDE, BWAPI owner, hacker.

String splitting hasn't been looked into, but string merging is possible.

String merging would be something like this:
"I want to buy a potion"

You can have as many string entries as you want reference one string, so you could have more than one entry with the same string "I want to buy a potion", "buy a potion", "potion".

Colours and alignment tags would be a more practical example:

"<grey><red>Map Title Here"

That would give you three colours for only one string.
You could probably get scrolling text just by having several alignment tags and referencing the string after each tag(one string, many table entries)

Splitting the string section will probably override the index like terrain sections override their previous.

You could play around with the control characters to figure out new ways of displaying strings.




Dec 30 2008, 1:02 am Suicidal Insanity Post #18

I see you !

I never bothered coding merging substrings after all the people who used recycled strings with editors which did not support them, it is possible tho, I had tested it.




Dec 30 2008, 1:06 am Falkoner Post #19



So when you guys say merging substrings, can two different substrings be merged onto a single line, or can you just take a substring out of a string and display that on its own line?



None.

Dec 30 2008, 2:50 am scwizard Post #20



Just read the scenario.chk file specifications on the wiki and it'll become clear.



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