i am sending a transmission via triggers. i want to change the border image but i cannot find the frame in UI-Editor. how is it called and where to find it? does anyone know this?
It seems to be created from PortraitPanelTemplate
Builtin UI editor (ctrl + alt + f12) is good for hunting that type of things as you can see on screenshot.
i totaly forgot about that editor. seems like i cannot hook it up TriggerContainer/TriggerControlPortraitTemplate/Unnamed.
and the function to set the border-texture for portraits is bugged ("trying to set a property to string which isn't the right type")
the RTC made me come back, i am figuring something new out and might take part this time. you are welcome to test the first episode in some weeks.
it's the same with all of my maps, you either hate it (most likely) or love it.
They are created via the Native Library actually, through the function libNtve_gf_CinematicPortrait()
The function itself returns the portrait id, so use that to modify the border poperties.
//an example//modify the border for the cinematic portrait at the leftPortraitSetBorderTexture(libNtve_gf_CinematicPortrait(4),"Assets\\Textures\\myborder.dds");//the function that does the magic in case you need it for referenceintlibNtve_gf_CinematicPortrait(intlp_position){intauto0CE35058_val;// Variable Declarationsintlv_index;intlv_width;intlv_height;intlv_anchor;intlv_offsetX;intlv_offsetY;// Variable Initializationlv_index=0;lv_width=0;lv_height=0;lv_anchor=c_anchorBottomLeft;lv_offsetX=0;lv_offsetY=0;// Implementationlv_height=360;lv_width=FixedToInt((IntToFixed(lv_height)*(144.0/219.0)));lv_offsetX=25;auto0CE35058_val=lp_position;if(auto0CE35058_val==0){lv_index=0;lv_anchor=c_anchorTopLeft;lv_offsetY=90;}elseif(auto0CE35058_val==1){lv_index=1;lv_anchor=c_anchorTopRight;lv_offsetY=90;}elseif(auto0CE35058_val==2){lv_index=2;lv_anchor=c_anchorBottomLeft;lv_offsetY=190;}elseif(auto0CE35058_val==3){lv_index=3;lv_anchor=c_anchorBottomRight;lv_offsetY=190;}elseif(auto0CE35058_val==4){lv_index=4;lv_anchor=c_anchorLeft;lv_offsetY=-50;}elseif(auto0CE35058_val==5){lv_index=5;lv_anchor=c_anchorRight;lv_offsetY=-50;}else{returnc_invalidPortraitId;}if((libNtve_gv_portraits[lv_index]!=c_invalidPortraitId)){returnlibNtve_gv_portraits[lv_index];}else{}PortraitCreate(lv_offsetX,lv_offsetY,lv_anchor,lv_width,lv_height,null,"Dflt","",true,true);libNtve_gv_portraits[lv_index]=PortraitLastCreated();PortraitSetBorderVisible(libNtve_gv_portraits[lv_index],true);PortraitUseTransition(libNtve_gv_portraits[lv_index],true);PortraitSetVisible(libNtve_gv_portraits[lv_index],PlayerGroupAll(),false,false);returnlibNtve_gv_portraits[lv_index];}
doesnt work for me, neither with quotes nor double slashes or any other configuration.
there is something wrong with the native implementation, which only blizz is capable of fixing.
going to try to manipulate the portrait template now and add a border texture myself and hide the default one (this native works)
The error you display is a syntax error, which ahs nothing to do about a particular native and rather either the compiler acting up or you doing something wrong. I can assert what I said because I have used it before. The fact that you pasted a raw version of GUI rather than actual galaxy doesnt help either (they are not the same).
Have you tried setting the path into a string variable and then using that variable as parameter?
i am using my own portrait dialog now in combination with UI-editor. Only UI-editor is able to scale a dialog to whole width.
here my code for the UI-Part:
i am sending a transmission via triggers. i want to change the border image but i cannot find the frame in UI-Editor. how is it called and where to find it? does anyone know this?
This?
It seems to be created from PortraitPanelTemplate
Builtin UI editor (ctrl + alt + f12) is good for hunting that type of things as you can see on screenshot.
offtopic: What map are you making now? :)
i totaly forgot about that editor. seems like i cannot hook it up TriggerContainer/TriggerControlPortraitTemplate/Unnamed.
and the function to set the border-texture for portraits is bugged ("trying to set a property to string which isn't the right type")
the RTC made me come back, i am figuring something new out and might take part this time. you are welcome to test the first episode in some weeks.
it's the same with all of my maps, you either hate it (most likely) or love it.
I don't think you can hook it up this way. It's created dynamically from templete. So you must override template via .SC2Layout files.
They are created via the Native Library actually, through the function libNtve_gf_CinematicPortrait()
The function itself returns the portrait id, so use that to modify the border poperties.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
the function "PortraitSetBorderTexture" doesnt work, it throws an error which is the reason for this post.
@FunkyUserName: Go
Can you share your script
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
it throws an error ingame : "Trying to set a property to string which isn't the right type?"
The file path must be within quotes and the slash should be double slashes.
edit: fixed typo
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
doesnt work for me, neither with quotes nor double slashes or any other configuration.
there is something wrong with the native implementation, which only blizz is capable of fixing.
going to try to manipulate the portrait template now and add a border texture myself and hide the default one (this native works)
The error you display is a syntax error, which ahs nothing to do about a particular native and rather either the compiler acting up or you doing something wrong. I can assert what I said because I have used it before. The fact that you pasted a raw version of GUI rather than actual galaxy doesnt help either (they are not the same).
Have you tried setting the path into a string variable and then using that variable as parameter?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
ok show me
i am using my own portrait dialog now in combination with UI-editor. Only UI-editor is able to scale a dialog to whole width.
here my code for the UI-Part:
i hook up the UI-parts and every time i play a portrait i set it to visible and set the text.
Hmm, I was wrong, that particular native does seem to be wrongly implemented, and I kept confusing it with the hide border function. Ergh
An UI Layout seems to be the only viable solution. My apologies.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!