I couldn't find a good tutorial that explains what to do after you write the XML. I have the XML, and a style font made. I'm just not sure how to hook this up properly with actions. I'm getting errors when I do it so I'd rather see the proper way. Could someone post code, or upload a map of how to do proper hooking up of Dialog Items with my XML?
You've created the layout for something but haven't actually put it into the standard game interface anywhere.
You can either put it into the standard interface by adding it to UIContainer or some descendant in the GameUI layout, or you can use the trigger actions "Create Dialog Item From Template" or "Create Dialog Item In Panel From Template" to create it in a dialog or a panel using the template you made there.
use the trigger actions "Create Dialog Item From Template" or "Create Dialog Item In Panel From Template" to create it in a dialog or a panel using the template you made there.
Right that's what I was asking for help with. I'm getting an error when I'm hooking it up and wanted to see someone do it the correct way. Do I create a Dialog Item for each Frame item in xml, or do I just create one for the initial panel. If I have to create a Dialog Item for each component what is the proper order?
Any dialog/dialog item you create from a template will automatically create its children too.
Say you have Layout called MyPanel, with a frame called MySweetPanel. You create a dialog (or dialog item) from template, with the template path as LayoutName/ItemToCreate, for this example, it would be MyPanel/MySweetPanel.
Hooking up is meant to be used for already created elements within the GameUI frame. GameUI layout/frame contains pretty much everything that gets displayed on the screen (iirc there are a few exceptions here and there, but thats the general rule). The most common use is to bind into a galaxy script variable an element declared within the default layout (eg, command card, minimap, etc), but you can also use it to have, say, some already declared options panel that are created within gameUI through overrides, and then just bind all its dialog controls to galaxy events and such.
Thanks for answering my question. If I want to dynamically change my text how can I do that? I can't seem to find any method to grab a dialog item by name.
I couldn't find a good tutorial that explains what to do after you write the XML. I have the XML, and a style font made. I'm just not sure how to hook this up properly with actions. I'm getting errors when I do it so I'd rather see the proper way. Could someone post code, or upload a map of how to do proper hooking up of Dialog Items with my XML?
@SuPa_Link: Go
You've created the layout for something but haven't actually put it into the standard game interface anywhere.
You can either put it into the standard interface by adding it to UIContainer or some descendant in the GameUI layout, or you can use the trigger actions "Create Dialog Item From Template" or "Create Dialog Item In Panel From Template" to create it in a dialog or a panel using the template you made there.
Right that's what I was asking for help with. I'm getting an error when I'm hooking it up and wanted to see someone do it the correct way. Do I create a Dialog Item for each Frame item in xml, or do I just create one for the initial panel. If I have to create a Dialog Item for each component what is the proper order?
Any dialog/dialog item you create from a template will automatically create its children too.
Say you have Layout called MyPanel, with a frame called MySweetPanel. You create a dialog (or dialog item) from template, with the template path as LayoutName/ItemToCreate, for this example, it would be MyPanel/MySweetPanel.
Hooking up is meant to be used for already created elements within the GameUI frame. GameUI layout/frame contains pretty much everything that gets displayed on the screen (iirc there are a few exceptions here and there, but thats the general rule). The most common use is to bind into a galaxy script variable an element declared within the default layout (eg, command card, minimap, etc), but you can also use it to have, say, some already declared options panel that are created within gameUI through overrides, and then just bind all its dialog controls to galaxy events and such.
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!
Thanks for answering my question. If I want to dynamically change my text how can I do that? I can't seem to find any method to grab a dialog item by name.
@SuPa_Link: Go
There is an action for getting an inner dialog item by name. Just look for it in the library browser.
Its the hookup item by name action.
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!