I have a question... Since of the new ways for custom UI is there a now easy way to change command buttons to train or cast abilities for specific units for specific players via triggers? So lets say a unit has train marine. Is there a way to change it to Train zealot. I have tried show/hide abilities and it glitches.
1]No, if you want to override a existed game UI, you doesn't need the trigger.
Just import your UI file into the map with the same path and name of offical UI files, the override is done.
2]And if you want to create new interface templates that doesn't in the game before, you need to import your file, and modify GameUIData.xml 's 'Dflt' entry, and add some custom ui file array
I've been pushing for UI modifications per map since the Beta, i'm so psyched this was finally fixed. Corbo and I talked about it a lot during the Beta, and he got out the first UI modification ever. However, we couldn't get it to work on a per-map basis, we could only get it to work by replacing the data in Base.SC2Data, :(. The great thing about .SC2Layout modifications is that it doesn't require any triggering or anything. It's equivalent to doing Raw (XML) Data Editing. I guess we should start documenting the files on the Wiki. I've got the list of UI files up on the wiki already, from back when we were messing with them during the Beta.
Well I didn't see this post before. Im a chinese, and Im not good at english, so browsing the forum will take some effort. There is someone (sixen?) who recommended this forum to me before, but due to network issues I've never been here.
But I think modify UI is not a undocumented change, right?
Its actually not a fix, they just not support it before. In previous builds, just like warcraft III, the game load all UI files when it runs, and will not override them when the map being loaded.
Obviously they made some huge adjusts to make the custom UIs to work. Oh, and better not say "first ever" when you did it in Apr, haha, cause I tested it out in the first week :P
Well, the UI wiki is good, but I think it will be much better to have a visual UI editor. Making UI with raw xml code is not a very fun thing.
Its actually not a fix, they just not support it before. In previous builds, just like warcraft III, the game load all UI files when it runs, and will not override them when the map being loaded.
Obviously they made some huge adjusts to make the custom UIs to work. Oh, and better not say "first ever" when you did it in Apr, haha, cause I tested it out in the first week :P
Well, the UI wiki is good, but I think it will be much better to have a visual UI editor. Making UI with raw xml code is not a very fun thing.
Well... Right. It allowed us to use/import the files, they just weren't being overridden properly. I didn't know you had messed with the UI prior to Corbo and I, it was the first I had ever seen about it. I had tried to register on the Goblin Workshop, but it wouldn't let me for some reason, :(.
MindWorX wants to put a UI Editor in Sparsile for easy UI editing, i've been talking about making one of these for months, :D. Otherwise, Blizzard said they plan on adding a UI Editor into GE as well, we just have no ETA.
You can. As I said above. you can create new template. So you can prepare a alternate UI, and create it with trigger in mid-game.
I have a question... Since of the new ways for custom UI is there a now easy way to change command buttons to train or cast abilities for specific units for specific players via triggers? So lets say a unit has train marine. Is there a way to change it to Train zealot. I have tried show/hide abilities and it glitches.
Thanks, HELLYA
Edit: Btw, welcome to sc2mapster!!!
@Renee2islga: Go
Can we have an example map with the layout files imported. I sucks with xml. Also,not sure if this is the function to implement an UI ?
native int DialogControlCreateInPanelFromTemplate (int panel, int type, string inTemplate);
@progammer: Go
1]No, if you want to override a existed game UI, you doesn't need the trigger.
Just import your UI file into the map with the same path and name of offical UI files, the override is done.
2]And if you want to create new interface templates that doesn't in the game before, you need to import your file, and modify GameUIData.xml 's 'Dflt' entry, and add some custom ui file array
And how to create your new templates in game:
Just use the dialog template trigger.
@Renee2islga: Go
And don't forget that even you decide to use new templates, the trigger is not alaways needed.
You can modify a existed UI frame, and make it create your new template as its items.
I've been pushing for UI modifications per map since the Beta, i'm so psyched this was finally fixed. Corbo and I talked about it a lot during the Beta, and he got out the first UI modification ever. However, we couldn't get it to work on a per-map basis, we could only get it to work by replacing the data in Base.SC2Data, :(. The great thing about .SC2Layout modifications is that it doesn't require any triggering or anything. It's equivalent to doing Raw (XML) Data Editing. I guess we should start documenting the files on the Wiki. I've got the list of UI files up on the wiki already, from back when we were messing with them during the Beta.
Yeah, that was me during the Beta, ;).
Does a minimap created with a dialog item template update after setting new Camera Bounds now?
@Sixen: Go
Its actually not a fix, they just not support it before. In previous builds, just like warcraft III, the game load all UI files when it runs, and will not override them when the map being loaded.
Obviously they made some huge adjusts to make the custom UIs to work. Oh, and better not say "first ever" when you did it in Apr, haha, cause I tested it out in the first week :P
Well, the UI wiki is good, but I think it will be much better to have a visual UI editor. Making UI with raw xml code is not a very fun thing.
@deleted_241850: Go
You can modify the offical minimap frame, so thats not a problem. If you can control the minimap, why should you to use a fake?
oh, I didn't realize. That's really good news. Looking forward to this patch now. It opens up so many doors
@deleted_241850: Go Ok, I tried to get it somewhere, but I may be failed at it.
What I want to know is:
Is it possible to change the UI with some kind of interface?
Or is it only via xml available? (Will in the future a interface?)
P.S. Why the f*ck does Blizzard implement "UI customization" so late in the game?
-h34dl4g
Its not late, really. Starcraft 2 is only a few months old. Not sure why your expectations are so high o.0.
Well... Right. It allowed us to use/import the files, they just weren't being overridden properly. I didn't know you had messed with the UI prior to Corbo and I, it was the first I had ever seen about it. I had tried to register on the Goblin Workshop, but it wouldn't let me for some reason, :(.
MindWorX wants to put a UI Editor in Sparsile for easy UI editing, i've been talking about making one of these for months, :D. Otherwise, Blizzard said they plan on adding a UI Editor into GE as well, we just have no ETA.
There currently is no UI Editor, no. The only way to edit the .SC2Layout files is manually with raw XML. See the rest of my post above.
@Sixen: Go
There is indeed some bugs in the register page of my site (It's English name is Goblin 'Academy' actually). We made some fix last week.
Because Starcraft II haven't launched in China yet (I play it in US server), we don't have many new member. So we just find the bug some days ago.
China Mainland has some heavy and complicated government approval system. So SC2 will be delayed as WOW.
Oops, Goblin Academy, that's what I meant, :). I'll have to see if I can re-register then, just to check things out.