i put the interfaces fold into my account section as suggested on the first post,but i am still not able to change interfaces... What i am doing wrong?
I finally managed to create a player colored image. I figured that my code will be helpful to others.
<!-- player colored image --><Frametype="PlayerFrame"name="PlayerColoredImageExample"><Anchorside="Top"relative="$parent"pos="Min"offset="5"/><Anchorside="Right"relative="$parent"pos="Max"offset="0"/><Anchorside="Bottom"relative="$parent"pos="Max"offset="-5"/><Anchorside="Left"relative="$this"pos="Min"offset="0"/><Widthval="350"/><VersusModePlayerSideval="Left"/><Frametype="Image"name="Image"><Anchorrelative="$parent"/><IgnoreParentColorval="false"/><TextureTypeval="Normal"/><Textureval="gradient.dds"/><Alphaval="191"/><Tiledval="false"/><RenderPriorityval="101"/></Frame></Frame>
But currently, it has a problem with updating its color when the observer changes the player vision with team colors enabled as seen here.
I've tried to create my own templates just as you have. But I always get "Failed to locate file desc: TrainerTemplates" where my template is in. I even tried to move the template to the same file, but it still doesn't find it I have rechecked the name 10 times, moved it around, created a frame around it. I can even select the template when I press edit frame. I can only use templates created by blizzard.
Do I have to do something else in addition to just create the layouts to be able to use them as templates?
in the last few days i worked on my own Interface. I managed to manipulate given code from other interfaces to (allmost) look like I want it to look, thanks to this site. But in cant manage to make my own frames and texts appear on the screen. I dont know what im doing wrong.
An other thing i dont quite understand is how the " relative="$parent/...." " works exactly.
I would really apreciate any help.
Thanks allready
i dont quite understand is how the " relative="$parent/...." " works exactly.
It's referencing another frame in the frame tree. "$parent/" means that it goes up 1 level, so the anchor will use the min/max/mid position of the parent frame (= the frame one level above, it's the one that directly contains the frame you set the anchors for).
Also, there is "$this", in case you want to reset an anchor. For example, this is required if you want to alter the used anchors of a frame from bottom left to top right.
Also, you can specify frame names to go into, too.
For example, here I used $parent multiple times to attach the anchors of the ResourcePanel Frame directly to the GameUI frame. It's telling each anchor from which frame it should pull the data.
Width/Height val=0 resets the width/height value. Then the frame will use the anchors for width/height. So, in this code, the ResourcePanel frame would stretch to its full size which the anchors determine.
But in cant manage to make my own frames and texts appear on the screen.
You alter an existing frame and add a new frame into it.
<!-- TOGGLE for bottom screen UI --><Frametype="Frame"name="GameUI/UIContainer/FullscreenUpperContainer"file="GameUI"><Frametype="ToggleControl"name="ToggleBottomScreenUI"><Anchorside="Bottom"relative="$parent"pos="Max"offset="0"/><Anchorside="Left"relative="$parent"pos="Min"offset="0"/><Anchorside="Right"relative="$parent"pos="Max"offset="0"/><Heightval="5000"/><CollapseLayoutval="true"/><Shortcutval="Control+W"/><Visibleval="false"/><AcceptsMouseval="false"/><RenderPriorityval="0"/><Frametype="Frame"name="A"><Anchorrelative="$parent"/></Frame></Frame></Frame>
Here I'm editing the FullScreenUpperContainer frame. I'm adding an element to it and configure it.
Text is shown via labels. You link a new text entry that you add into the text module of the editor. Usually these new IDs are named "DOCSTR_". You can find that value in the table and define the text you want to show.
Then you set your label to reference that ID by writing <Text val="@WRITE_ID_OF_THE_TEXT"/>. Also, you can define a style which the label will use by default. Styles can be added in the style tab of the editor's text module.
Okay so I"m a little fuzzy. I just finished editing ahali's interface to suit my own needs for casting/observing. Now I'm trying to do a version of it that will be viable for actual gameplay. From my understanding, that's possible right? Something about EModType, from the original document, but for whatever reason I'm having a hard time finding data on it. Anyone know where I should start?
Okay so I"m a little fuzzy. I just finished editing ahali's interface to suit my own needs for casting/observing. Now I'm trying to do a version of it that will be viable for actual gameplay. From my understanding, that's possible right? Something about EModType, from the original document, but for whatever reason I'm having a hard time finding data on it. Anyone know where I should start?
You can't alter the UI for ladder matches, etc... You can alter the default UI for all players in an arcade map, though.
In my MOD, when Vultures are produced from a Factory, the production tab for observers says it is twice as many as it actually is.
For example: Player A produces 3 Vultures at the same time in 3 Factories. The observers click on the Production tab - it says 6 Vultures are in production!
I read in this tutorial that queded Reactor units can show up, but this happens even if there is no Reactor involved. And it happens for no other building or unit. : /
Would it be possible for a custom observer UI to include trigger code that would save data to the XML banks?
No.
Interfaces can only change the default UI, a few images, a few texts, all fonts and add a frame hiding/showing & collapsing/expanding hotkey to new frames (which can alter existing default frames).
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Thank you very much toboesc .
And the last question: can anyone show how to add players resources to minimal UI ?
I tried really hard, but i failed every time ( Much love to person who would help me <3
Hello again !
An other bug : Upgrades menu. When you use upgrades menu, you didn't see upgrades, you see somme random icone. how i can fixe this ?
++
i put the interfaces fold into my account section as suggested on the first post,but i am still not able to change interfaces... What i am doing wrong?
@DEFILERRULEZ: Go
The account section is incorrect now and the interface folder in the main Starcraft 2 folder is correct now. This was changed in patch 2.0.8.
I finally managed to create a player colored image. I figured that my code will be helpful to others.
But currently, it has a problem with updating its color when the observer changes the player vision with team colors enabled as seen here.
I've tried to create my own templates just as you have. But I always get "Failed to locate file desc: TrainerTemplates" where my template is in. I even tried to move the template to the same file, but it still doesn't find it I have rechecked the name 10 times, moved it around, created a frame around it. I can even select the template when I press edit frame. I can only use templates created by blizzard.
Do I have to do something else in addition to just create the layouts to be able to use them as templates?
My files:
TrainerDialogs
TrainerTemplates
Hi,
in the last few days i worked on my own Interface. I managed to manipulate given code from other interfaces to (allmost) look like I want it to look, thanks to this site. But in cant manage to make my own frames and texts appear on the screen. I dont know what im doing wrong. An other thing i dont quite understand is how the " relative="$parent/...." " works exactly.
I would really apreciate any help. Thanks allready
It's referencing another frame in the frame tree. "$parent/" means that it goes up 1 level, so the anchor will use the min/max/mid position of the parent frame (= the frame one level above, it's the one that directly contains the frame you set the anchors for).
Also, there is "$this", in case you want to reset an anchor. For example, this is required if you want to alter the used anchors of a frame from bottom left to top right.
Also, you can specify frame names to go into, too.
For example, here I used $parent multiple times to attach the anchors of the ResourcePanel Frame directly to the GameUI frame. It's telling each anchor from which frame it should pull the data.
Width/Height val=0 resets the width/height value. Then the frame will use the anchors for width/height. So, in this code, the ResourcePanel frame would stretch to its full size which the anchors determine.
You alter an existing frame and add a new frame into it.
Here I'm editing the FullScreenUpperContainer frame. I'm adding an element to it and configure it.
Text is shown via labels. You link a new text entry that you add into the text module of the editor. Usually these new IDs are named "DOCSTR_
". You can find that value in the table and define the text you want to show.
Then you set your label to reference that ID by writing <Text val="@WRITE_ID_OF_THE_TEXT"/>. Also, you can define a style which the label will use by default. Styles can be added in the style tab of the editor's text module.
I hope that helps.
WOW!
thanks, that helped a lot! problems solved now. awsome
thanks!
Okay so I"m a little fuzzy. I just finished editing ahali's interface to suit my own needs for casting/observing. Now I'm trying to do a version of it that will be viable for actual gameplay. From my understanding, that's possible right? Something about EModType, from the original document, but for whatever reason I'm having a hard time finding data on it. Anyone know where I should start?
You can't alter the UI for ladder matches, etc... You can alter the default UI for all players in an arcade map, though.
Also, my nick is "Ahli". :D
Lol thanks :)
In my MOD, when Vultures are produced from a Factory, the production tab for observers says it is twice as many as it actually is.
For example: Player A produces 3 Vultures at the same time in 3 Factories. The observers click on the Production tab - it says 6 Vultures are in production!
I read in this tutorial that queded Reactor units can show up, but this happens even if there is no Reactor involved. And it happens for no other building or unit. : /
Any idea how to change this?
Would it be possible for a custom observer UI to include trigger code that would save data to the XML banks?
No.
Interfaces can only change the default UI, a few images, a few texts, all fonts and add a frame hiding/showing & collapsing/expanding hotkey to new frames (which can alter existing default frames).