I for the life of me cannot find a particular thread that asked for this so I will make another. I am attempting to change the unit info panel to a dialog item I am pretty terrible with the UI editor so this was the easiest method to make a custom UI.
I gave my .tga image a black background set as dialog item type image, but when I put it at the bottom it covers up the unit info panel, without a black or darkened background, the information displayed such as health, and energy cannot be easily read, So I thought what if I made it a dialog Item? Then the Unit info panel should be over my custom UI, problem is, I have forgotten how to.
So my question is: how do you change the unit info panel into a dialog image? Or, If anyone knows a thread that asks the same thing and has been answered could you post a link to it?
So, your core problem is putting an image behind the default infopanel?
UI xml code to add an image behind the InfoPanel. The low render priority causes it to be drawn behind the other elements. Default render priority is 512.
If you want to have the info panel as a dialog item, you would need to hook "UIContainer/ConsoleUIContainer/InfoPanel", so the path without the leading GameUI.
I know nothing of xml code, tho I gave the xml route a try and got a blue box at the bottom of my screen lol
I would like to have the info panel as a dialog item, and thanks for giving the name, but I keep on getting a blue box when I put it as a dialog item with the error does not have valid width. Am I missing something or do I have to trial and error until I guess the correct width?
Edit: No longer getting invalid width error while attempting to make a dialog item but still a blue box
Btw, I am using a dialog item image and under custom script I tried 2 or 3 names that may have been it. I remember there being a specific name you could plug in but i just cannot find it =/
The blue box is there because "yourImagePathWithinTheMap.dds" doesn't exist. Use an image of your choice or Assets\Textures\White32.dds with another property <Color val="colorcode like FFFFFF or 255, 255, 255"/> within the image frame. For transparency, use <Alpha val="255"/>.
still getting blue boxes everywhere =/ tho there is a blue box behind the unit info now lol
I was thinking of possibly animating it a bit so I would prefer the unit info to be a dialog item that is able to go over other dialog items moving around, I am having a terrible failure of a time attempting to use the UI editor anyway when I do not know programming languages.
Edit: wait... wait... may be onto something...
Edit 2: Ok, I finally got an image to show without a blue box showing up but It would be fantastic to know how to make the unit info panel a dialog item :) Mostly because I can only really get the black or dark background behind the image with the UI editor due to the image it being restricted within a certain area.
thanks for the reply, but I keep on getting an error message of UI: Frame [unit info template] is not able to be hooked up in [triggercontrolImagetemplate] or something else along those lines, i hate to ask ya this but would you mind posting a map with the simple trigger that does this so I can see what on earth I am doing wrong? I attempted to get the trigger exactly as you spelled it out here but I feel like I am missing something so small and obvious. >.<
btw thanks allot Ahli for posting the code like that, it was cool to learn how to use the UI editor a bit but to learn the specific ins and outs of the UI editor would take too much time for someone with as little knowledge on xml as I have.
While you cannot set the render priority of a dialog in order to put it behind the info panel, you can create a dialog item in the UIContainer which can then be set behind the infopanel and not be constricted by the infopanel's bounds.
I for the life of me cannot find a particular thread that asked for this so I will make another. I am attempting to change the unit info panel to a dialog item I am pretty terrible with the UI editor so this was the easiest method to make a custom UI.
I gave my .tga image a black background set as dialog item type image, but when I put it at the bottom it covers up the unit info panel, without a black or darkened background, the information displayed such as health, and energy cannot be easily read, So I thought what if I made it a dialog Item? Then the Unit info panel should be over my custom UI, problem is, I have forgotten how to.
So my question is: how do you change the unit info panel into a dialog image? Or, If anyone knows a thread that asks the same thing and has been answered could you post a link to it?
So, your core problem is putting an image behind the default infopanel?
UI xml code to add an image behind the InfoPanel. The low render priority causes it to be drawn behind the other elements. Default render priority is 512.
If you want to have the info panel as a dialog item, you would need to hook "UIContainer/ConsoleUIContainer/InfoPanel", so the path without the leading GameUI.
@Ahli634: Go
I know nothing of xml code, tho I gave the xml route a try and got a blue box at the bottom of my screen lol
I would like to have the info panel as a dialog item, and thanks for giving the name, but I keep on getting a blue box when I put it as a dialog item with the error does not have valid width. Am I missing something or do I have to trial and error until I guess the correct width?
Edit: No longer getting invalid width error while attempting to make a dialog item but still a blue box
Btw, I am using a dialog item image and under custom script I tried 2 or 3 names that may have been it. I remember there being a specific name you could plug in but i just cannot find it =/
The blue box is there because "yourImagePathWithinTheMap.dds" doesn't exist. Use an image of your choice or Assets\Textures\White32.dds with another property <Color val="colorcode like FFFFFF or 255, 255, 255"/> within the image frame. For transparency, use <Alpha val="255"/>.
still getting blue boxes everywhere =/ tho there is a blue box behind the unit info now lol
I was thinking of possibly animating it a bit so I would prefer the unit info to be a dialog item that is able to go over other dialog items moving around, I am having a terrible failure of a time attempting to use the UI editor anyway when I do not know programming languages.
Edit: wait... wait... may be onto something...
Edit 2: Ok, I finally got an image to show without a blue box showing up but It would be fantastic to know how to make the unit info panel a dialog item :) Mostly because I can only really get the black or dark background behind the image with the UI editor due to the image it being restricted within a certain area.
@joecab: Go
To hookup the info panel as a dialog item use the action "Hookup Standard Dialog Item" :)
E.g.
Use (Last created dialog item) to get the dialog item you just hooked up.
(a wildly late response appears!)
@DeltaV: Go
thanks for the reply, but I keep on getting an error message of UI: Frame [unit info template] is not able to be hooked up in [triggercontrolImagetemplate] or something else along those lines, i hate to ask ya this but would you mind posting a map with the simple trigger that does this so I can see what on earth I am doing wrong? I attempted to get the trigger exactly as you spelled it out here but I feel like I am missing something so small and obvious. >.<
@Ahli634: Go
btw thanks allot Ahli for posting the code like that, it was cool to learn how to use the UI editor a bit but to learn the specific ins and outs of the UI editor would take too much time for someone with as little knowledge on xml as I have.
No problem, attached an example.
While you cannot set the render priority of a dialog in order to put it behind the info panel, you can create a dialog item in the UIContainer which can then be set behind the infopanel and not be constricted by the infopanel's bounds.