Okay so I've been looking at many tutorials online on positioning inventories so that I could create a Wow-like interface. Right now I'm trying to create a bunch of inventory slots all around the sides of the screen, but I've only been reading tutorials on creating ONE always open inventory. For more slots I need to create an extra container that is always open and place it NEXT TO the other container. Now by default the second container is placed ABOVE the first.
How would one position the second item container NEXT TO the first one?
its hard if not impossible to reposition the actual containers (I couldnt manage without breaking ui functionality).
You might want to consider this:
2 containers, both have 1 row, 16 slots. Now when the inventories are always open, itll look like you want. Then just reposition the buttons so it looks like 2 groups of 8x2. Then set your container classes so it functions like you want.
Typically, you would set the anchor for the frame.
In this case, if it worked normally, it would be:
Note: (it doesnt work normally, and the positioning doesnt seem to work. you might have better luck though)
Oh the editor lets you make rows past 8? My editor only lets me create 8 max rows and 8 max columns, which is why I was doing it this way.
I see, so even if I were to do this I wouldn't be able to create another container vertically on the right side. So maybe I'll tr creating a custom inventory powered by triggers and dialogue elements.
In the data, you can only have 8 columns per row. What you do is set the following row to align next to the first row (see 9 slot inventory, button 08). Now, the size of the container is dependant on the size of the largest button. So what we do in this circumstance is set a faux button where no items can be stored (give it a item classes of "No item allowed" (create this and dont give the class to any item. hense, no item allowed lol).)
In this case, it might take some tricky positioning, Set button 00 Width and Height to something like 800, then set the left min anchor to -800 or until its not visible anymore. Now set Button 08 and button16 to anchor to left max of button 07 and button 15 respectivly. Then set button 17 to anchor to bottom min (I think?) of Button 01, and set Button 23 to anchor to left max, top min of button 22. I think that should do it.
O wow I tried to do something like that but I missed a few steps that you have generously provided. What I'm trying to do is create a spell bar and also having a working inventory. The reason for creating the always open inventory container was to all a person to pick up items that have abilities so it will feel like a command bar, but the reason I don't to use the command bar is because it has limited slots and I don't want the default commands (attack, move, patrol, ect.) being shown to the user.
I think I'm just going to see how it goes creating a custom spell bar from dialogues then using the inventory for its original purpose.
You dont have to add command buttons to a command card for an ability to be usable (units just have to have them in their abilities field). I think you might also be able to link to each command card panel and show them, so in efect, you could have 12x4 = 48 command slots across your screen.
There only time I would use an inventory is if there is a specific reason for game function for all your abilities to be tied to items.
Remember, always always use the intended method for things unless there is almost absolutely no way around it.
Okay so I've been looking at many tutorials online on positioning inventories so that I could create a Wow-like interface. Right now I'm trying to create a bunch of inventory slots all around the sides of the screen, but I've only been reading tutorials on creating ONE always open inventory. For more slots I need to create an extra container that is always open and place it NEXT TO the other container. Now by default the second container is placed ABOVE the first.
How would one position the second item container NEXT TO the first one?
The map I am working on... feel free to browse
I'm using imported SC2layout files to position the inventory. Check them out in the map. Thank you for all your help! Especially the user "JPNyt"
its hard if not impossible to reposition the actual containers (I couldnt manage without breaking ui functionality).
You might want to consider this:
2 containers, both have 1 row, 16 slots. Now when the inventories are always open, itll look like you want. Then just reposition the buttons so it looks like 2 groups of 8x2. Then set your container classes so it functions like you want.
Container 1 = [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Container 2 = [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Typically, you would set the anchor for the frame.
In this case, if it worked normally, it would be:
Note: (it doesnt work normally, and the positioning doesnt seem to work. you might have better luck though)
<Frame name="Container00">
<!-- container positioning via anchors-->
</Frame>
<Frame name="Container01">
<Anchor side="top" relative="Container00" pos="Min" offset="0"/>
<Anchor side="left" relative="Container00" pos="Max" offset="0"/>
</Frame>
@ckSynergy: Go
Oh the editor lets you make rows past 8? My editor only lets me create 8 max rows and 8 max columns, which is why I was doing it this way. I see, so even if I were to do this I wouldn't be able to create another container vertically on the right side. So maybe I'll tr creating a custom inventory powered by triggers and dialogue elements.
Yea I tried:
With no luck.
In the data, you can only have 8 columns per row. What you do is set the following row to align next to the first row (see 9 slot inventory, button 08). Now, the size of the container is dependant on the size of the largest button. So what we do in this circumstance is set a faux button where no items can be stored (give it a item classes of "No item allowed" (create this and dont give the class to any item. hense, no item allowed lol).)
In this case, it might take some tricky positioning, Set button 00 Width and Height to something like 800, then set the left min anchor to -800 or until its not visible anymore. Now set Button 08 and button16 to anchor to left max of button 07 and button 15 respectivly. Then set button 17 to anchor to bottom min (I think?) of Button 01, and set Button 23 to anchor to left max, top min of button 22. I think that should do it.
@ckSynergy: Go
O wow I tried to do something like that but I missed a few steps that you have generously provided. What I'm trying to do is create a spell bar and also having a working inventory. The reason for creating the always open inventory container was to all a person to pick up items that have abilities so it will feel like a command bar, but the reason I don't to use the command bar is because it has limited slots and I don't want the default commands (attack, move, patrol, ect.) being shown to the user.
I think I'm just going to see how it goes creating a custom spell bar from dialogues then using the inventory for its original purpose.
@bradosia:
You dont have to add command buttons to a command card for an ability to be usable (units just have to have them in their abilities field). I think you might also be able to link to each command card panel and show them, so in efect, you could have 12x4 = 48 command slots across your screen.
There only time I would use an inventory is if there is a specific reason for game function for all your abilities to be tied to items.
Remember, always always use the intended method for things unless there is almost absolutely no way around it.