The Timer might be destroyed when the trigger ends resulting in no time to display. Saving the timer and the window references in global variables should prevent that.
Thanks for creating this.
I use this for my auras. I replace the texture via texture select by ID actor message to create multiple aura looks and it's working quite well. :)
@Kabelkorven: Go One thing I know is TextureSelectById got a little more picky after WoL/HoTS big patch. I'm sure there's a thread around covering that.
Didn't notice any problems with that... =/
You need a prefix since 1.5, though...
Misses <ApplyToTotal val="true"/> used in shielded health bar. I found that one during beta with the ingame UI editor when it was capable of creating new frames...
Can you post the code for that? Maybe I can get it working.
Also, how do I find out all of the functions for the UI? I need like a list of functions to really do anything. Or are you changing it in the trigger editor?
Only use data tables if you require the dynamics it allows like storing text tag refereces (= integers) with the unit's tag as a key or if you have huge amounts of data that you need to save like my whole dungeon levels.
Anyone find a parameter for just a shield bar? Or is there any way to find all of the available parameters in the UI editor?
Also, I have another question. I see the UI editor reference textures that I do not know where to find, IE:
<Textureval="@UI/HealthBar"/>
Where do I find these textures?
Assets.txt in the GameData archives contains these texture links. Assets.txt of each archive adds itself to a complete one, so you might need to check every assets.txt existing to find it.
There doesn't seem to be a shieldbar. Also, I wasn't able to make a shielded health bar use the max shield value, so it remains that LoL/Dota ripoff or whoever came up with those.
I think it's safe to assume that Allstars has no hero unit that relies on shields points instead of life points because of that. So no Archon hero.
Maybe it's just bugged with the "addToTotal" or however that property is called. I couldn't make it working properly in my tests. Maybe someone can bring some more sense to it... I don't think they add properties that you shouldn't ever alter, so they should have some purpose...
For the clicking-only-once you need a requirement. Duplicate a learn requirement, alter the used upgrade to your upgrade and use that requirement in the research ability.
The "world console bottom" setting was removed from GameUI in the data module in patch 2.0.4. It has found a new place in the UI module.
UI layout code to set it:
@composure19d: Go
Sadly it does not seem like that there is one.
Would be awesome if they make a separate shield bar (just like life, just for shields) and add the possibility to make the shielded health bar to integrate the lost shield amount into the bar's percentage. Then you would have an awesome hero bar for an Archon hero.
There is a strange field with "addToTotal" or something like that, but I wasn't able to make much sense out of it. Maybe that one can do the latter and it is just bugged right now. At least it caused the shieldbar to extend across the whole screen with low shield values.
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There is the fortunate truth that we can use those to know how much we can alter in the existing frames in the UI. :)
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Use global variables!
The Timer might be destroyed when the trigger ends resulting in no time to display. Saving the timer and the window references in global variables should prevent that.
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Thanks for creating this.
I use this for my auras. I replace the texture via texture select by ID actor message to create multiple aura looks and it's working quite well. :)
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Didn't notice any problems with that... =/
You need a prefix since 1.5, though...
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Bug in SC2.
To fix it for online use:
1. Set races in player properties to Any
2. Define the forced race in game variants, if forced race is desired.
Test document will use a random race, but a published file will use the correct race.
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Misses <ApplyToTotal val="true"/> used in shielded health bar. I found that one during beta with the ingame UI editor when it was capable of creating new frames...
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1.)
http://www.sc2mapster.com/forums/general/general-chat/46214-ui-a-sample-map-for-customized-hearth-bar/
Custom health bar information including example maps.
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Link to my testmap is in my post earlier in this thread: http://www.sc2mapster.com/forums/general/general-chat/46214-ui-a-sample-map-for-customized-hearth-bar/?post=20
I'm changing it in the UI editor's code. I used the ingame UI editor to find out a few value names.
But JademusSrag made a list after string dumps from the sc2.exe and a few tests (afaIk): http://www.sc2mapster.com/forums/development/gui/50450-layout-frame-element-support-list/?post=1
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Only use data tables if you require the dynamics it allows like storing text tag refereces (= integers) with the unit's tag as a key or if you have huge amounts of data that you need to save like my whole dungeon levels.
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Assets.txt in the GameData archives contains these texture links. Assets.txt of each archive adds itself to a complete one, so you might need to check every assets.txt existing to find it. There doesn't seem to be a shieldbar. Also, I wasn't able to make a shielded health bar use the max shield value, so it remains that LoL/Dota ripoff or whoever came up with those. I think it's safe to assume that Allstars has no hero unit that relies on shields points instead of life points because of that. So no Archon hero. Maybe it's just bugged with the "addToTotal" or however that property is called. I couldn't make it working properly in my tests. Maybe someone can bring some more sense to it... I don't think they add properties that you shouldn't ever alter, so they should have some purpose...
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No, you can't use any form of logic as far as I know.
The only script that you can add is the one that alters the UI. But you can't add logic to it.
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For the clicking-only-once you need a requirement. Duplicate a learn requirement, alter the used upgrade to your upgrade and use that requirement in the research ability.
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The "world console bottom" setting was removed from GameUI in the data module in patch 2.0.4. It has found a new place in the UI module.
UI layout code to set it:
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Why don't you just use the original frames?
They work, can't glitch and you can edit most aspects of them dynamically. =/
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@composure19d: Go Sadly it does not seem like that there is one.
Would be awesome if they make a separate shield bar (just like life, just for shields) and add the possibility to make the shielded health bar to integrate the lost shield amount into the bar's percentage. Then you would have an awesome hero bar for an Archon hero.
There is a strange field with "addToTotal" or something like that, but I wasn't able to make much sense out of it. Maybe that one can do the latter and it is just bugged right now. At least it caused the shieldbar to extend across the whole screen with low shield values.