But that doesn't matter now, because your code worked you handsome devil. Thank you for solving my problem again. If you are ever in San Diego let me know and I'll buy you a beer.
Altering that template has no effect. Templates are applied to the things when they are created and the button you want to edit is created before you have a chance of altering the template, so your template changes shouldn't alter the button at all.
The code that the template contained is then located within the button.
ctrl + alt + f12 during editor test mode, then the ingame UI editor is appearing, then click on it (use space to toggle the menu at the screen border). Try to find its name in the list and its path, note that down.
Then you need to hide the frame that the button contains or the button itself around.
You can do that via UImodule or trigger.
For triggers, you need to hook it up with its path using its path + name without the leading "GameUI/" that you would add to it in the UI module.
Example for hooking up things:
Does your solution suffer from the same problem that my first solution suffered from:
Changing the unit owner makes the unit unable to be selected?
If yes, I solved that and am working on a user friendly way to set that up. (My solution is already somewhere in the forum in a demonstration map with rotating, selectable question mark models).
@Ahli: not mentioned on the link you have there:
You can hide the error display by using the following trigger:
Event - Timer - Elapsed time is 0.1 Game Time seconds
Action - UI - Hide Error Display Panel for (All players)
this trigger does not work when using map initialization as event.
is working fine, but it throws a warning for some reason, if you try to reset anchors. I guess that the warning is thrown during the changes because it always receives an invalid state while the whole layout changes are applied.
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Do you use integer arithmetics?
Integer Arithmetics:
99/100 is 0.
Round((99 / 100)) is 0.
Real Aritmethics:
99.0 / 100.0 is 0.99
Round((99.0 / 100.0)) is 1.0.
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Buy me the plane tickets and I buy you a beer. :D
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Are you aware that this is eating performance like crazy? :D
But you showed us that we can use range actors for funky things...
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Do you use online and offline dependency? You can have 2 links per dependency: offline and online.
Maybe that fixes it... =/
Else, I would try to clear the cache folders in "C:\ProgramData\Blizzard Entertainment\StarCraft II\Maps\Cache"
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If your actor doesn't change at all, then your old actor fails to destroy itself on morph and the new actor fails to create itself.
Check the unit types in the terms (= conditions) being correct that check where you "morph from" or where you "morph to".
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Altering that template has no effect. Templates are applied to the things when they are created and the button you want to edit is created before you have a chance of altering the template, so your template changes shouldn't alter the button at all.
The code that the template contained is then located within the button.
So, please try this:
I can't get the button to show up. :D Does that require being on battle.net and having allied AI players?
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Tried moving it offscreen?
I like offsets of 9999, :D
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max text amount possible in a label works for me, more details are required to solve your problem.
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ctrl + alt + f12 during editor test mode, then the ingame UI editor is appearing, then click on it (use space to toggle the menu at the screen border). Try to find its name in the list and its path, note that down.
Then you need to hide the frame that the button contains or the button itself around.
You can do that via UImodule or trigger.
For triggers, you need to hook it up with its path using its path + name without the leading "GameUI/" that you would add to it in the UI module.
Example for hooking up things:
Save the hooked up dialog item in a global variable. You can hook up UI frames only once.
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Made a wizzard for my solution and made my actor a bit easier to use via token.
With the wizzard, you should easily find scaling values for your unit
Have fun fixing selection problems of units with that. :)
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People should use the Open Lobbies much more... :<
At least they improved that list... you should have better chances in that now.
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Have a look in my list here, if something doesn't work. There might have been found a fix for it already.
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Does your solution suffer from the same problem that my first solution suffered from:
Changing the unit owner makes the unit unable to be selected?
If yes, I solved that and am working on a user friendly way to set that up. (My solution is already somewhere in the forum in a demonstration map with rotating, selectable question mark models).
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Added info about that linking to your post
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Reset width and/or height -> set to 0:
"$this" in code like
is working fine, but it throws a warning for some reason, if you try to reset anchors. I guess that the warning is thrown during the changes because it always receives an invalid state while the whole layout changes are applied.
This might be interesting for you...