1]No, if you want to override a existed game UI, you doesn't need the trigger.
Just import your UI file into the map with the same path and name of offical UI files, the override is done.
2]And if you want to create new interface templates that doesn't in the game before, you need to import your file, and modify GameUIData.xml 's 'Dflt' entry, and add some custom ui file array
So, basically, this new function lets you "customize" your own UI without having to use dialog boxes, or am I understanding it wrong? :S
PS: Renee2islga, where's that avatar from? it's familiar, but I don't know why xD.
Yes, it literally allows you to modify the UI files of this game. You can even create new temlates that doesn't exist in the game.
As for my avatar. It must be a wrong impression. My avatar comes from nowhere, it's me, one of my friend painted this for me. Only if you have been to my own forum bbs.islga.org before. It is unlikely, cause my forum is a Chinese forum.
One question: does this allow one to create ui buttons linked to unit abilities that do not suffer from the key-pressed-event-delay? I.e. can I make ui items that work with normal hotkeys?
Basically you can, with the new CItemAbil class, but it may not as flexible as you would image.
Well I didn't see this post before. Im a chinese, and Im not good at english, so browsing the forum will take some effort. There is someone (sixen?) who recommended this forum to me before, but due to network issues I've never been here.
But I think modify UI is not a undocumented change, right?
You can also test the new Item type like this. Unfortunately, you can not assign command index, so the cmdIndex will aways be 0. But all effect ability only have 2 cmdIndex execute(0) cancel(1), so thats fine.
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@Renee2islga: Go
And don't forget that even you decide to use new templates, the trigger is not alaways needed.
You can modify a existed UI frame, and make it create your new template as its items.
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@progammer: Go
1]No, if you want to override a existed game UI, you doesn't need the trigger.
Just import your UI file into the map with the same path and name of offical UI files, the override is done.
2]And if you want to create new interface templates that doesn't in the game before, you need to import your file, and modify GameUIData.xml 's 'Dflt' entry, and add some custom ui file array
And how to create your new templates in game:
Just use the dialog template trigger.
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You can. As I said above. you can create new template. So you can prepare a alternate UI, and create it with trigger in mid-game.
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@PatchOne: Go
At this point, im not sure if you can do a always-open hero inventory or not, it still needs more tests.
Its mid-night in China, so I should go to sleep. Good luck you guys.
@progammer: Go
Ok
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Yes, it literally allows you to modify the UI files of this game. You can even create new temlates that doesn't exist in the game.
As for my avatar. It must be a wrong impression. My avatar comes from nowhere, it's me, one of my friend painted this for me. Only if you have been to my own forum bbs.islga.org before. It is unlikely, cause my forum is a Chinese forum.
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Basically you can, with the new CItemAbil class, but it may not as flexible as you would image.
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Well I didn't see this post before. Im a chinese, and Im not good at english, so browsing the forum will take some effort. There is someone (sixen?) who recommended this forum to me before, but due to network issues I've never been here.
But I think modify UI is not a undocumented change, right?
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@progammer: Go
Its so happen that I did a post about Signature in battle.net half days ago
http://us.battle.net/sc2/en/forum/topic/1220073325
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You can ask him if his method could modify inventory's size, or remove minimap buttons, or change the layout of the command buttons.
Dialog template can do something, but it is limited. It just allow you to create a existed template.
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OK~
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Now .SC2Layout files can be override in maps
what i cannot upload attachments in this post?
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@progammer: Go
You can also test the new Item type like this. Unfortunately, you can not assign command index, so the cmdIndex will aways be 0. But all effect ability only have 2 cmdIndex execute(0) cancel(1), so thats fine.
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@progammer: Go
How unfortunately.
You can try my test map and shortcut
Don't forget to put the map under D:\
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@progammer: Go
-run "D:\3.sc2map" must use full path.
And if you are using vista or win7 ,try run as admistrator. (I turned off the UAC, so its not needed)
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@progammer: Go
And they finally fixed the "hero revived without their item" bug .