• 0

    posted a message on Hiding Upgrade Levels

    Hey fishy,

    I'm not entirely sure what you mean. By now I've fixed the border image, I've removed it by replacing the image with a transparant one. The only thing left for me would be to remove the "0" in the life/shield/weapon icon box, would your method help me with this?

    Thanks in advance

    Posted in: UI Development
  • 0

    posted a message on Unit Selection box

    After some messing around and some trial and error, I found out that if you change the "Art: Model(build)" to for example a farm model, you get the farm-build-in-progress model actor during the birth of your building, fixing my issue.

    TLDR: changing "Art: Model(build)" to a building with a proper birth actor is the answer

    Posted in: Data
  • 0

    posted a message on Unit Selection box

    Hey,

    I've got a building that is unselectable whilst its being built, I'm wondering wether I can attach an additional model and extend a unit's selection box in some way via actors.

    Has anyone encountered and solved this problem yet? I'd love to know how to extend a unit's selection hitbox.

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Hiding Upgrade Levels

    Alright, I'll try to find another way, atleast I cán hide the border by changing the image to something else. Perhaps I can find another way to remove the upgrade level on the base weapons.

    Nonetheless, thanks alot for all your help, it's much appreciated and taught me a little about the UI editor.

    Posted in: UI Development
  • 0

    posted a message on Hiding Upgrade Levels

    Cheers, thanks alot for taking the time

    Posted in: UI Development
  • 0

    posted a message on Hiding Upgrade Levels

    Apparentely I need some proper handholding. I feel like I'm close, but I can't get it quite right. It keeps saying it can't find the thing I'm linking to, which is probably to me not getting the path quite right.

    Any chance you could give me the paths for both the border and the label? I think I'm missing one step in between. This is my current code.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
    
        <Frame type="Image" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneUnit/EquipmentPanel/EquipmentIconBorder" file="GameUI">
             <Visible val="False"/>
        </Frame>
    </Desc>
    
    Posted in: UI Development
  • 0

    posted a message on Hiding Upgrade Levels

    When I try to hide the equipment icon border with

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="EquipmentIconBorder" name="GameUI/UIContainer/ConsoleUIContainer/EquipmentIconBorder" file="GameUI">
          <Visible val='False'/>
      </Frame>
    </Desc>
    

    It doesnt work, neither does trying to "offset" it offscreen. Is there something I'm not doing right? I'd love some more help on this.

    Edit: changing the icons via import does potentially work, but would still leave the "upgrade level numbers", which goes by the name "LevelLabel" in the UI-editor under EquipmentIcons, so I would prefer to learn how to actually hide the frame and label, instead of just changing the image

    Posted in: UI Development
  • 0

    posted a message on Hiding Upgrade Levels

    Hey, thanks for the responses.

    by "modify and re-import" you mean 'remove'? Given I just want the borders gone. Can someone give me a brief breakdown on how to achieve this? I'm not certain how to reach this file within the map editor.

    Thanks in advance

    Posted in: UI Development
  • 0

    posted a message on [Solved][Effects/Missiles] Firing missiles eternally forward and in a spread

    Thanks for keeping your word and coming back to this, I truly appreciate it!

    Posted in: Data
  • 0

    posted a message on Hiding Upgrade Levels

    So, anyone that can help me out with removing the black frame used for the upgrade levels on the life/weapon icons? It's not the number of the upgrade or the icon that I mind, its the black frame which holds the upgrade number (on the bottom right of the icon). Is there a way to remove that frame around the icons from my map?

    Posted in: UI Development
  • 0

    posted a message on Changing Icons in UI: Help Game Mechanics?

    Hey,

    I know this is an old thread, but I'm facing the exact same problem. I try to put in a new icon in the help menu and whatever I try I just get a black icon, despite making sure I get the file-path correct. Does anyone know how to succesfully change the icons in the help menu?

    Many thanks in advance

    Posted in: Data
  • 0

    posted a message on Trigger building detection

    I'm able to make players share control, thats not my issue. I feel like this thread is derailing and my question is being misinterpreted.

    I'm looking for a way for a way to detect when a person clicks on the ability-button of a train-ability in the command card(before you place the building, when you're choosing where to place it). This way I can have players order other player's builders to create buildings, using the builder's owner resource pool.

    Posted in: Triggers
  • 0

    posted a message on Trigger building detection

    That would make the unit use my own resources. I want the builder, controller by another player, to use the player's own resources, despite me issueing the order. Much alike the shared resource spending feature from alliances set with that option, only with separated resource pools.

    Posted in: Triggers
  • 0

    posted a message on Trigger building detection

    Player control has to be done by triggers as "who controls who" can be dynamic in the map. The only problem I'm trying to circumvent is fully shared resource pools(I want players to share control, but maintain their own resourcepools), which I've been told isn't easily done. Thats the reason why I want to do my buildingcosts via triggers.

    If there's another way to do this, I'd gladly do that. Otherwise I'll do it via triggers, but I'd like to check the players' available resource to the cost of the building before the building is actually placed.

    Posted in: Triggers
  • 0

    posted a message on Trigger building detection

    Hey,

    I'm making a map where players can control eachother, including spending their resources. The problem I have is that I want resources to be exclusive to the player. If you enable regular resource-sharing, all resources can be spend across every player, but I want players to maintain their own resources.

    The only way I know of doing this is by triggering the costs of all the buildings and deducing resources via triggers aswell. I was hoping to do so by checking the players' resources at the moment they click on the building-button in the command cards, but I can't find the appropriate event to check at that point. What event should I use to check the players' resources before they place a building? I would prefer checking before the player places the building(and cancelling the construction if the player doesnt have appropriate funds).

    Any other way of doing buildingcosts(before the building is placed) via triggers is also appreciated.

    Many thanks in advance

    Posted in: Triggers
  • To post a comment, please or register a new account.