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    posted a message on Forum Cleanup
    Quote from Eiviyn: Go

    Triggers + UI Development = Triggers.

    Note that the stuff I write below is my own opinion, and not that of the moderators in general.

    UI Development section is (almost) entirely about SC2Layout Files, and not Dialogs/Dialog Items. Sure you can have posts there about whether or not some UI setup looks good orso while it is made out of dialogs, but it isn't the place to ask how to do dialog specific stuff. like have a dialog button click cause an unit to dance.

    Also the Term Triggers doesn't give people the idea that it would also contain UI specific stuff, like once more SC2Layout files. Which are unique to the UI Development. So in other words, the UI Development forum can't be joined with the Trigger forum because of the different focus they have.

    And well in general now:
    All these specific forums we have here allow people to find the answer to their specific problem faster. It does not matter much if your question overlaps between Triggers and Data, you would get redirected by the people viewing the thread to the correct forum and Moderators would probably even help you by moving your post to the correct forum, so you don't have to create an entirely new thread for it. eg. something you wanted to do in data isn't possible there, but you can do it with triggers, or vise-versa.

    Also you say that they are inactive... if some forums are indeed inactive and not just having low-activity, then we might even be better off without them, since nobody uses them anyway.... While you are confronting the low-activity stuff, because there are few people who use it. or it isn't used that often. The UI Dev forum is a good example of something that people will barely post in. Most of the time that they are working on their map, they are working on functionality (Terrain/Triggers/Data/Models/etc.) but when they come to the part where they say: our UI doesn't suffice they will head over to the UI Dev forum. but if it isn't there then they would not know where to look and would have to browse through all the forums to find the correct one. Which is actually worse because if they ask a question about the UI in the Trigger forum, then nobody would reply to it, because they wouldn't know the answer to the question because it is specifically directed to the UI. my UI Tutorial contains a good number of UI questions on its own. But I would be the only one monitoring that, and it is better to have a forum about UI where multiple people can keep track of the questions and reply to it, because they either have the same problem or had the problem and know the answer, or are willing to check the problem and give a solution.

    And what if you want a custom image made, first stop Artist Tavern while when you are not certain of what you want and are looking for images, then you would go to the Art Assets to browse the art there. When you are looking for Art, you don't want to open a thread that says: Dialog Backgrounds made Easy, and notice that it does not contain Images that can be used as dialog backgrounds, but instead contains a trigger library which holds a trigger that can be used to create and modify the background for dialogs with the specification of the type of image used (Border/Normal/....)

    Or turning it around, you want to make custom images for people because you like working with art programs. You would want to create a thread in which people can place requests for certain images. Having this thread inside a forum where tons of people also post other stuff makes it kinda useless because nobody would notice that you are willing to create images for them. Having the Artist Tavern allows Image designers their own thread and allows them to be found easily.

    So basically I agree with EW as well.

    Posted in: General Chat
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    posted a message on Opening UI Items Using Triggers
    Quote from Zetal: Go

    Hate to be a bother again, but I tried my hand at adding a new button and I got the same error as before >> This is really quite bothersome, lol...

    use dialogs to add additional buttons. blizzard simply doesn't allow users to create custom menubar elements. Also you can not (easily) connect SC2Layout generated buttons with triggers, while it is very easy to connect dialog item generated buttons with triggers.

    so basicly:

    1. create dialog and position next to menubar
    2. hide dialog background
    3. create button for dialog and position it where you want it.
    4. set button image to be the same as the one used by the menu-buttons.
    5. set the button image type to be the same.

    I think that would be it trigger-wise.

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    @Zetal: Go

    ow... just had time to test it myself ;p here is the last problem fixed:

    the first frame line - name="GameUI/UIContainer/ConsoleUIContainer" - should be - name="GameUI/UIContainer/FullscreenUpperContainer"

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
      <Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer" file="GameUI">
        <Frame type="MenuBar" name="MenuBar">
          <BatchImages val="true"/>
          <Frame type="Button" name="MenuButton">           
            <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Max" offset="241"/>
          </Frame>
        </Frame>
      </Frame>
    </Desc>
    

    Also should the Left side anchor not be pos="Min" instead of pos="Max" ? or do you want it offscreen?

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    @Zetal: Go

    the line: <Frame type="MenuBar" name="MenuBarTemplate">
    should be: <Frame type="MenuBar" name="MenuBar">

    didn't notice that the first time....

    Posted in: UI Development
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    posted a message on Attribute offset

    @Shianky: Go

    did not test this but it should work:
    (add the part between the Desc to your layout file)

    <Desc>
        <Frame type='InfoPaneHero' name='GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero' file='GameUI'>
            <Frame type="Label" name="AttributeLabel1">
                <Anchor side="Top" relative="$parent/ExperienceBar" pos="Max" offset="2"/>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers

    @Zetal: Go

    drop the template='....' parts of the frame, that is probably causing the error.

    Posted in: UI Development
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    posted a message on Can I have some assistance

    @irok2002: Go

    if it covers some buttons then just set the <RenderPriority val="500"/> to a lower value for the border. that way it is drawn behind the buttons, instead of infront of them.
    also have you read this information about the anchors?

    you need to move the UnitInfoPanel and set a width on it. don't forget to unset the other anchors.

    Posted in: UI Development
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    posted a message on Patch 1.3.5 - Can't create model frame

    damn that sucks :S

    Would using images instead of models work for your usage?

    Posted in: UI Development
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    posted a message on Can I have some assistance

    added formatting to your post <<code xml>> <</code>> surrounded it with those tags.

    first some notes:

    1. Hiding the stubs inside the console panel might result in the hiding of the graphical bits of those elements. (MinimapStub/InfoStub/CommandStub).
    2. Use Show/Hide UI Frame for hiding unwanted elements, like the controlgrouppanel. (moving out of screen works, but it just isn't that well looking)

    ok now to your question:
    concerning the border, check the anchors set where you define the border image.
    and to your other question:
    you want to move the UnitInfoPanel side ways so just look up what frame setup it needs and then add the required anchors.

    You can look up the required frame setups here

    Posted in: UI Development
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    posted a message on (UNSOLVED) Info Group Panel - Unit icons

    @IliIilI: Go

    as far as I know that specific panel has the contents somewhat hard-coded, we can't change the amount of units shown or the icons size etc.

    Could be that it is possible, and if so then I am also interested in the method.

    Posted in: UI Development
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    posted a message on Opening UI Items Using Triggers
    Quote from Zetal: Go

    Hi! Thanks for checking the topic. =) I'm back with yet another question, haha. Hopefully this won't be that complicated, or simply..not possible. Well, I hope it isn't not possible, but.. Okay shutting up and moving on! lol

    What I mean to ask, is whether it's possible to open the Menu, Message Log, and Help UI's using only triggers. If it's possible, I'd like to shove all of them to the right one 'Button', and put one of my own in there with a more natural looking 'F8' instead of..uh.. F13? lol

    To answer your question: I don't know if that is possible.

    Now to give an alternative :)
    You can actually shrink the size and change the texts of the Menu buttons. so you could for example make them half-size and change the Message Log to simply Log, and just leave achievements out of the list of buttons.
    changing the size of the buttons is done with layout files (see the link in my sig for a tutorial about them)
    Changing the texts is done in the text module. just look for the desired text you want to change, and place your own text instead of it there.

    Edit: you can even use images for the buttons if you want to instead of text. I will probably make a tutorial about how to do that sometime in the future, but if you want to know how just ask and I'll post it when I have some more time.

    Posted in: UI Development
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    posted a message on Prevent same type selection

    first point I need to mention: your question does not affect User Interface but game-play. so it should be under either trigger/data/misc. I will move it to the Misc section.

    Quote from Shianky: Go

    Hi,

    is there a way to prevent same type selection? The selection by double click or by ctrl + click? I heard something about aliases in the Data Editor, though trying out things didn't help, because if I switch off the alias, the unit can't be clicked at all.

    ty

    Greetz, Shianky

    now to your question. the Selection Alias in the data editor is used to determine which other unit types are also selected when you double-click/ctrl-click an unit. It doesn't adjust selection of units of the the same unit type. (e.g. multiple zealots)

    I think the best solution would be having a trigger which triggers on unit selection, and then restricts the selection to 1 unit orso. There might be another solution though.

    Posted in: Miscellaneous Development
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    posted a message on Hero Icon Functionality Issues
    Quote from Zetal: Go

    So I'll start off by saying that I don't really have much to go on for this problem, and I'm not really sure what the problem behind the visual problem is.

    Mainly, the fact that the hero icon in the bottom right occasionally works, and occasionally doesn't work. I change nothing. It just seems to go on-and-off from a game to game basis. As well, the loading screen background seems to occasionally forget what resolution it's supposed to be. Is this normal?

    I do not think it is normal for the loading screen. But at the herobutton check if it always happens when you are zerg. If so then there is a fix for it in my UI tutorial ( see my signiture ) at the section UI bugs and fixes.

    I do not know how to fix the loading screen problem.

    Posted in: Data
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    posted a message on [Solved] Why don't my Dialog Items show up on my dialog?

    @DerNalia: Go

    well I can't say because the x,y positions of your buttons are calculations which could end up negative, because I don't know the formula used.
    or perhaps your global variable hours_on_a_clock is set to 0 so it won't even create the buttons at all.

    hint: Use debug message to check all the calculation results and see if they get generated at the correct locations.
    You can see the entire list of meesages in the debug window (file->preferences->test document->run in window+show trigger debugger or something alike)

    Posted in: UI Development
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