found a blank button to use for secret achievement but it still shows the border on hover, so how do I get rid of the border? it has no text inside of it, not even a space, but it still shows a long skinny border when u have mouse hovering on it. otherwise the button works as a secret. ruins the whole thing if u can find the secret by just hovering.
oh and the blank button was default in the game I didn't have to do anything so u would think if they went through the trouble of creating a blank button they would make it completely blank lol.
The texture of the button is in fact a two panels top/bottom which represents the idle (top) and hover (bottom) states. See attached picture 1.
That's not all. The image type rules how the texture is applied to the dialog item, here the button.
- Border : Slices in 4 x 8 squares (= 32). See attached picture 2.
- End Cap : Extends the texture from the middle. See attached picture 3.
- Horizontal Border : Slices in 10 squares, but horizontally. See attached picture 4.
- Nine Slice : Slices in 9 squares.
- Normal : Applies the texture as it is, with box scaling.
- None : No image.
You can identify slices as 4 corners, 4 borders, 1 filler. Remember, if you create your image, that a square has a location and cannot be swapped because it is how the game manages the texture.
And surprise ! For a button, you use "Normal" image type, but your image is a two panels.
thanks, but that didn't help. no matter what I do I cant get rid of the button's highlight tooltip border. it still appears as a long empty space with a border all around it. imagine in the first pic if u got rid of the word hover, the border would just shrink down from top to bottom to a thin line and the left and right would stay the same so basically, the border goes from a rectangle with the word hover to a long thin line with no words.
sorry i didnt explain it well. imagine an engineer bay that can have 16 upgrades and 15 can be seen and used and the 16th one is blank. i have a trigger for an achievement that when the 16th button which is the lower right one is pressed it gives u the achievement. the button is hidden in every way except when you hover over it u can still see that stupid long empty with the border. so I need the button to be unseen but also clickable. not sure I can set up a trigger for when u click on a dialog button. was gonna uploaded a video on a test map to show an example of how it still shows that border, but it says I have reached max mb limit lol
An error has occurred while trying to save the file you uploaded: You have exceeded your maximum upload limit of 4.77 MB. This limit is based on your highest role on the site.
Do you mean something like this (See attached picture 1) ?
I hovered the button on the bottom left of the command card.
If yes :
I successfully hooked up the command card's tooltip.
However, any element of the command card shares the tooltip. That means it's updated according to the button you hover.
I set the background image of the tooltip to a blank image, it helps to hide without explicitly hiding it.
See attached picture 2.
Note : CTRL + ALT + F12 to open the UI debugger in the game.
I followed the tree structure to hook up the intended element.
On the picture 2 : The 1st hook shows that the command card's tooltip is not linked directly to the command panel.
Finally, you must wonder when you change the background image.
Since the tooltip is shared, there are several ways :
- When the player hovers / "un-hovers" the button. => Impossible.
- When the player selects / deselects the building and according to conditions (did all upgrades). => Yes but no, that means there's only 1 button on the command card.
- All tooltips are modified and you don't care. => Yeah ok (wrong).
- You change something else about the tooltip. => Inset values are 15 for top, right, bottom, left. Set to 0 does no effect.
- You change something else about the tooltip. => AnchorFrame has an offset of 15 for bottom and right anchors. Set to 1 does effects, see attached pictures 3 and 4.
Nevertheless, I did the changes in the UI debugger, to find the culprit (See attached picture 5). We now need to do that in triggers.
yeah thats the long blank space with a border I was talking about. sucks its impossible to get rid of. warcraft 3 editor was better in every single way
To fix the mouse hover still appearing you need to catch when the tooltip frame becomes visible.
Also Text fields don't accept text keys. Either use a exact string match w/ escaped xml or property bind. Tooltip fields can use text keys (see below). This also allows for localization to be used as well.
found a blank button to use for secret achievement but it still shows the border on hover, so how do I get rid of the border? it has no text inside of it, not even a space, but it still shows a long skinny border when u have mouse hovering on it. otherwise the button works as a secret. ruins the whole thing if u can find the secret by just hovering.
oh and the blank button was default in the game I didn't have to do anything so u would think if they went through the trouble of creating a blank button they would make it completely blank lol.
Hello,
The texture of the button is in fact a two panels top/bottom which represents the idle (top) and hover (bottom) states. See attached picture 1.
That's not all. The image type rules how the texture is applied to the dialog item, here the button.
- Border : Slices in 4 x 8 squares (= 32). See attached picture 2.
- End Cap : Extends the texture from the middle. See attached picture 3.
- Horizontal Border : Slices in 10 squares, but horizontally. See attached picture 4.
- Nine Slice : Slices in 9 squares.
- Normal : Applies the texture as it is, with box scaling.
- None : No image.
You can identify slices as 4 corners, 4 borders, 1 filler. Remember, if you create your image, that a square has a location and cannot be swapped because it is how the game manages the texture.
And surprise ! For a button, you use "Normal" image type, but your image is a two panels.
Have a nice day.
In reply to Phosphatidylinositol_:
thanks, but that didn't help. no matter what I do I cant get rid of the button's highlight tooltip border. it still appears as a long empty space with a border all around it. imagine in the first pic if u got rid of the word hover, the border would just shrink down from top to bottom to a thin line and the left and right would stay the same so basically, the border goes from a rectangle with the word hover to a long thin line with no words.
Oh. You meant the tooltip, not the button itself.
I tried with empty text for the tooltip, it doesn't show up. See attached pictures.
If it doesn't help, detail how you create your button, please.
In reply to Phosphatidylinositol_:
sorry i didnt explain it well. imagine an engineer bay that can have 16 upgrades and 15 can be seen and used and the 16th one is blank. i have a trigger for an achievement that when the 16th button which is the lower right one is pressed it gives u the achievement. the button is hidden in every way except when you hover over it u can still see that stupid long empty with the border. so I need the button to be unseen but also clickable. not sure I can set up a trigger for when u click on a dialog button. was gonna uploaded a video on a test map to show an example of how it still shows that border, but it says I have reached max mb limit lol
An error has occurred while trying to save the file you uploaded: You have exceeded your maximum upload limit of 4.77 MB. This limit is based on your highest role on the site.
Do you mean something like this (See attached picture 1) ?
I hovered the button on the bottom left of the command card.
If yes :
I successfully hooked up the command card's tooltip.
However, any element of the command card shares the tooltip. That means it's updated according to the button you hover.
I set the background image of the tooltip to a blank image, it helps to hide without explicitly hiding it.
See attached picture 2.
Note : CTRL + ALT + F12 to open the UI debugger in the game.
I followed the tree structure to hook up the intended element.
On the picture 2 : The 1st hook shows that the command card's tooltip is not linked directly to the command panel.
Finally, you must wonder when you change the background image.
Since the tooltip is shared, there are several ways :
- When the player hovers / "un-hovers" the button. => Impossible.
- When the player selects / deselects the building and according to conditions (did all upgrades). => Yes but no, that means there's only 1 button on the command card.
- All tooltips are modified and you don't care. => Yeah ok (wrong).
- You change something else about the tooltip. => Inset values are 15 for top, right, bottom, left. Set to 0 does no effect.
- You change something else about the tooltip. => AnchorFrame has an offset of 15 for bottom and right anchors. Set to 1 does effects, see attached pictures 3 and 4.
Nevertheless, I did the changes in the UI debugger, to find the culprit (See attached picture 5). We now need to do that in triggers.
Unfortunately, we can't change anchors.
This is a dead end.
Have a nice ... night !
In reply to Phosphatidylinositol_:
yeah thats the long blank space with a border I was talking about. sucks its impossible to get rid of. warcraft 3 editor was better in every single way
someone figured it out, its not impossible. you can do this
<?xml version="1.0" encoding="utf-8" standalone="yes"?> <Desc> <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI"> <Frame type="CommandTooltip" name="CommandTooltip"> <FadeTime val="1"/> <StateGroup name="TooltipState"> <DefaultState val="Visible"/> <State name="Hidden"> <When type="Property" frame="$GameUI_CommandPanel/CommandButton14/NormalImage" Texture="Assets\Textures\btn-blank.dds"/> <When type="Property" frame="$GameUI_CommandPanel/CommandButton14" Hovering="True"/> <Action type="SetProperty" Alpha="0"/> </State> <State name="Visible"/> </StateGroup> </Frame>
Ok, that person added a condition for the existing command panel.
Is your background on button 14 (row 3, column 5) always hidden or only when you select your thingy ?
In reply to Phosphatidylinositol_:
always hidden and yes button 14 so its the bottom right button.
I was afraid of "always hidden", so it happens on any selection. That sucks.
I don't think you can get a better result with the standard UI.
Kudos to the person who wrote the XML above.
OMG (deserves the highlight) you made me discover we can override UIs, that's so powerful !
That opens so much more possibilities !
So I tried and modified the previous XML to hide the tooltip like previously but :
- It depends on the Unit's name in the info panel (also called unit status) "InfoPanel".
- New StateGroup for the info panel of the unit (child of the info panel) "InfoPaneUnit".
Note : However, this inherits an odd behavior, the tooltip shows up when you play around with the mouse.
To fix the mouse hover still appearing you need to catch when the tooltip frame becomes visible.
Also Text fields don't accept text keys. Either use a exact string match w/ escaped xml or property bind. Tooltip fields can use text keys (see below). This also allows for localization to be used as well.
Nice work !
I think the "When" tag compares the string in the Text attribute as it is than retrieve the value of a reference beforehand.
Because I already did a label with Text attribute using a reference and worked as expected.
With the property binding brackets "{" && "}", it retrieves the reference's value.
What a trick to create a dummy frame to stock values. Might be useful.
About the Alpha, you obliterate the fading animation with :
But yeah, that's a good workaround if not very concerned about !
Lastly, I discover the "$layer" frame referencing.
Does this reference what's on the current XML sheet / layout (which is extremely useful, headache savior to find frames) ?
In reply to Phosphatidylinositol_:
it was username 321 on the sc2mapster discord that sent me the xml.