if you hide the info panel via triggers, it would disappear.
The only way to do this is to use layout files. a.k.a modifying the UI.
I have moved the behavior panel around the screen myself, although it stays vertically aligned and you cant really change anything about its size i think.
I am very sure Helral would be more than a professional regarding UI modifying, so i recommend asking help from him :D. check 'UI tutorials' on his signature if you need a guide.
However, modifying the size of the icons won't help you at all, because there is no way to modify the offset between the icons. If you make them larger, they will overlap one-another.
@Trieva: Go
However, modifying the size of the icons won't help you at all, because there is no way to modify the offset between the icons. If you make them larger, they will overlap one-another.
This is wrong.
These icons are twice as big as by default and work properly. You just need to alter the bar and the icon template...
The icon template holds the size of the icon. The bar holds the size of the whole thing and determines which area you need to hover over to have the tooltip displayed.
You could make your own using dialogs... not sure if that would do everything you need it to....... but you should be able to get most the info you would need to display from the behaviors datafields
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However, modifying the size of the icons won't help you at all, because there is no way to modify the offset between the icons. If you make them larger, they will overlap one-another.
Sorry to bump this, but I'm trying to figure out how this works, can someone post an example of how you do this? I get weird errors about frames being Blizzard Only or not being found. Code is:
Trigger "Acquire Behavior"
Unit - Any Unit has Any change Activate
blablabla code
Trigger "Remove Behavior"
Unit - Any Unit has Any change Deactivate
blablabla code
Also 2 core actions:
UI Behavior Process for showing cooldown on behavior itself
UI Behavior Remove for removing behavior
and 3 support functions:
UI Behaviors Find Current Index
UI Behaviors Find Last Index
UI Behaviors Find Current Index By Behavior
So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:
+ it supports itself (u just need your behavior have an alignment, icon, text and not hidden)
- its limited for only 1 hero use
- it bugs with fast behaviors (very small duration) (so u should hide this type of behaviors and make all ur tech behaviors hidden)
Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors)
If u want u can contact me via Fen1lkz.514@EU
some screens:
at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
at second screen we have stimpack behavior with my system
i repeat - tooltips for them not a problem, i just turned them off
Yeah that's a really cool system you got, but for an RTS with 999 behaviors being added it doesn't quite fit, I'd rather just edit the Behavior Bar layout if it would let me, no idea why it's blocking me and with "Blizzard only" errors no less, already posted the code if anyone wants to look.
short necro, to edit templates you have to change the file reference: <Frame type="BehaviorIcon" name="BehaviorIconTemplate" file="BehaviorBar">
resizing is indeed possible, they dont overlap, maximum is 6 whatever height it has
Hi there. Is it possible to setup buffs in horizontal row?
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
@xxxNEARBYxxx: Go
not afaik. But I could be wrong.
Looks like behavior frame from info panel. But it (info panel) hiden via triggers. Is there any ways to detach it from info panel.. or something?
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
if you hide the info panel via triggers, it would disappear.
The only way to do this is to use layout files. a.k.a modifying the UI.
I have moved the behavior panel around the screen myself, although it stays vertically aligned and you cant really change anything about its size i think.
I am very sure Helral would be more than a professional regarding UI modifying, so i recommend asking help from him :D. check 'UI tutorials' on his signature if you need a guide.
If my info panel hidden by the triggers it also hides behavior panel =(
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
Huh huh, rise up necro! Still no ideas how to make them horizontal? Or upside down? :(
only thing that i got to work is behavior icon sizes, with sc2layout override
We can edit the icon size and the tooltip area, atm.
I wish we could alter the orientation, too. Maybe with patch 2.0.4...
@Trieva: Go
Use layout files to modify this template:
It's in the BehaviorBar layout file.
However, modifying the size of the icons won't help you at all, because there is no way to modify the offset between the icons. If you make them larger, they will overlap one-another.
This is wrong.
These icons are twice as big as by default and work properly. You just need to alter the bar and the icon template...
The icon template holds the size of the icon. The bar holds the size of the whole thing and determines which area you need to hover over to have the tooltip displayed.
@Ahli634: Go
Hmm, makes sense to me... I was just reporting what I'd heard before, but I guess I should have verified it.
@xxxNEARBYxxx: Go
You could make your own using dialogs... not sure if that would do everything you need it to....... but you should be able to get most the info you would need to display from the behaviors datafields
@SouLCarveRR: Go
You could get more, in fact. I've created a custom behavior bar that displayed 8 behaviors instead of 6, and had a text duration countdown on each.
Sorry to bump this, but I'm trying to figure out how this works, can someone post an example of how you do this? I get weird errors about frames being Blizzard Only or not being found. Code is:
@zorbotron: Go
im using my trigger-built system. however it is pretty bad and i hope for some day i'll rewrite it and release to public
Well, what trigger functions do you use for this? Can you edit the frames or do you have to make a "fake" behavior bar?
@zorbotron: Go
im using this system:
Trigger "Acquire Behavior"
Unit - Any Unit has Any change Activate
blablabla code
Trigger "Remove Behavior"
Unit - Any Unit has Any change Deactivate
blablabla code
Also 2 core actions:
UI Behavior Process for showing cooldown on behavior itself
UI Behavior Remove for removing behavior
and 3 support functions:
UI Behaviors Find Current Index
UI Behaviors Find Last Index
UI Behaviors Find Current Index By Behavior
So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:
Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors)
If u want u can contact me via Fen1lkz.514@EU
some screens:
at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
at second screen we have stimpack behavior with my system
i repeat - tooltips for them not a problem, i just turned them off
Yeah that's a really cool system you got, but for an RTS with 999 behaviors being added it doesn't quite fit, I'd rather just edit the Behavior Bar layout if it would let me, no idea why it's blocking me and with "Blizzard only" errors no less, already posted the code if anyone wants to look.
short necro, to edit templates you have to change the file reference:
<Frame type="BehaviorIcon" name="BehaviorIconTemplate" file="BehaviorBar">
resizing is indeed possible, they dont overlap, maximum is 6 whatever height it has
Long necro, i've been asked to post my behavior system, here it is
type in chat:
hero
upgrade
then use stimpack