why aren't you destroying the hook after you are done with it and hook it again dynamically if needed. now you will have to add everything everyone ever wants to do with the UI as a function to your lib.
Either this or provide accessor/modifer functions. I am curious though, I was not aware that one could unregister the hookups for UI elements.
This could indeed unregister. But also wast performance, since you need to 'rehook/destory everytime + change value' vs. just change value.
Also destorying the hook would make the control uncertain in between, bad for Observer (though this mod doesn't have support for OB yet, but it's a future plan)
i dont think this would affect performance in any way. it's actually just setting a variable which is an atomic action. i guess you can do alot of these within one game frame. in which interval to you change values here?
i dont think this would affect performance in any way. it's actually just setting a variable which is an atomic action. i guess you can do alot of these within one game frame. in which interval to you change values here?
Yes, but this mod is too huge, if you don't save performance in any possible place, they would be added up.
Also when unregisted, control value are unreliable, and would potentially break OB. this played as the main reason of no-unhook.
I'll post this here too, I guess I didn't need to make a separate thread:
- Detonating wisps don't clear blight and they don't seem to drain mana.
- Faerie fire doesn't seem to grant vision of the affected unit.
Renee has moved house several times in months because of work and other real life stuffs. She is busy and tired.
I am pretty sure she will reply you when she gets enough time just like all other friends from SC2mapster, you need to be gentle and patient.
< I generally fix my own problems when I finally get to the breaking point of asking for help.
Could you point me in the proper direction for editing the UI you made? Specifically, I would like to hide the inventory UI, and dim all of your buttons to an 80% fade or so. That bright glow behind the images is a bit awkward in the warcraft world.
I don't have any bug reports or suggestions yet, but just wanted to say THANK YOU SO MUCH for the mod, Renee! :) I just downloaded and tried using it today and it's been amazing so far.
Bug report:
Instantly reviving a structure after death would leave the fire burning. Repairing it doesn't make the fire go away. Haven't found a workaround yet, I tried messing with actors but to no avail. Honestly I am not sure how burning effects work.
Edit: Workaround by removing the flames: Find the validator "Terran Building Burn Down (Filters)" and then EXCLUDE "Revivable" from it. Then make every building you wouldn't want to burn in flames to be Revivable under Flags.
Edit: Another, better workaround I just discovered is using the Data Editor to do everything. Since I just needed the damage nullified I used "Odin Don't Die" combined with a transfer ownership effect.
Thanks for the reply! Okay great news this mod is seriously good you have skills man! Cheers!
So I guess something crazy happened Renee?? The AI will be great though please don't give up!
Oh, guess what?
The good news, is the Orc AI was finished!
The bad news is my network goes wild these days, and I need it fixed before I can successfully upload the AI mod. (Soon)
Great news!! Thanks alot!
Hi,
Great mod Renee!
I do have two quick questions. Forgive me if this not a right place for posting but I didn't want to create a new thread.
1.
How do I remove UpKeep frame?
I've tried:
but it says that upkeep frame is already hooked up and it cannot be done again.
Also, I can't find any respective action that could help me do that.
2.
How do I change UI of the player? For some reason I'm always seeing an Orc UI. Race is selected (Human), also I tried this action:
but it doesn't do anything (at least I can't see anything).
I haven't tested the map online tho.
Thanks!
Regards
Matic
1. I guess the best solution is that I just add a new action the allows you to turn on/off the upkeeper label
2. The change UI thing currently ok works 50%, it acutal change the UI voice to the target race, like 'we are under attack'
why aren't you destroying the hook after you are done with it and hook it again dynamically if needed. now you will have to add everything everyone ever wants to do with the UI as a function to your lib.
@FunkyUserName: Go
Either this or provide accessor/modifer functions. I am curious though, I was not aware that one could unregister the hookups for UI elements.
This could indeed unregister. But also wast performance, since you need to 'rehook/destory everytime + change value' vs. just change value.
Also destorying the hook would make the control uncertain in between, bad for Observer (though this mod doesn't have support for OB yet, but it's a future plan)
i dont think this would affect performance in any way. it's actually just setting a variable which is an atomic action. i guess you can do alot of these within one game frame. in which interval to you change values here?
Yes, but this mod is too huge, if you don't save performance in any possible place, they would be added up.
Also when unregisted, control value are unreliable, and would potentially break OB. this played as the main reason of no-unhook.
I'll post this here too, I guess I didn't need to make a separate thread: - Detonating wisps don't clear blight and they don't seem to drain mana. - Faerie fire doesn't seem to grant vision of the affected unit.
Hello, my suggestion is to answer. I have wrote you several times via skype, mapster and email and you dis not respond.
@Nikanorius: Go
Renee has moved house several times in months because of work and other real life stuffs. She is busy and tired. I am pretty sure she will reply you when she gets enough time just like all other friends from SC2mapster, you need to be gentle and patient.
< I generally fix my own problems when I finally get to the breaking point of asking for help.
Could you point me in the proper direction for editing the UI you made? Specifically, I would like to hide the inventory UI, and dim all of your buttons to an 80% fade or so. That bright glow behind the images is a bit awkward in the warcraft world.
Thanks.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Change UI in War3 Mod is no difference with change UI in SC2
A override will do the job
<Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
</Frame>
I don't have any bug reports or suggestions yet, but just wanted to say THANK YOU SO MUCH for the mod, Renee! :) I just downloaded and tried using it today and it's been amazing so far.
@misaochaaan: Go
Thanks, expect a big update coming this week:)
Bug report: Instantly reviving a structure after death would leave the fire burning. Repairing it doesn't make the fire go away. Haven't found a workaround yet, I tried messing with actors but to no avail. Honestly I am not sure how burning effects work.
Edit: Workaround by removing the flames: Find the validator "Terran Building Burn Down (Filters)" and then EXCLUDE "Revivable" from it. Then make every building you wouldn't want to burn in flames to be Revivable under Flags.
Edit: Another, better workaround I just discovered is using the Data Editor to do everything. Since I just needed the damage nullified I used "Odin Don't Die" combined with a transfer ownership effect.
This post fked up, dont know how to add new lines, gonna rewrite it.