Only top-most frame nodes should be formatted with the full path and the filename attributes, the rest frames are relative to their ancestors.
In the source it's like:
<?xml version="1.0" encoding="utf-8" standalone="yes"?><Desc><Frametype="Frame"name="GameUI/UIContainer/ConsoleUIContainer"file="GameUI"><Frametype="SomeFrame"name="SomeFrame">
....
</Frame></Frame><!-- Another global frame --><Frametype="Frame"name="GameUI/UIContainer/FullscreenLowerContainer"file="GameUI"><Frametype="FrameType"name="FrameName">
...
</Frame></Frame></Desc>
This is why it's better to have a single global frame like the UIContainer to start building the tree, instead of multiple
global frames; IMO at least.
Okay I've worked out how things are moved around and I understand how anchors work with parents.
But I still have an issue turning off the battle.net mic background image.
Okay I've worked out how things are moved around and I understand how anchors work with parents. But I still have an issue turning off the battle.net mic background image.
I see you're using "<Visible val='False'/>". it is known that this does not always work. So far as I have found it doesn't work for elements which are made visible by the game itself, like: UnitInfo, InfoPaneGroup, BattleNetButtonMicrophoneFrameImage, etc.
To hide these elements you need to move them offscreen using an offset, or use the trigger equivalent action to hide them.
Okay I had heard you mention in other post about game controlled elements but I never made the connection until now what that means. So like MissionTimePanel and Battle.Net stuff.
Okay thanks for your help I moved it and its safely hidden out of view for anyone not using two or more monitors to play StarCraft2. Also something thats worth mentioning in your tutorials is that screen size can effect how your UI appears. I had to adjust mine a lot for it to be see-able on all resolutions.
im so noob im having a hard time understanding this dam UI layouts thing ( fully new to UI editing )
what i understand is .
for example if i wana move my mini map to the top right corner , all i need to do is open up the sc2 txt file and copy past your layout into it?? or import it in the editor?
Also reguarindg your video tutorial . its starts off and the fiels are alredy open , i have no idea witch file that is.
is their a bigginer difficulty tutorial some where ? lol im just really scared to just break my map and not know how to fix it .
for example if i wana move my mini map to the top right corner , all i need to do is open up the sc2 txt file and copy past your layout into it?? or import it in the editor?
lol im just really scared to just break my map and not know how to fix it .
fixing problems caused by UI layout files can take time if you want an UI to be perfect.
If you want to try it and it breaks, you can return to the point without the UI layout adjustment. You do this by simply remove the files from the map.
Also reguarindg your video tutorial . its starts off and the fiels are alredy open , i have no idea witch file that is.
Can you be more precise of which bits you want to have explained better. I might add another tutorial, or add notes to those parts of the tutorial to explain those bits then.
I've been trying to adjust the "BehaviorBar" so that the buttons are bigger and it displays horizontally. The icon size isn't changing and the size of the bar doesn't seem to effect button positioning. So what am I doing horribly wrong?
I might be wrong but the behavior icons' alignment is hard coded; i.e. cannot be modified through layout modifications.
You can however resize the icons but they won't be horizontally aligned. To change the icon size you need to modify the
BehaviorIconTemplate element which is defined in BehaviorBar.SC2Layout. Example:
Yeah, I've been doing just that, and it crashes my game about half the time on map test. I don't think overriding the template is a good idea. Still, I haven't found another way to do it. The way things are going it looks like I'll have to leave the icons at default size...
When i add the triggers to hide the UI ( like in your vid tutorial ) i get a completly blanck UI , and when i take them off i get the Layout i made but with the UI in the background .
No, none of the stubs are hidden. Anyways it's fine, map now doesn't need cinematic mode no more.
BTW Helral, is there a way to modify the Game Menu UI (when you press F10)?
think there is a way to adjust it using triggers. Haven't looked at the menu itself yet.
(doubt that you can change anything but perhaps the background images and button images. although I find that also not very possible)
@gamemore: Go
Only top-most frame nodes should be formatted with the full path and the filename attributes, the rest frames are relative to their ancestors. In the source it's like:
This is why it's better to have a single global frame like the UIContainer to start building the tree, instead of multiple global frames; IMO at least.
Oh wow thank you so much. I'll be reviewing all the changes you made. But I see your point about being a main Frame. Thanks for your help and time.
Okay I've worked out how things are moved around and I understand how anchors work with parents. But I still have an issue turning off the battle.net mic background image.
I believe I have a simple Code Error:
I have my full Layout attached.
I see you're using "<Visible val='False'/>". it is known that this does not always work. So far as I have found it doesn't work for elements which are made visible by the game itself, like: UnitInfo, InfoPaneGroup, BattleNetButtonMicrophoneFrameImage, etc.
To hide these elements you need to move them offscreen using an offset, or use the trigger equivalent action to hide them.
Okay I had heard you mention in other post about game controlled elements but I never made the connection until now what that means. So like MissionTimePanel and Battle.Net stuff.
Okay thanks for your help I moved it and its safely hidden out of view for anyone not using two or more monitors to play StarCraft2. Also something thats worth mentioning in your tutorials is that screen size can effect how your UI appears. I had to adjust mine a lot for it to be see-able on all resolutions.
And of course Thanks for your Hard work and Help.
im so noob im having a hard time understanding this dam UI layouts thing ( fully new to UI editing )
what i understand is .
for example if i wana move my mini map to the top right corner , all i need to do is open up the sc2 txt file and copy past your layout into it?? or import it in the editor?
Also reguarindg your video tutorial . its starts off and the fiels are alredy open , i have no idea witch file that is.
is their a bigginer difficulty tutorial some where ? lol im just really scared to just break my map and not know how to fix it .
That's ok. :) this thread is here to learn stuff about the UI editing anyway :)
Usage of custom layout files is explained here:
How to use custom layout files in your map
Have you looked at the written tutorial above it?
fixing problems caused by UI layout files can take time if you want an UI to be perfect.
If you want to try it and it breaks, you can return to the point without the UI layout adjustment. You do this by simply remove the files from the map.
Can you be more precise of which bits you want to have explained better. I might add another tutorial, or add notes to those parts of the tutorial to explain those bits then.
I've been trying to adjust the "BehaviorBar" so that the buttons are bigger and it displays horizontally. The icon size isn't changing and the size of the bar doesn't seem to effect button positioning. So what am I doing horribly wrong?
I might be wrong but the behavior icons' alignment is hard coded; i.e. cannot be modified through layout modifications. You can however resize the icons but they won't be horizontally aligned. To change the icon size you need to modify the BehaviorIconTemplate element which is defined in BehaviorBar.SC2Layout. Example:
Yeah, I've been doing just that, and it crashes my game about half the time on map test. I don't think overriding the template is a good idea. Still, I haven't found another way to do it. The way things are going it looks like I'll have to leave the icons at default size...
hey having problems with this.
When i add the triggers to hide the UI ( like in your vid tutorial ) i get a completly blanck UI , and when i take them off i get the Layout i made but with the UI in the background .
any ideas?? (pic bellow )
@Selfcreation: Go
use the Hide/Show UI Frame -> Hide, Console Panel
yeah , i tryed that and i get the same end resault :(
in the second pic , nothing is there , but it is , its just invisible. i can click ont he spell and everything but i cant see it :(
@Selfcreation: Go
SC2 Layout content for hiding those console background elements:
@Helral: Go
No, none of the stubs are hidden. Anyways it's fine, map now doesn't need cinematic mode no more.
BTW Helral, is there a way to modify the Game Menu UI (when you press F10)?
Also, is there a way to change the TimerWindow under the file TriggerWindowPanel.SC2Layout? It isn't a child of either GameUI or TriggerWindowPanel.
@SphereOfSilence: Go
Ok I found the way. Posting here just in case anyone wants to know.
think there is a way to adjust it using triggers. Haven't looked at the menu itself yet.
(doubt that you can change anything but perhaps the background images and button images. although I find that also not very possible)
@Helral: Go
There is a way to modify the F10 Game Menu. You use triggers to do it.
There are two versions for the following items. One for normal game menu and one for custom game menu.
This one opens the custom game menu.