I realized a problem though, since my map is diablo style you never technically have your hero selected; everything is simulated through triggers. This means that I couldn't use the inventory UI from Blizzard because it only shows up when your hero is selected... oh well. Dialogs here I come.
don't think that that is possible with the sc2layout files :( although you might be able to bind a certain GameUI data to a certain player at some point....
Did someone remove the other big SC2Layout thread? If yes, my last questions;
How can you add a tooltip to an UI element (such as a button)?
Is there a way to read/write a value from a SC2Layout-based progressbar or else by using triggers?
Did anyone manage to move the "InfoPaneGroup" frame within the "InfoPanel" (sounds easy but really isn't)?
I have got a problem as well. When rightclicking an item in the inventory you can move it around and the item icon is displayed next to your mouse cursor. For some reason the icon is displayed with an offset of about 500 to the right for me.
And I can't find where to set the position of the icon...
If I switch the $parents with $this, the container collapses, so I am quite sure, I have the correct frame here. But whatever I use as offset, it does not change anything.
I also tried using $parent for all anchors, switching Min and Max, every offset positive and negative in different combinations. I got exactly 2 results: standard container with no change at all, or entirely collapsed container, showing a small part (ca 4*10 pixels or something) of the model.
I would like to move the Transmission Portrait, but I was not able to find it at all. Help? ;)
As I said in IRC (but others might not know it yet)
use triggers for the portraits.
Cinematic Portrait function retrieves the portrait at a given side.
and then you can adjust that portrait using the other portrait functions
I have got a problem as well. When rightclicking an item in the inventory you can move it around and the item icon is displayed next to your mouse cursor. For some reason the icon is displayed with an offset of about 500 to the right for me.
And I can't find where to set the position of the icon...
Location of the inventory cusor image:
GameUI/UIContainer/ConsoleUIContainer/InventoryPanel/Cursor
If I switch the $parents with $this, the container collapses, so I am quite sure, I have the correct frame here. But whatever I use as offset, it does not change anything.
I also tried using $parent for all anchors, switching Min and Max, every offset positive and negative in different combinations. I got exactly 2 results: standard container with no change at all, or entirely collapsed container, showing a small part (ca 4*10 pixels or something) of the model.
The thing about inventory panels is that they are repositioned in-game. so basicly the offsets are reset, also the right or left anchor is defined in the inventory ability itself. so you can only adjust the relative value of that. I think you should be able to move it up and down, but not left and right.
on the tutorial the anchoring is mostly relative to $parent and $this.
What if I want the anchoring to be relative to another UIFramePanel? i.e. I want to move my infopanel relative to the commandpanel. (I know if under the same Frame Panel you can do $parent/UIFramechile. But what if u want to anchor minimappanel to commandpanel?)
it doesn't seem possible to adjust the location of that frame. this is probably due to the fact that it is filled with information depending on the amount and which units are selected.
since you've already said on IRC that you've got it hidden, I'll just mention the method you used. (Although most people will probably not need this.)
The method used by Maknyuzz to hide the Unitgroup panel was making the Infopanel at least 3 times as high compared to the distance from the top of the infopanel to the bottom of the screen.
Quick question though, do you guys build your UI based on widescreen resolutions? or there a "safe" resolution to make the UI around?
Because I have some sorta important stuff around the edges such as minimap, and some inventory, and while on 1440 X 900 or bigger widescreen resolutions its fine and everything fits
but on some funky resolutions that look warped like 1024 X768, some of the custom UI layout is off the screen...
Should I just disregard the fact that on some resolutions the UI is unusable, and instead just focus on the more common widescreen players?
I usually use the anchor left and right with the min/mid/max pos to keep everything onscreen. as does blizzard.
for example, the default Minimap, CommandPanel and InfoPanel are positioned as follows:
Minimap - Left Min (Left side aligned to left of screen)
CommandPanel - Right Max (Right side aligned to right of screen)
InfoPanel - Left Mid, Right Mid (centered onscreen)
Using such a setup will cause them to be always visible onscreen. Then you'd only have that the UI looks nicest on widescreen but it still is useable on non-widescreens.
The commandpanel that I posted above is too big for most non widescreen screens, though (in combination with lets say the unit info panel). Eventually I will probably go back to two rows..or move a part of it...
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I'm wondering here... think its possible to have different UI overrides for different players in a map? So that players can have different UI?
@Helral: Go
Yeah of course :D
I realized a problem though, since my map is diablo style you never technically have your hero selected; everything is simulated through triggers. This means that I couldn't use the inventory UI from Blizzard because it only shows up when your hero is selected... oh well. Dialogs here I come.
@SaucySC: Go
don't think that that is possible with the sc2layout files :( although you might be able to bind a certain GameUI data to a certain player at some point....
Helral, you rock
Did someone remove the other big SC2Layout thread? If yes, my last questions;
My UI is almost ready now. Take a look
other thread's last post
I would like to move the Transmission Portrait, but I was not able to find it at all. Help? ;)
I have got a problem as well. When rightclicking an item in the inventory you can move it around and the item icon is displayed next to your mouse cursor. For some reason the icon is displayed with an offset of about 500 to the right for me.
And I can't find where to set the position of the icon...
I have problems, when trying to move frames. I tried to move several frames around, and all of them cause problems.
Currently, I am struggling with the inventory container: I copied the exact values of your anchors from the minimap example, and it won't move!
It looks like this now:
If I switch the $parents with $this, the container collapses, so I am quite sure, I have the correct frame here. But whatever I use as offset, it does not change anything.
I also tried using $parent for all anchors, switching Min and Max, every offset positive and negative in different combinations. I got exactly 2 results: standard container with no change at all, or entirely collapsed container, showing a small part (ca 4*10 pixels or something) of the model.
As I said in IRC (but others might not know it yet)
use triggers for the portraits.
Cinematic Portrait function retrieves the portrait at a given side.
and then you can adjust that portrait using the other portrait functions
Location of the inventory cusor image:
GameUI/UIContainer/ConsoleUIContainer/InventoryPanel/Cursor
The thing about inventory panels is that they are repositioned in-game. so basicly the offsets are reset, also the right or left anchor is defined in the inventory ability itself. so you can only adjust the relative value of that. I think you should be able to move it up and down, but not left and right.
I have Q on UI Frame Border.
What do I specify in the texture val? I saw your tutorial's value is "@@UI/name" What is that value really mean/signify?
Thanks
there is an explenation on the wiki about that value and some other as well, might be interesting to read:
SC2Layout: Special Terms or Symbols
Thanks Helral!
Hi I have another Q on anchoring/positioning.
on the tutorial the anchoring is mostly relative to $parent and $this.
What if I want the anchoring to be relative to another UIFramePanel? i.e. I want to move my infopanel relative to the commandpanel. (I know if under the same Frame Panel you can do $parent/UIFramechile. But what if u want to anchor minimappanel to commandpanel?)
What do I put as the relative value?
@Maknyuzz: Go
it doesn't seem possible to adjust the location of that frame. this is probably due to the fact that it is filled with information depending on the amount and which units are selected.
since you've already said on IRC that you've got it hidden, I'll just mention the method you used. (Although most people will probably not need this.)
The method used by Maknyuzz to hide the Unitgroup panel was making the Infopanel at least 3 times as high compared to the distance from the top of the infopanel to the bottom of the screen.
How do you stretch the command card out in a single row along the bottom of the screen?
I got the command card to move to left and on bottom, but its still in the shape of a square and some commandbuttons are below the screen
<Frame type='CommandPanel' name='GameUI/UIContainer/ConsoleUIContainer/CommandPanel'
file='GameUI'
<Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="50"/>
<Height val="120"/>
<Width val="1000"/>
</Frame>
What would I add to make the command buttons into a single line along the bottom?
Thanks
This moves the command buttons to the middle of the screen and stretches it into a row.
Thanks!, That worked out great!
Quick question though, do you guys build your UI based on widescreen resolutions? or there a "safe" resolution to make the UI around?
Because I have some sorta important stuff around the edges such as minimap, and some inventory, and while on 1440 X 900 or bigger widescreen resolutions its fine and everything fits
but on some funky resolutions that look warped like 1024 X768, some of the custom UI layout is off the screen...
Should I just disregard the fact that on some resolutions the UI is unusable, and instead just focus on the more common widescreen players?
@HatsuneMikuMegurine: Go
I usually use the anchor left and right with the min/mid/max pos to keep everything onscreen. as does blizzard.
for example, the default Minimap, CommandPanel and InfoPanel are positioned as follows:
Using such a setup will cause them to be always visible onscreen. Then you'd only have that the UI looks nicest on widescreen but it still is useable on non-widescreens.
The commandpanel that I posted above is too big for most non widescreen screens, though (in combination with lets say the unit info panel). Eventually I will probably go back to two rows..or move a part of it...