Alright Helral... Im trying to implement this in my map... where I want to set all UI components other then the mini map to be visible false...
but your steps dont make any sense in what I should do....
I have down loaded the UI file rar....
You refer to the files as .xml... but i dont see any .xml files I see only .SC2layout files.... I know those contain xml but im not sure If I should import them with this extention or I should change them.....
You also say we need to remove the original files from the map before importing... how is that possible...
You say to use <Visible val="false"/> .... thats not proper xml in my book that needs to be added to one of the xml nodes.... which one.... is there an example of where abouts i should put that or does it work on any xml node?
sorry im a bit drunk at the moment trying to do this.... but yeah
Ugh this takes me back to editing the "Ever Quest UI"
Now my most important quenstion, can you change the layout for one player and keep it for the others? I didn't get if since we are changing the default layout, can there be another one?
The thing you mention in your startpost that the select target shows up wrong can be fixed in the CommandTargetName element in the CommandPanel file. If you change for example the offset of the left Anchor to -200 if shows up nicely to the left of it:
And as many more people have mentioned before, the <Visible val="false"/> doesn't work all the time, maybe this has something to do with the templates?
The first time I set the visible stuff it did work, but when I tried again in a new map it failed. It looks like visible only affects the current frame and only the visual bits of it, not the child nodes. The best way to hide it atm is to just move the frame outside the screen.
I'll be uploading new UI files with a clean UI bottom, it moves all UI elements outside the screen at the bottom.
Don't know when I'll be uploading these though.
Alright Helral... Im trying to implement this in my map... where I want to set all UI components other then the mini map to be visible false...
but your steps dont make any sense in what I should do....
I have down loaded the UI file rar....
You refer to the files as .xml... but i dont see any .xml files I see only .SC2layout files.... I know those contain xml but im not sure If I should import them with this extention or I should change them.....
You also say we need to remove the original files from the map before importing... how is that possible...
You say to use <Visible val="false"/> .... thats not proper xml in my book that needs to be added to one of the xml nodes.... which one.... is there an example of where abouts i should put that or does it work on any xml node?
sorry im a bit drunk at the moment trying to do this.... but yeah
Ugh this takes me back to editing the "Ever Quest UI"
UI.rar contains all the UI SC2Layout XML files. (XML files using the extension SC2Layout.)
The .SC2Layout files are .XML files with a different extension. if you have a XML editor you can use that if you want to edit the content of these files. I myself use notepad.
If you've imported the files then you need to remove them before importing the new versions, this is due to some sort of bug that prevents replacing of the files somehow. (don't ask me why, I just noticed that some changes did take effect when I removed the old one and then added the new one.)
<Frame ... ><Visible val='false'/> .... </Frame> that is the xml structure that I used in my first tests. now I'm hiding the graphical stuff using that, and the Frames that use templates I move outside the screen with <Frame ... > <Anchor side='Bottom' relative='$parent' pos='max' offset='500'/> </Frame>.
Not using SC2Layout files. but what you can do is create 2 layout templates, create 1 dialog that covers the entire screen, have 1 template exactly as the default setup, and the other custom made. then just set the template you want by setting the template for a dialog item that fills the entire screen.
Is it also possible to change the position of the tooltip frame (for abilities, items and stuff)?
I heard from someone else it wouldn't be possible, which is a bit troublesome.
Is it possible to add our own commenting to these layout files? Or have you found that causes games to crash as wel.
Can we add more line returns as well?
So "GameUIData.SC2Layout" is for in game dialog templates?
And the pieces of the in-game UI all have thier own .SC2Layout file? Such as your example that uses the "CommandPanel.SC2Layout" file.
Heres a list of the files in that UI rar, Ill add them to the wiki. I uploaded the commandpanel file.... take a look helral and decide what you think of the way I have listed up there. It links to the xml file and displays it in browser which is what I was looking for.
you can add more frames to the end of a frame/setup so you would prolly be able to add comments as well.
When you say add more "frames" your talking about what exactly.... making new dialog templates?
I have yet to work with the new dialog templates that have been added. I was under the impression that they are slightly predefined dialogs for use on the "panels"?
I was kinda wondering if we can add commenting to the middle of the XML document.... I like to add alot of comments to XML files that I editor periodically
ConsolePanel.SC2Layout and GameUI.SC2Layout are the 2 primary SC2Layout files.
Not sure what you mean by they are the primary ones..... though I havent had enough time to spend much time looking through the GameUI one, and for the ConsolPanel Im not even sure what that one refers too
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First you've got a list of the default frames inside that first frame, and after that you can add new frames.
I did that for an UI that I'm currently creating for EternalWraith.
I will add a tutorial piece about it this weekend I hope.
They are the general ones because of this reason:
ConsolePanel.SC2Layout determines the backgrounds for the bottom area, and also blocks mouse clicks in that area to have effect on the map. (since it should affect only the UI, it's done using the Stubs listed in that SC2Layout.)
GameUI.SC2Layout contains the connections for the entire UI, (didn't see ConsolePanel linked there, but might have missed it. :P )
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EDIT: Solved.
A bug I noticed when I was playing about yesterday:
Visible false sometimes fails if you import the file over an existing one.
try removing the old file save import the new file.
@Helral: Go
I like the new addition of 15x1... maybe I'll revisit my WoW tutorial and make a new one...
@Kanaru: Go
I had read this before the edit, how did you solve it?
@Helral: Go
Alright Helral... Im trying to implement this in my map... where I want to set all UI components other then the mini map to be visible false...
but your steps dont make any sense in what I should do....
sorry im a bit drunk at the moment trying to do this.... but yeah
Ugh this takes me back to editing the "Ever Quest UI"
Now my most important quenstion, can you change the layout for one player and keep it for the others? I didn't get if since we are changing the default layout, can there be another one?
@Helral: Go
The thing you mention in your startpost that the select target shows up wrong can be fixed in the CommandTargetName element in the CommandPanel file. If you change for example the offset of the left Anchor to -200 if shows up nicely to the left of it:
<Anchor side="Left" relative="$parent/CommandTargetImage" pos="Max" offset="-200"/>
And as many more people have mentioned before, the <Visible val="false"/> doesn't work all the time, maybe this has something to do with the templates?
@nexius22: Go
The first time I set the visible stuff it did work, but when I tried again in a new map it failed. It looks like visible only affects the current frame and only the visual bits of it, not the child nodes. The best way to hide it atm is to just move the frame outside the screen.
I'll be uploading new UI files with a clean UI bottom, it moves all UI elements outside the screen at the bottom.
Don't know when I'll be uploading these though.
@Helral: Go
Ok nice :)
@elunder: Go
Not using SC2Layout files. but what you can do is create 2 layout templates, create 1 dialog that covers the entire screen, have 1 template exactly as the default setup, and the other custom made. then just set the template you want by setting the template for a dialog item that fills the entire screen.
or something like that ;p needs more testing :)
Is it also possible to change the position of the tooltip frame (for abilities, items and stuff)?
I heard from someone else it wouldn't be possible, which is a bit troublesome.
@s3rius: Go
it's a seperate frame ;) so yes.
@Helral: Go
Is it possible to add our own commenting to these layout files? Or have you found that causes games to crash as wel.
Can we add more line returns as well?
So "GameUIData.SC2Layout" is for in game dialog templates?
And the pieces of the in-game UI all have thier own .SC2Layout file? Such as your example that uses the "CommandPanel.SC2Layout" file.
Heres a list of the files in that UI rar, Ill add them to the wiki. I uploaded the commandpanel file.... take a look helral and decide what you think of the way I have listed up there. It links to the xml file and displays it in browser which is what I was looking for.
@SouLCarveRR: Go
you can add more frames to the end of a frame/setup so you would prolly be able to add comments as well.
ConsolePanel.SC2Layout and GameUI.SC2Layout are the 2 primary SC2Layout files.
@Helral: Go You lost me a bit there.
I was kinda wondering if we can add commenting to the middle of the XML document.... I like to add alot of comments to XML files that I editor periodically
Not sure what you mean by they are the primary ones..... though I havent had enough time to spend much time looking through the GameUI one, and for the ConsolPanel Im not even sure what that one refers too
Is it the WorldTooltip.SC2Layout which has the tooltips?. I`ve tried modifying it and didn`t notice any changes once imported.
Thanks for the awesome explainations Helral!
I'm having a problem with hiding frames for Observers (eg, Spectators and Referees), any idea why that would be?
@malkavianVision: Go
For abilities/commands you can change the tooltip position with the CommandTooltip element in the CommandPanel file
@emjay1988: Go
if hiding fails try moving them out of sight (change the <Anchor side='...' ... /> value so that the screen is outside the map)
@SouLCarveRR: Go
The frames I'm talking about are setup like this:
First you've got a list of the default frames inside that first frame, and after that you can add new frames.
I did that for an UI that I'm currently creating for EternalWraith.
I will add a tutorial piece about it this weekend I hope.
They are the general ones because of this reason: