I'm trying to use the HUD consoles for my projects, but I have some problems. First of all I don't have idea how to put the consoles in-game, I just extract the console that I want and import it with the same name of the default, so the game will consider that one for the default, but I don't have idea for the button colors. I do the same thing for all the UI I found, but somethings remain with the default color (green for Terran, brown for Zerg and blue for Protoss). I'm trying to understand how to change the race tint so the buttons of the HUD will have different color. Someone can help me please?
I've been having trouble with this too. What I've done for my mod is create a custom commander for each UI skin, linking in the correct console skin for each. Then use the "Set Player Commander" trigger to set the commander and change the console. Unfortunately, it still doesn't fix the console colors – they'll still appear as the default.
After much testing, what I've figured out is that you have to use a series of triggers on initialization to get the console colors to fix themselves. The trigger series is as follows:
Using triggers, change the player race from the current race to a different one. For some reason, neutral won't work. A custom race will, but it has to have the four-letter identifier of one of the others.
Then have a wait trigger of 0.1 seconds. Without a long enough pause, the fix won't work. You could try it with less, for example a wait of 0.01, but that's when things start getting glitchy. If it doesn't work, change it back to 0.1. If you're still having trouble, increase that to 0.2.
With another trigger, change the player race back to the original race.
With a trigger, set the player commander to the custom commander with the console that you want.
However, if you are working within an individual map and not a mod, you can just eliminate the first two steps and have the starting player race not be the final one. For example, in a Protoss campaign, you can have the starting player race be Terran, then set it to Protoss using triggers and then set the commander.
Unfortunately, switching the race might introduce lag while the triggers resolves, especially if you have to switch the race twice. Also, certain buttons may appear white after a second test without quitting the application in between. (This issue hasn't been giving me trouble on battle.net, but it does appear after more than one subsequent Editor test.) I have no explanation for why this happens, but it might be an issue with custom campaigns.
It's a ridiculous workaround, but I haven't discovered anything better. I haven't found any other way of setting the player console through triggers while getting the correct UI colors. I have no idea why this series of actions works, but it does. If I knew how, I could probably come up with a better workaround, but after many hours of head-scratching I still don't know how Blizzard links the button colors to each console skin. I suspect this is what we'll all be stuck with until Blizzard decides to create a trigger allowing you to choose the console skin like you can with unit skins.
I'm trying to use the HUD consoles for my projects, but I have some problems.
First of all I don't have idea how to put the consoles in-game, I just extract the console that I want and import it with the same name of the default, so the game will consider that one for the default, but I don't have idea for the button colors. I do the same thing for all the UI I found, but somethings remain with the default color (green for Terran, brown for Zerg and blue for Protoss).
I'm trying to understand how to change the race tint so the buttons of the HUD will have different color. Someone can help me please?
In reply to zarxiel93:
I've been having trouble with this too. What I've done for my mod is create a custom commander for each UI skin, linking in the correct console skin for each. Then use the "Set Player Commander" trigger to set the commander and change the console. Unfortunately, it still doesn't fix the console colors – they'll still appear as the default.
After much testing, what I've figured out is that you have to use a series of triggers on initialization to get the console colors to fix themselves. The trigger series is as follows:
However, if you are working within an individual map and not a mod, you can just eliminate the first two steps and have the starting player race not be the final one. For example, in a Protoss campaign, you can have the starting player race be Terran, then set it to Protoss using triggers and then set the commander.
Unfortunately, switching the race might introduce lag while the triggers resolves, especially if you have to switch the race twice. Also, certain buttons may appear white after a second test without quitting the application in between. (This issue hasn't been giving me trouble on battle.net, but it does appear after more than one subsequent Editor test.) I have no explanation for why this happens, but it might be an issue with custom campaigns.
It's a ridiculous workaround, but I haven't discovered anything better. I haven't found any other way of setting the player console through triggers while getting the correct UI colors. I have no idea why this series of actions works, but it does. If I knew how, I could probably come up with a better workaround, but after many hours of head-scratching I still don't know how Blizzard links the button colors to each console skin. I suspect this is what we'll all be stuck with until Blizzard decides to create a trigger allowing you to choose the console skin like you can with unit skins.
In reply to zarxiel93:
You have a tutorial, which I did some time ago.
From that file (Assets.txt) you can change all the textures of the UI, including the races.