should be possible... I'll take a look into it tomorrow
Also you could try to create a dialog handle which is linked to the inventory panel, and then move the inventory panel so that the inventory items line-up with the other ones.
Edit: haven't had time to look, other things kept distracting me.
yeah, that works... but with that there come two more issues....
1st the unit info frame is also disabled for clicking. (the que isn't deletable anymore with a simple klick then and unselecting units off the selected group of units wont work as well)
I can unselect units (shift+click). so the unit info frame isn't disabled.
Actions that are also listed in the command panel are indeed disabled like: remove an unit from the queue. (hotkey: esc, removes the last item in the queue)
2nd all right click commands such as auto repair of scv's and mules won't work anymore...
Is there a simple way to fix these two things?
rightclick using keyboard: alt+hotkey
well either you cannot use it at all or you can use it....
The blizzard map probably uses a blizzard-map-only function...
I am literally just trying to make use of the Observed Type Dialog setter, to create a unique new dialog, and display it just to the observers (Default Observed Type Preset). But there are a bunch of weird things I do not understand and can't force my way through with all the crashes or false compiles.
It seems that you can make dialogs only visible to observers by using the following 2 actions in sequence:
Show Dialog for All Players
Hide Dialog for Active Players
take a look at this list of tutorials.
They're all about User interface. There are several about using Dialogs and Dialog items to display custom stuff to players.
with inventory bags you mean those buttons which can contain either bags which you can open or items:
<Frame type='InventoryContainer' name='GameUI/UIContainer/ConsoleUIContainer/InventoryPanel/InventoryButtons' file='GameUI'>
That is the frame which contains these buttons. Buttons are named Button00 through Button05.
for exact notation per button you can use this site of mine. just hit ctrl+f on it and type inventorybuttons, and you'll find the notations.
Do the buttons of the hookup work as expected? I've done something like that before but back then the hookup functionality did not exist yet. and you could not use items that were listed in the frame. but you could use them if you opened up the inventory the normal way.
Edit: just saw the post in the general forum. it seems that the functionality is available. nice :)
From your code snippit all I can see is that you are creating a frame with the name "LifeLabel" as a child of Infopanel. Because the existing frame with the name "LifeLabel" is a child of Infopanel/UnitPanel and not a child of Infopanel.
The reason why it appears in the center is because you did not reset the right anchor, see the comment in the code below.
<?xml version="1.0" encoding="utf-8" standalone="yes"?><Desc><Constantname="CommandButtonGap"val="1"/><Frametype="CommandPanel"name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel"file="GameUI"><BatchImagesval="true"/><BatchTextval="true"/><Anchorside="Bottom"relative="$parent"pos="Max"offset="360"/><Anchorside="Right"relative="$this"pos="Max"offset="0"/><!-- reset the right anchor, so it does not use it to position itself. --><Anchorside="Left"relative="$parent"pos="Min"offset="0"/><Widthval="600"/><Heightval="600"/><Frametype="CommandTooltip"name="CommandTooltip"><Anchorside="Bottom"relative="$parent"pos="Max"offset="-240"/><Anchorside="Right"relative="$parent"pos="Max"offset="0"/></Frame></Frame></Desc>
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@xxxNEARBYxxx: Go
do not think it is possible, but if it is then it should be doable by moving this frame:
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@KorvinGump: Go
should be possible...
I'll take a look into it tomorrowAlso you could try to create a dialog handle which is linked to the inventory panel, and then move the inventory panel so that the inventory items line-up with the other ones.
Edit: haven't had time to look, other things kept distracting me.
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@Selfcreation: Go
try using the relative='$parent/$parent' value. the infopanel content is one of the few panels that has some weird behavior....
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@Darttagman: Go
fill in the units "tech tree" fields in the data editor.
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@Zulu23: Go
To keep this discussion in 1 place:
Follow the discussion about the topic in the 3 posts directly above here.
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I can unselect units (shift+click). so the unit info frame isn't disabled.
Actions that are also listed in the command panel are indeed disabled like: remove an unit from the queue. (hotkey: esc, removes the last item in the queue)
rightclick using keyboard: alt+hotkey
well either you cannot use it at all or you can use it....
The blizzard map probably uses a blizzard-map-only function...
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@Zulu23: Go
also replied in other thread:
trigger: Enable/Disable Command Type
set it to buttons and there you go.
in raw:
trigger:UISetCommandAllowed
disable: false
commandOption: c_uiCommandAllowButtons
playerGroup: PlayerGroupAll (or whatever group you want)
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@Zulu23: Go
trigger: Enable/Disable Command Type
set it to buttons and there you go.
in raw:
trigger:UISetCommandAllowed
disable: false
commandOption: c_uiCommandAllowButtons
playerGroup: PlayerGroupAll (or whatever group you want)
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It seems that you can make dialogs only visible to observers by using the following 2 actions in sequence:
Show Dialog for All Players
Hide Dialog for Active Players
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@megabuster33: Go
What are you trying to figure out? perhaps I or someone else has/can make a demo map with something like it.
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@megabuster33: Go
Just checked, the snippet still works.
Added test map to show that it works, and how it is added.
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take a look at this list of tutorials.
They're all about User interface. There are several about using Dialogs and Dialog items to display custom stuff to players.
0
@ckSynergy: Go
with inventory bags you mean those buttons which can contain either bags which you can open or items:
<Frame type='InventoryContainer' name='GameUI/UIContainer/ConsoleUIContainer/InventoryPanel/InventoryButtons' file='GameUI'>
That is the frame which contains these buttons. Buttons are named Button00 through Button05.
for exact notation per button you can use this site of mine. just hit ctrl+f on it and type inventorybuttons, and you'll find the notations.
Do the buttons of the hookup work as expected? I've done something like that before but back then the hookup functionality did not exist yet. and you could not use items that were listed in the frame. but you could use them if you opened up the inventory the normal way.
Edit: just saw the post in the general forum. it seems that the functionality is available. nice :)
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@Frizi: Go
From your code snippit all I can see is that you are creating a frame with the name "LifeLabel" as a child of Infopanel. Because the existing frame with the name "LifeLabel" is a child of Infopanel/UnitPanel and not a child of Infopanel.
0
@Juxtapozition: Go
The reason why it appears in the center is because you did not reset the right anchor, see the comment in the code below.