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    posted a message on Move replay panel

    @xxxNEARBYxxx: Go

    do not think it is possible, but if it is then it should be doable by moving this frame:

    <Frame type='Frame' name='GameUI/UIContainer/FullscreenUpperContainer/ObserverPanelMovingContainer/ReplayPanelContainer' file='GameUI'>
    
    Posted in: UI Development
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    posted a message on Move Item Container

    @KorvinGump: Go

    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.

    Posted in: UI Development
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    posted a message on Cant Move Unit info panel

    @Selfcreation: Go

    try using the relative='$parent/$parent' value. the infopanel content is one of the few panels that has some weird behavior....

    Posted in: UI Development
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    posted a message on Changing the help panel

    @Darttagman: Go

    fill in the units "tech tree" fields in the data editor.

    Posted in: UI Development
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    posted a message on [Q] Non-clickalble Command buttons
    Quote from Forge_User_03903326: Go

    @Helral: Go

    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)

    Quote from Forge_User_03903326: Go

    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...

    Posted in: UI Development
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    posted a message on SC2Layout Tutorial ideas or requests

    @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)

    Posted in: UI Development
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    posted a message on [Q] Non-clickalble Command buttons

    @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)

    Posted in: UI Development
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    posted a message on Working Examples in 1.5?
    Quote from Forge_User_03903326: Go

    @Helral: Go

    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

    Posted in: UI Development
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    posted a message on Working Examples in 1.5?

    @megabuster33: Go

    What are you trying to figure out? perhaps I or someone else has/can make a demo map with something like it.

    Posted in: UI Development
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    posted a message on SC2Layout Snippits

    @megabuster33: Go

    Just checked, the snippet still works.
    Added test map to show that it works, and how it is added.

    Posted in: UI Development
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    posted a message on Creating a new non-Game UI Panel and Linking a Dialog to it.

    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.

    Posted in: UI Development
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    posted a message on 9 Slot Inventory, Always Open

    @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 :)

    Posted in: UI Development
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    posted a message on Problem modifying vitals' labels

    @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.

    Posted in: UI Development
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    posted a message on Moving Command Panel To the left

    @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.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Constant name="CommandButtonGap" val="1"/>
        <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
            <BatchImages val="true"/>
            <BatchText val="true"/>
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="360"/>
            <Anchor side="Right" relative="$this" pos="Max" offset="0"/> <!-- reset the right anchor, so it does not use it to position itself. -->
            <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            <Width val="600"/>
            <Height val="600"/>
            <Frame type="CommandTooltip" name="CommandTooltip">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-240"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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