Any texture value you see of that form will be in one of the three asset text files. Search for it without the @@ signs.
You should also read about the meaning of those @@ signs. @@ is race-specific, and has a different path for each race. @ is non-race specific, and only has one path.
If you want to try to reposition the InventoryButtons container, it would be best to modify the default anchors rather than the ones that don't have values by default.
Some more appropriate code for what you want would be:
This layout puts the last 10 buttons of the command card in a single row at the bottom center, and adds a background frame. Then it resizes the inventory buttons, centers them above the new command card, and adds a background frame for the inventory.
The first 5 buttons of the command card, which are not visible in this interface, have been moved offscreen but maintain their functionality and can still be activated via hotkey.
I very carefully polished this layout, the frames are tight and the tooltips have also been moved to appropriate locations. If you are looking for somebody to do layout files for you, please message me and I may be interested. In the mean time, enjoy this snippet. :)
Because the InfoPaneGroup is anchored to the Top Left of InfoPanel, anchoring the Top of the InfoPanel off of the screen will move the InfoPaneGroup off of the screen as well. This is the code that does that:
However, because you changed the Top Anchor of the InfoPanel, anything that was anchored to the Top-Min of the InfoPanel must be anchored now to the Top-Max instead, offset by the original height of the InfoPanel (which was 199).
So, if you have a child of the InfoPanel that was anchored in this way, and you want it to stay where it was, you must alter it like this:
I've been working on an extremely complicated SC2Layout interface for somebody, and I have run into a problem with the InfoPaneGroup, located at GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneGroup.
I need to move this frame offscreen but haven't been able to with a wide variety of attempts.
I tried a solution in this thread, that says this works:
Render Priority only affects the render order between siblings of the same parent frame. So you may want to try adjusting the render priority on the container frame or its parent.
Sweet man, this worked perfectly! I had to write out the full path of each frame to work out where to handle the render priority.
I have been working on an interface using layout files and have just one issue: render priority.
I have the last 10 command card abilities stretched out in a row in the bottom center, with the first 5 offscreen. There is a single frame around the 10 abilities that are visible.
I have a 6 slot inventory positioned just above this row of abilities, also surrounded by a frame.
I want the inventory's frame to be behind the ability frame. I have tried changing the render priority of both to many different values and none of them have worked. Could somebody please explain to me how to use this?
0
@rtschutter: Go
Asset-Reference
Any texture value you see of that form will be in one of the three asset text files. Search for it without the @@ signs.
You should also read about the meaning of those @@ signs. @@ is race-specific, and has a different path for each race. @ is non-race specific, and only has one path.
0
@ShadowDancer93: Go
The problem of the unclickable inventory buttons is probably resulting from your container's anchors.
You said:
The default anchors for this container are:
If you want to try to reposition the InventoryButtons container, it would be best to modify the default anchors rather than the ones that don't have values by default.
Some more appropriate code for what you want would be:
Using this code, there is no need to modify the Top or the Left anchors, as the Buttons are all anchored to Bottom and Right anyways.
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@Rileyb80: Go
This is not possible in the data editor, text editor, or layout files.
This tool-tip is an example of the many things handled behind the scenes, unfortunately.
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10x1 Command Card and Resized Inventory
Snippit Type: Partial
This layout puts the last 10 buttons of the command card in a single row at the bottom center, and adds a background frame. Then it resizes the inventory buttons, centers them above the new command card, and adds a background frame for the inventory.
The first 5 buttons of the command card, which are not visible in this interface, have been moved offscreen but maintain their functionality and can still be activated via hotkey.
I very carefully polished this layout, the frames are tight and the tooltips have also been moved to appropriate locations. If you are looking for somebody to do layout files for you, please message me and I may be interested. In the mean time, enjoy this snippet. :)
0
@MasterWrath: Go
I have solved this in a roundabout way.
Because the InfoPaneGroup is anchored to the Top Left of InfoPanel, anchoring the Top of the InfoPanel off of the screen will move the InfoPaneGroup off of the screen as well. This is the code that does that:
However, because you changed the Top Anchor of the InfoPanel, anything that was anchored to the Top-Min of the InfoPanel must be anchored now to the Top-Max instead, offset by the original height of the InfoPanel (which was 199).
So, if you have a child of the InfoPanel that was anchored in this way, and you want it to stay where it was, you must alter it like this:
Changes to:
The offset of -169 was derived from the original offset, 30, minus the original height of the info panel, 199. 30-199 = -169.
0
Hey fellow UI crafters,
I've been working on an extremely complicated SC2Layout interface for somebody, and I have run into a problem with the InfoPaneGroup, located at GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneGroup.
I need to move this frame offscreen but haven't been able to with a wide variety of attempts.
I tried a solution in this thread, that says this works:
But it didn't work.
Thanks for your assistance. :)
0
Hey everyone,
I searched for a thread where this may have been answered, but could not find any.
How can you control who inventories are visible to? What would I do to make them visible to allies and enemies that select the relevant unit?
Thanks!
Edit: For anybody reading, I have discerned that this is impossible, except via Dialog Triggers.
0
Sweet man, this worked perfectly! I had to write out the full path of each frame to work out where to handle the render priority.
0
I have been working on an interface using layout files and have just one issue: render priority.
I have the last 10 command card abilities stretched out in a row in the bottom center, with the first 5 offscreen. There is a single frame around the 10 abilities that are visible.
I have a 6 slot inventory positioned just above this row of abilities, also surrounded by a frame.
I want the inventory's frame to be behind the ability frame. I have tried changing the render priority of both to many different values and none of them have worked. Could somebody please explain to me how to use this?