How is this accomplished? I've downloaded a few of them and they look identical.
- Registered User
Member for 8 years and 11 days
Last active Sun, Nov, 4 2018 04:40:20
- 0 Followers
- 39 Total Posts
- 0 Thanks
Aug 14, 2012Posted in: UI Development
Like working with your example map, from all I am reading what should be done is,
a dialog constructed, a dialog item made within that, hookup the UI element to that dialog, set observed type
But that does not work, and there are a lot of confusions with the UI system.
And even that method is a little odd, shouldn't there be a way to control the Observed Type of a dialog without connecting it to a UI element?
Aug 14, 2012Posted in: UI Development
Quote from Helral: Go
What are you trying to figure out? perhaps I or someone else has/can make a demo map with something like it.
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.
Aug 13, 2012Posted in: UI Development
I'm trying to find any UI system maps out there, but most seem to freeze or break in 1.5. The only working maps I see are inventory system examples and those aren't useful for what I am trying to figure out.
Is there anything out there with a custom UI that is working?
Aug 13, 2012_ForgeUser7681663 posted a message on Creating a new non-Game UI Panel and Linking a Dialog to it.Posted in: UI Development
Can you be more explicit with your instructions? Literally nothing posted here actually seems to work, it seems like a lot of theory without execution and random parts of the editor are always broke.
Aug 8, 2012Posted in: UI Development
I've tried incorporating this method to frequent errors and crashing, I wonder if you could check out this question.
As well, if unable to help there, can you publish the map file of this to a download site? Right now every time I even copy the exact code, (I must be doing something differently) I get an error of the following.
' UIFrame [...] in frame [GameUI] is not a type of [CButton]'
Trying other methods (a lot of them) I've just got straight crashes.
Aug 8, 2012_ForgeUser7681663 posted a message on Creating a new non-Game UI Panel and Linking a Dialog to it.Posted in: UI Development
So I know this topic is covered in a few places, but it is not really well realized for the general case scenario. Instead every example is based around inventory systems which are already present in the Game UI (or at least appear to be).
Say if you want to create a brand new panel, and display a simple dialog within it. What method would you use?
I am very confused on how the new UI editor relates to the old UI override method. How exactly do you add a new panel period now?
Beyond that, all of the 'hook up a dialog' actions seem to refer to a dialog item, and using the non-game UI linked one is very different from the others, in that you immediately need to reference a dialog item before even defining the new one.
Is someone able to walk through this, reportedly simple process? -Create a completely new non-game UI panel -Project a Simple Dialog on it -Activate it's visibility for a certain group of players
Aug 8, 2012_ForgeUser7681663 posted a message on 1.5 UI stuff demo 1: Control built-in UI stuff with trigger and Alway-Open inventory container panelPosted in: General Chat
Those tutorials are all very confusing given the updates to the override system over time.
Are you still required to use the old ovveride system?
As in, create a .SC2Layout file, link it via UI Game Data. Or can you go into the UI editor and 'Add a Layout'?
Jun 21, 2012Posted in: UI Development
Even doing what Hookah is talking about, once you add a new layout how do you incorporate that into the game at all?
It doesn't seem to alter anything or add the new frames onto the current UI. I also don't see any ability to override through this method.
Jun 20, 2012Posted in: UI Development
So, is the UI Editor operational?
I have no idea how to get it to work now, I can see how to make new frames and what not. But how do you get the game to incorporate them?
Any other ideas on usage or new capabilities that has come with this?
- To post a comment, please login or register a new account.