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    posted a message on Making a Map Cloak Results

    How is this accomplished? I've downloaded a few of them and they look identical.

    Posted in: General Chat
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    posted a message on 9 Slot Inventory, Always Open

    Thanks, got what I needed.

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

    That doesn't work, the Active and All Player groups are the same.

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

    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?

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

    @megabuster33: 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.

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

    Okay, this makes sense now.

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

    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?

    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.

    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.

    Posted in: UI Development
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    posted a message on SC2Layout Snippits

    The only snippet here doesn't seem to work anymore, are there any that have been tested with the new stuff?

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

    Adding the needed code to your example map, doesn't actually produce this result.

    Is there not a working example available?

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

    Hey JPNyt,

    I've tried incorporating this method to frequent errors and crashing, I wonder if you could check out this question.

    http://www.sc2mapster.com/forums/development/gui/40939-creating-a-new-non-game-ui-panel-and-linking-a-dialog/

    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.

    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.

    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

    Posted in: UI Development
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    posted a message on 1.5 UI stuff demo 1: Control built-in UI stuff with trigger and Alway-Open inventory container panel

    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'?

    Posted in: General Chat
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    posted a message on UI XML Editor

    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.

    Posted in: UI Development
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    posted a message on UI XML Editor

    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?

    Posted in: UI Development
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