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Tasyen
Last Activity:
May 29, 2020 at 8:47 PM
Joined:
Jul 18, 2010
Messages:
1,516
Media:
3
Albums:
2
Gender:
Male
Birthday:
March 30
Location:
Germany

Tasyen

Well-Known Member, Male, from Germany

Patch 1.31 brought so many new possibilities and made many others more easy to do. Jun 25, 2019

Tasyen was last seen:
May 29, 2020 at 8:47 PM
    1. Mythic
      Mythic
      Happy Birthday!
    2. Zwiebelchen
      Zwiebelchen
      Hello Tasyen,

      i'm using UIUtils made by Quilnez right now but it doesnt allow hiding the top left buttons on the screen.

      Basically what I want is removing all buttons there except for "menu", then move the menu button to the bottom right corner of the screen.

      Ive seen the BlzGetFrameByName native. How can I access these buttons to get a handle I can move and hide?
      I guess I need the internal names of these buttons. How do I find those names?

      Thanks for your help. :)
      1. View previous comments...
      2. Zwiebelchen
        Zwiebelchen
        Oh, almost forgot: is it possible to directly assign hotkeys to custom made gluebuttons? Maybe with fdf editing? Or do I need some hacky workaround using dummy abilities or keypress events?
        Mar 31, 2020
      3. Zwiebelchen
        Zwiebelchen
        Nevermind i found your oskey tutorial.
        Mar 31, 2020
      4. Tasyen
        Tasyen
        Mar 31, 2020
    3. Dellirium
      Dellirium
      Hey Tasyen, are you still fiddling around wc3?
      It seems blizzard's latest patch BROKE the "hide the UI" part.
      Do you have a fix, please :S

      I am FULL ON PANIC here... last 3 months of work are down the drain. The black console is unhidable/unmovable/unscalable
      1. Tasyen
        Tasyen
        call BlzFrameSetVisible(BlzGetFrameByName("ConsoleUIBackdrop",0), false)
        Hides the bottom black box in Reforged.

        I am still fiddling with wc3 but don't play it much, because SD mode isn't complete in current Reforged (1.32.2)
        Mar 15, 2020
      2. Dellirium
        Dellirium
        I used to do
        call BlzFrameSetAbsPoint(BlzGetFrameByName("ConsoleUI", 0), FRAMEPOINT_TOPRIGHT, -999.0, -999.0)

        and it was working just fine, now all the sudden, shitstorm. I will try your method as soon as im home
        Mar 15, 2020
    4. Null
      Null
      Hi Tayen! I saw that hero selector you made and I really find it useful, but it doesn t look that good in my warcraft coop map can you please modify it into some team selector which would show the leader and a brief description of him.
    5. pyf
      pyf
      Thanks for showing your appreciation

      I am using a blocking hosts file myself, for security reasons.
    6. Dellirium
      Dellirium
      Hey Taysen, thanks for all your help and support, I wanted to ask if you know why does my map sometimes not render the frames I made, and sometimes they get rendered?
      I think it may have something to do with me ALT + TABBING while loading but I am not sure its the case. Any ideas?
      When it loads, they work fine, its just, it doesn't always load.
      1. View previous comments...
      2. Tasyen
        Tasyen
        I do not know of any GetFrameX or Y. If a "TEXT"/String-Frame takes a rect on the screen, it will cut the given text to fit into the taken space.

        If you set TOPLEFT and BOTTOMRIGHT your Frame will take a rect unsure what happens with setting all of TOP.
        Mar 1, 2020
      3. Dellirium
        Dellirium
        Hmm, okay I hear ya.

        Do you know of any elegant way to allow a text to have dynamic width (either based on parent's FRAMEPOINTS or set through code), and have no height (let it extend based on the length of the text). The idea is to have a text-tooltip that can be "some long long long x 1000...... string" and have it "expand" downwards, but be limited to Tooltip's width, where that width is not "fixed" but can be modified through FRAMEPOINTS. (Since i cant use BlzFrameSetSize - otherwise text wont expand endlessly to bottom).

        If you dont get what I mean, please say so, i will make some example drawings and poste a pastebin.

        Scratch all that, i just made it had a fixed with and F the dynamic widths... life is too hard :P
        Mar 1, 2020
      4. Tasyen
        Tasyen
        fdf is quite static, dynamic stuff is complex.
        Mar 3, 2020
    7. Dellirium
      Dellirium
      Hey Taysen, thanks for the previous answer, I don't know if I should make a new "post" everytime i have a question, so I will just post all mine in this one hopefully you see the comments :P
      I was wondering, is it possible to somehow change, via code, the "HIGHLIGHT" frame's texture. What I mean by that is, in GLUEBUTTON, the ControlMouseOverHighlight directs to a Frame of type HIGHLIGHT and in the .fdf I can set a texture, but I've not been able to "target" it with code and change it. The BlzFrameSetTexture(BlzGetFrameByName("HeroSelectorButtonHighLight", 0), "new/path", 0, true) doesn't seem to work.
      1. View previous comments...
      2. Tasyen
        Tasyen
        Vertext Color did not work for BACKDROP in my test but it seems to work for all simpleframes.

        I have such an example with Alignment in a unfinished pastebin about TEXT-Frames. It is done for TEXT not String, although the usage should be the same. But for some reason TEXT does not update when BlzFrameSetTextAlignment is used onto it, until it is hovered with the users mouse. while String updates automatically, wierd stuff. https://www.hiveworkshop.com/pastebin/91741a49fcde6630c3a37f9483596acd18733/
        Feb 15, 2020
      3. Dellirium
        Dellirium
        Any explanation on how this happens?
        https://imgur.com/2O3RLyU

        It is the same code, i restarted the map 3 times, the frames are overlayed atop one another, they are all simpleframes: The white one being a SIMPLEBUTTON, the red/blue ones are SIMPLESTATUSBAR and the icon is a SIMPLETEXTURE.

        Multiple map restarts produce different results, is there a ruling here, how does one determine the "layering" of frames when they are stacked?

        ALSO: Is there a way to set an "inset" for the SIMPLESTATUSBAR so that it doesn't cover the border Texture fully?
        Feb 16, 2020
      4. Tasyen
        Tasyen
        I would guess this has to do with Frame Levels. You might use BlzFrameSetLevel(frame, level) and give them rising numbers. It also could be saved by using Layers in fdf.

        Or make the one you want at the bottom the parent of the others. Children are above their parent.

        I don't know about Insets for Texture, but cause the border is another Texture you could change the position of it.
        Feb 16, 2020
    8. Dellirium
      Dellirium
      Hey, um, how does one "target" the clock with the BlzGetOriginFrame native? I can't hide it by moving it off screen, only with the BlzHideOriginFrames.
      https://imgur.com/s3Dv3qc

      Edit: Also to avoid posting multiple times, I will just add this here:
      Is there a way to render a "model" onto the UI, for example I want to show a firebolt graphics/particles into a frame. How to do this?
      1. Tasyen
        Tasyen
        Feb 12, 2020
      2. Dellirium
        Dellirium
        Thanks <3
        Feb 15, 2020
    9. XDarks_W3
      XDarks_W3
      Hi Taysen, can you help me? What trigger do I use to move the portrait frame or change its scale?
      1. Tasyen
        Tasyen
        BlzEnableUIAutoPosition(false)
        local frame = BlzGetOriginFrame(ORIGIN_FRAME_PORTRAIT, 0)
        BlzFrameClearAllPoints(frame)
        BlzFrameSetAbsPoint(frame, FRAMEPOINT_BOTTOMLEFT, 0.4, 0.3)
        BlzFrameSetSize(frame, 0.2, 0.2)

        The first action is required when you have not used BlzHideOriginFrames(true)
        Feb 10, 2020
      2. XDarks_W3
        XDarks_W3
        Thanks man :D!
        Feb 12, 2020
    10. febreeze
      febreeze
      Hey Taysen, is there any way you know of to make the game ui frame extend to 16:9?
      I have a bunch of not simple frames that need to go outside the 16:9 boundaries. Would be nice to know a definite answer. TIA
      1. Tasyen
        Tasyen
        I know none for non SimpleFrames.
        Feb 3, 2020
    11. deepstrasz
    12. GhostHunter123
      GhostHunter123
      I was wondering how would I remove those extra sections, which were recently added in to stimulate widescreen, of the normal UI?

      I just want to make them transparent.

      I also would like to know how can one remove the inventory cover.
      1. View previous comments...
      2. Tasyen
        Tasyen
        The paths are right, pre reforged beta the playable frame does not cover the whole screen. There is nothing below the UI, hence it is black. In current Reforged Beta the playable frame covers the whole screen on default and a black background BACKDROP is below the bottom UI (minimap to commandbuttons) which is named ("ConsoleUIBackdrop",0).

        You could make the world frame fullscreen, then there would be something below it, But then units would also render below the UI and it would lose its black background. As well Dialogs would appear lower (y-wise) on the screen.
        That line would make the playable ground cover the whole screen:
        call BlzFrameSetAllPoints(BlzGetOriginFrame(ORIGIN_FRAME_WORLD_FRAME, 0), BlzGetOriginFrame(ORIGIN_FRAME_GAME_UI, 0))
        Jan 26, 2020
      3. GhostHunter123
        GhostHunter123
        Is there a way to keep the black background BACKDROP, just not on UITile05 and UITile06?

        I am guessing that the new native BlzFrameSetPoint will come into play here.
        Jan 26, 2020
      4. Tasyen
        Tasyen
        I would wait for Reforged and it's effect onto the UI. Should release this week on Tuesday or Wednesday, depends on your timezone.
        As said Reforged (Beta) added a Black Background independent from the playable ground.
        Jan 27, 2020
    13. kovadarra
      kovadarra
      Hi, I see you've made UI tutorials. Where should I start? Is there an index somewhere that links to the tutorials in an ordered manner. I just opened some at random and they mention frames and I'm already puzzled.
      1. Tasyen
        Tasyen
        Quite simple one showing how to change the displayed text of something from the normal UI: https://www.hiveworkshop.com/threads/ui-change-lumber-text.315855/

        That is a starter create button tutorial (hopefully): https://www.hiveworkshop.com/threads/ui-create-a-textbutton.315897/

        That tells you how to pos frames on the screen:
        https://www.hiveworkshop.com/threads/ui-positionate-frames.315860/

        if you care about fdf: https://www.hiveworkshop.com/threads/ui-reading-a-fdf.315850/
        https://www.hiveworkshop.com/threads/ui-toc-files.315854/

        Not from me still a overview of the functions: https://www.hiveworkshop.com/threads/ui-frames-starting-guide.318603/

        This is shows you how to create an clickable Icon (skip the fdf stuff if you are not interested in that)
        https://www.hiveworkshop.com/threads/ui-gluebutton.318621/

        I used 2 tags for that tutorials you should be able to find them when you have one.
        Jan 23, 2020
      2. kovadarra
        kovadarra
        Thanks a lot! I don't have time to attend them right now, but whenever I do I'll let you know if I get stuck at anything.
        Jan 23, 2020
    14. Veronnis
      Veronnis
      Hey Tasyen,
      Pyrogasm told me you are the UI master. Would you off the top of your head happen to know how to prevent a unit's UI from blacking out during a pause? If not don't worry about it, but thought i'd ask incase this was the easiest thing you had seen all day.
      1. View previous comments...
      2. Veronnis
        Veronnis
        It's actually just a side effect of the pause. When a unit becomes paused the game probably just figures you won't be using it so it hides the UI. Thank you for offering knowledge though :)
        Jan 5, 2020
      3. JC Helas
        JC Helas
        Now i get it, XD units icons will be hidden upon paused? I think its not a problem, its part of warcraft that pausing a unit will hide its icons, that is why we strictly suggest not to use pause XD
        Jan 5, 2020
      4. Veronnis
        Veronnis
        I'm not sure I was aware pause was a graylisted function. Good to know most people consider it uncordially. There's usually a reason for that.
        Jan 5, 2020
    15. Mekket
      Mekket
      Hey Tasyen, sorry for bothering, but I'm having a slight issue with your Talent Jui system:
      I'm making a map where choices are randomized and I don't want the player to be able to see tiers and level boxes past its current level (as it kind of spoils the whole thing). I can't seem to get it to work in the current system.
      Do you perhaps have a solution for this?
      Thanks for an super awesome system <3
      1. Tasyen
        Tasyen
        Talent can add additional Tiers and choices at a later time. But Talent will not automatically recheck for such added tiers until the hero levels up or a recheck is enforced with TalentAddSelection(unit).
        It is also not supported to add a low level tier between 2 already learned tiers this could break something. One would first have to unlearn all then add the in between tier.
        Do you mind if I answer the details with a example in the Talent system Thread?
        Dec 5, 2019
      2. Mekket
        Mekket
        That's some interesting info, I'll try with this in mind, thanks.
        I don't mind at all, please go ahead and feel free to quote.
        Dec 5, 2019
    16. xYours Trulyx
      xYours Trulyx
      Sorry for bothering you, but I couldn't find the "Ultimative Option" in the Channel ability. Should I just use Berserk instead?
      1. Tasyen
        Tasyen
        When editing the channel spell it is one of the checkboxes Inside DataC or Data - Settings:
        pick Visible and Universal Spell.

        Can't tell you the english names.
        Dec 2, 2019
      2. xYours Trulyx
        xYours Trulyx
        Tried it. Didn't work.

        I then tried checking all Universal Spell, Physical Spell and Unique Cast options. It works somehow.

        Thanks for your time.
        Dec 2, 2019
    17. Woodworker
      Woodworker
      Where can i find all standart fdf files ? i read your block about fdf files but cant find a answar about where you get this files .
      1. Tasyen
        Tasyen
        Using cascview one opens the warcraft 3 folder. Then one can inspect the warcraft 3 data in 1.31. Now browse to "war3.w3mod\ui\framedef" in the subfolders of that folder you find the default fdf.
        The strings used in fdf are inside localized paths.
        For example: "war3.w3mod\_locales\dede.w3mod\ui\framedef" for german.
        Nov 20, 2019
    18. Kroemel
      Kroemel
      Heyho
      First I wanna say thanks for all your work on the UI
      Second I found some currently for me useless information that maybe helps you

      I played a bit with the priority of a frame, and found out that a BACKDROP with 10000 or more will visually be behind the cursor. ( 9999 and lower works as usual )
      The intressting part was with a GLUEBUTTON, when you give those a 10000 priority they will not be behind the cursor. BUT if you put them inside the BACKDROP with 10000 they also are now behind the cursor.
      It seem to not matter what a priorty a GLUEBUTTON itself has.

      Nevertheless all Cursor related interactions work ( Hover, Click, Highlight )
      Thats why this information seems to be useless unless you want something above a cursor ?
      I did not test other frametypes

      btw I tried to private message you, but this account seems to be in trial mode : |
      Anyway keep up the good work :)
      1. Tasyen
        Tasyen
        Nice finding, Thanks for sharing this information.
        Nov 11, 2019
    19. Woodworker
      Woodworker
      Hey .. i tried to change the picture as u said, but it somehow didn't work, the texture of the frame didn't change at all. May i ask you for a more detailed instruction via dm?




      function TestEditBox takes nothing returns nothing


      local framehandle box = BlzCreateFrame("ScriptDialog", BlzGetOriginFrame(ORIGIN_FRAME_GAME_UI,0), 0,0)
      call BlzFrameSetAbsPoint(box, FRAMEPOINT_CENTER, 0.4,0.35)
      call BlzFrameSetTexture(box,"war3mapImported\\ROFL.blp",0,true)

      endfunction
      1. Tasyen
        Tasyen
        A ScriptDialog does not hold any texture. Such a advanced Frame has child-Frames(BACKDROP) having the textures. The Textures of this child-Frames have to be altered. For "ScriptDialog" that would be "ScriptDialogBackdrop".

        You create "ScriptDialog" and after that alter the Texture of "ScriptDialogBackdrop" which you get with BlzGetFrameByName.

        If such BACKDROP is inhertied it can not be altered during the game, at least I know of no way to access that child-Frame during game.

        https://www.hiveworkshop.com/threads/ui-gluebutton.318621/
        Oct 17, 2019
    20. Woodworker
      Woodworker
      Hey, I have one question. How can I import and use my own pictures for the frames?
      1. Tasyen
        Tasyen
        You import them into your map using import manager. Then you use the path you imported them when setting the texture. Inside BlzFrameSetTexture (frame, path, 0, true) "\" becomes "\\" "war3mapImported\\Test.blp".
        inside fdf one uses only "\" "war3mapImported\Test.blp".
        Oct 16, 2019
      2. Woodworker
        Woodworker
        Thx!!
        Oct 16, 2019
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  • About

    Gender:
    Male
    Birthday:
    March 30
    Location:
    Germany
    WarCraft 3 Realm:
    Northrend (Europe)
    Favourite Race:
    Human
    Favorite Organization/Clan:
    Silver Hand
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