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Tasyen
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  • 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
    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?
    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.
    Sorry for bothering you, but I couldn't find the "Ultimative Option" in the Channel ability. Should I just use Berserk instead?
    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.
    Yours Truly
    Yours Truly
    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.
    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 .
    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.
    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 :)
    Tasyen
    Tasyen
    Nice finding, Thanks for sharing this information.
    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
    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/
    Hey, I have one question. How can I import and use my own pictures for the frames?
    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".
    Woodworker
    Woodworker
    Thx!!
    Hey Tasyen, I was wondering if you could help me with one issue. I'm using your ressource bar. It is very helpful. However, when I use it with a multitable, it creates some confusion. I was wondering if there was a way to display a multitable a little bit down, so the informations wont be mixed up
    Tasyen
    Tasyen
    There is an function builtin (MyResorceBar) that pushes leaderboard, multiboard and timerdialogs down (when the resourceBar is at the top right), although that can bug when the current shown mutliboard is not the last created one.

    call ExecuteFunc("MyResourceBarsFitFrames")

    The last created/shown multiboard can be accessed with BlzGetFrameByName("Multiboard",0)
    purparisien
    purparisien
    Thanks You Tasyen. Your method works
    Greetings, Tasyen! Thanks for your recent tutorials on UI frame editing. You are one of best well-known experts on UI editing. As a newer in UI frame editing, I expect a basic tutorial which tells us the basic steps to create a custom UI frame, including fdf and toc files format and usage of UI frame natives. Looking forward to your reply!
    Hello Tasyen,I come from China,I really like your tutorials.So I packed these tutorials,just for learning and Note the source.There are few UI tutorials available on war3 websites in China.
    These tutorials are very useful.But I don't know if the next version will be the same.If you know, please tell me.Looking forward to updating your tutorial.
    Hello Tasyen, Your tutorial is really great. About UI,I have some questions.
    1.How to create an item button? (BlzCreateFrame(name,owner,priority,createContext))I can't find itembutton's name. Which FDF file should I refer to?
    2.When I want to use some of Warcraft's default scripte, how can I find his name?(like itemButton),One by one attempt?
    Thanks!
    Tasyen
    Tasyen
    One can not create a custom Frame that uses ingame objects directly like an item button or a command button does.
    With the ui-frame natives one can only create onscreen objects that Display something or/and activade triggers (with that custom Code) at given/wanted frame-Events.
    If one would want to create an custom item button one would have to create the whole mechanic of an item button from the base which is difficult when even not undoable (targeting and allow be targeted). But you might ask triggerhappy he creates a rpg with a huge inventory and item storage so he probably knows more about creating Buttons similar to item Buttons.

    Frame names can be found in the fdf with cascview in the games storage under: war3.w3mod:ui\framedef.
    There also this originframes which can be found inside common.j. The command/hero/item Buttons are accesed over this originframes.
    Reputation (+4):
    (Post) Nice job, man. I'm attempting to come back to world editor as I've been gone for months, but I gotta learn and practice some Lua first. This will come in handy! Thanks.
    Looking through your wall here, you get this a lot lol... Regarding UI, do you know how disable or hide the allies tab?
    Tasyen
    Tasyen
    To hide the resource info on Units I recomment scaling it down to 0.001 with
    call BlzFrameSetScale(BlzGetFrameByName("SimpleInfoPanelIconAlly", 7), 0.001)
    The reason is it Auto Poses/Shows itself everytime an allied building is selected therefor reposing hiding is no option, with scale 0.001 it is to small to be seen.

    If one wants to hide the allies menu button one can use
    call BlzFrameSetVisible(BlzGetFrameByName("UpperButtonBarAlliesButton", 0), false)
    maddeem
    maddeem
    Thanks a ton!
    Hello Tasyen. I really like your tutorials. I was wondering if there is a way to display another ressource cost (apart trom gold, wood and food) by modifying the ui.
    Tasyen
    Tasyen
    A complicated hacky way. One would need to know which button currently is hovered what object that button currently uses and then add a Icon and Text to the position of the UBERTOOLTIP. It seems the resources are in the 2 row of that box.
    purparisien
    purparisien
    Is there maybe a way to overwrite the ubertootip with another one ? For instance when the cost is displayed, a dummy cost tooltip is showed as well to show the missing ressource
    Patch 1.31 brought so many new possibilities and made many others more easy to do.
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