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Tasyen
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  • 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. :)
    Reputation (+4):
    (Post) +https://www.hiveworkshop.com/threads/how-to-make-a-bladestorm-that-scales-with-agility-or-damage.323240/#post-3410250
    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
    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)
    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
    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.
    Thanks for showing your appreciation

    I am using a blocking hosts file myself, for security reasons.
    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.
    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.
    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
    Tasyen
    Tasyen
    fdf is quite static, dynamic stuff is complex.
    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.
    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/
    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?
    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.
    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?
    Hi Taysen, can you help me? What trigger do I use to move the portrait frame or change its scale?
    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)
    XDarks_W3
    XDarks_W3
    Thanks man :D!
    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
    Tasyen
    Tasyen
    I know none for non SimpleFrames.
    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.
    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))
    Elprede
    Elprede
    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.
    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.
    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.
    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.
    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 :)
    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
    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.
    Reputation (+2):
    (Bundle) Thank you so much for this system and the support you gaved me through discord , i'm proud that hive still has people like you. keep it up you're awesome!
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