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UI Hiding

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Jul 19, 2012
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Before patch 1.5, I was able to hide all of the UI with a simple

libNtve_gf_HideGameUI(false, PlayerGroupAll());

function call. However, in patch 1.5, this now also includes health bars (or status bars as they are referred to in game) of units, which I don't want to hide! So, I basically went through every possible UI hiding method I could find, and ended up with this (you'll note I exclude hiding the status bars):

Code:
UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeConsolePanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeCommandPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeControlGroupPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeResourcePanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeSupply, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeMinimapPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeMenuBar, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeMissionTimePanel, false);
    // Last critical one, the rest of these don't seem to be absolutely necessary.
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeAchievementMenuButton, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeInfoPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeInventoryPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeLeaderPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeMercenaryPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeBattleReportPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeObjectivePanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypePlanetPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypePurchasePanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypePylonButton, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeResearchPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeRoomPanel, false);
    // The whole reason we need to hide all of these individually instead of calling HideGameUI, since patch 1.5, we lose health bars.
    // Anyways, point is, we exclude hiding the health bars.
    //UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeStatusUI, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeSupply, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeTeamResourceButton, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeTechGlossaryPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeTechTreePanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeTipAlertPanel, false);
    UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeVictoryPanel, false);


But now, I'm left with this dumb piece I can't remove (see attached)!

Any insight no how to do this? I'd rather not mess with the XML UI stuff, but I will if I have to. If that is the only way, please point me in the right direction on how to accomplish this.

Thanks a million!
 

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Last edited:
Level 1
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Jul 19, 2012
Messages
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For anyone having the same problem, the best solution I found was calling this:

Set screen mode to Fullscreen for all players over -1.0 seconds (since it's negative, it will never go back into regular screen).

Hope this helps someone!
 

Dr Super Good

Spell Reviewer
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Joined
Jan 18, 2005
Messages
27,255
Set screen mode to Fullscreen for all players over -1.0 seconds (since it's negative, it will never go back into regular screen).
I would not be too sure about that. Unless it was coded specifically so negative numbers or -1 maps to an infinite time out it is highly likely you have underfollowed the timeout so it will eventually expire. For all practical purposes you can consider it infinity as I doubt any of us will be alive by the time it does.
 
Level 1
Joined
Jul 19, 2012
Messages
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Yes! Sorry I should have worded it correctly, it probably takes an unsigned long or something, meaning, it would take 4,294,967,295 seconds to time out! Not too shabby >:). However, it is isn't out of the realm of possibility for it to have code which handle numbers under 0 (negative). I've written methods with those specifications before, but yes, still unlikely.
 
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