10-23-2008, 04:03 PM
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#31
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,047
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provided your window is the same dimensions and all it will if not it may not be where you like it.
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10-23-2008, 04:08 PM
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#32
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A Ghoul
Join Date: Mar 2003
Server: Tunare
Posts: 11
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Quote:
Originally Posted by Halelen
provided your window is the same dimensions and all it will if not it may not be where you like it.
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It's just the default target window - it's resizable. I'll play around with it, see what happens. If I have trouble, I may come back and beg for help, though.
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10-23-2008, 09:38 PM
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#33
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,047
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default target window should have the animation around it already
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10-24-2008, 03:23 AM
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#34
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A Shissar Disciple
Join Date: Feb 2005
Server: Venril Sathir
Posts: 125
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Wait - attack indicator is hard coded to player window, target con indicator is hard coded to target window, and never the twain will meet. You can't put the attack indicator in the target window.
In my New World UI, I set the attack indicator up as a flashing border round the combat state indicator - unobtrusive but it's where you look anyway to see if you have aggro, debuffs, timer etc anyway. And it doesn't have to resize with the window (OK my window is fixed but could always anchor both the indicators to the top right corner if I wanted to).
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10-24-2008, 08:02 AM
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#35
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,047
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exactly my thoughts I missread and thought you were talking about con color...my bad... attack indicator will not work in target window.
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04-20-2009, 09:10 AM
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#36
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A Tundra Mammoth
Join Date: Jan 2004
Posts: 60
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Perfect segway!
I have two, seemingly similar difficulties with the Player Window and the Target Window:
The game-controlled elements from both windows appear underneath my graphic elements (i.e. they are hidden unless I cut holes in my graphic elements, meaning mask out the alpha channels to hide them.)
If I haven't made that overly confusing, is there any way to show my ancient green Vert V_Bar when I do NOT have a target, but display a game-controlled color image of that same bar when I do have a target?
I was able to do this before the2008 changes.
And is there any way to overlay a one-pixel wide gold line for a_AttackIndicator over the ancient green Vert V_Bar in my Player Window? I have never been able to do this.
I already have all of the elements coded up in autostretch. The graphics are created and set to Ui2DAnimations, the animations are called out by StaticAnimation elements. The Static Animation elements of both the V-Bars and game-controlled elements were set into separate layers of Screen elements. (I tried with and without screen elements for the latter.)
Is this not possible or am I missing some vital detail?
Thank you
-sols
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04-21-2009, 06:26 PM
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#37
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On tour since '99
Join Date: Sep 2002
Server: Innoruuk forever!
Posts: 473
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Did you layer your texture info right in the XML? It loads the latter info over the former.
__________________
Gold: 03/16/99 - 03/15/12 Silver: 03/16/12 - 03/15/18 Done:03/16/18
And with a heavy heart I bid adieu to Everquest Live.
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04-22-2009, 04:35 AM
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#38
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A Tundra Mammoth
Join Date: Jan 2004
Posts: 60
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I did layer the images. Background screen-element is at the top of each <pieces> list; game-controlled overlays are at the bottom of each list. But thank you for the suggestion. I had to check to be certain.
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09-21-2009, 11:53 PM
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#39
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A Ghoul
Join Date: Dec 2006
Posts: 11
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atk indicator
I'm hoping someone could help me.. the atk indicator doesn't show up in my player window.. and it would be almost orgasmic if some kind modder would be willing to fix it so that the flashing atk indicator would border the entire player window... or just explain how to do it.. thanks in advance
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09-22-2009, 10:32 AM
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#40
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A Weathered Clockwork
Join Date: Aug 2002
Server: tunare
Posts: 324
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just download the blue infinity 2009 UI and see if that would work for you as the player window only works for that UI so take a look at it and give it a spin!
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09-22-2009, 01:30 PM
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#41
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,047
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Quote:
Originally Posted by Liyfe
I'm hoping someone could help me.. the atk indicator doesn't show up in my player window.. and it would be almost orgasmic if some kind modder would be willing to fix it so that the flashing atk indicator would border the entire player window... or just explain how to do it.. thanks in advance
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here ya go
Hal
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09-22-2009, 03:33 PM
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#42
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A Ghoul
Join Date: Dec 2006
Posts: 11
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ty ty. that's amazing really am grateful....
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12-22-2009, 06:13 PM
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#43
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A Fire Beetle
Join Date: Dec 2009
Posts: 2
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Need Confirmation
I'm a refugee of the Lodi Dodi interface. So, I had to find an UI that works with Underfoot. I found one.
One thing l was used to using the lodidodi interface was that the flashing attack indicator will flash around the target window. Reading posts on this reply says this is not possible. Has this restriction been removed?
Currently the flashing attack indicator flashes in the player window. I would like it to have flash around the target window if possible.
If you need attachments on the XML files from both player and targetwindow, I can provide those.
Thanks for the replies.
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12-23-2009, 09:41 AM
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#44
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Enhanced Imperial Golem
Join Date: Jun 2008
Posts: 204
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If I am not mistaken, and I think others in this thread have mentioned, attack indicator is hard coded into the player window. Even if you added those elements to the target window, they would not behave correctly.
Having it work in the target window would be, in the words of my hero Rhino, beyond awesome... beawesome.
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12-23-2009, 04:19 PM
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#45
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A Fire Beetle
Join Date: Dec 2009
Posts: 2
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Hmm, I wonder how the author of the Lodi Dodi interface was able to make the target window have the flashing attack indicator.
I'm thinking this feature is not hard-coded anymore?
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