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<TriggeredBy> for upgrades, and UI question


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#1 Boomerang Python

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Posted 17 July 2009 - 05:59 PM

Alright so basically i was just wondering what the <TriggeredBy> options are for an upgrade? And if there is one that triggers the upgrade automatically from the start of a game or when a specific building is built perhaps?

Also, I've been struggling with getting some custom commandbars ingame, but they simply won't show up, the closest I've managed is making the original commandbars transparent.. :)
Any hints as to what one should do and think about?


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Edited by Boomerang Python, 17 July 2009 - 07:34 PM.

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#2 Stygs

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Posted 17 July 2009 - 10:33 PM

And if there is one that triggers the upgrade automatically from the start of a game or when a specific building is built perhaps?


<GrantUpgradeCreate
				id="ModuleTag_AddMotherShipUpgrade"
				UpgradeToGrant="Upgrade_MotherShipBuilt" />

Gives you the upgrade as soon as the object with this code is build

#3 Boomerang Python

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Posted 18 July 2009 - 12:18 PM

Awesome, thanks man.
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#4 Boomerang Python

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Posted 22 July 2009 - 12:45 AM

Any ideas on the UI bit?
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#5 GodSun666

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Posted 22 July 2009 - 12:47 PM

Well, as far as i know with command and conquer 3 i made an quick ui mod. Just edited some files and checked it ingame. It seems that the game uses several images for one button orso. So you need to edit like 3 files for 1 thing to happen. And if you want to move the files and such you need todo it code wise. I cannot help you code wise though..
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#6 Boomerang Python

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Posted 20 December 2009 - 03:25 PM

Right, reviving another 4+ month old topic..

I'm gonna be tampering with trying to get my custom ingame sidebar/commandbar working again, however, it's invisible... I'm guessing I've forgotten to add something to the mod.xml or something..

Maybe I've forgotten to define what commandbar texture the specific faction should use? No idea where you do that btw (probably forgotten :p)

I've managed to get a custom main menu working sort of though, but that was just a simple job of replacing the original textures.

Here's a pic of the ingame commandbar/sidebar if that'll help:

Posted Image



I appreciate ANY and all responses to this conundrum of mine, however farfetched they may be.
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men du är också man, och det är mer."

#7 Phil

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Posted 21 December 2009 - 04:24 PM

A little more background info would be helpful. I can try to remember that stuff when I'm at the other computer later, but:
1) do the textures actually exist?
2) are they at the right spot in the directory structure?
3) are they properly referenced?
4) did you fiddle with anything else that might've messed things up (e.g. UI geometry stuff)?

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#8 Mighty BOB!

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Posted 10 January 2010 - 09:55 PM

I don't remember, but are those tga files? Is there an alpha on them?
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#9 Boomerang Python

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Posted 20 January 2010 - 01:11 PM

I had just put in

<Include type="data" source="DATA:OnlyWar2/Data/AptUI/MainMenu.xml" />

in my mod.xml for all the 2d things, and it started working when i changed it to

<Include type="reference" source="DATA:OnlyWar2/Data/AptUI/MainMenu.xml" />

go figure..
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"Om du kan stå, när alla andra sviktar
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sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."




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