Change which race interface is used with triggers?

Zerox

Ultra Cool Member
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Hey guys. I just had an idea that I have no idea if its possible or not. But is it possible to change what racial UI you can get through triggers? I'll explain my situation.

I'm designing a UI for a map where there are 3 factions of characters. But only 2 teams. So the 2 teams can be composed of mixed factions. But what I would like to do is I would like to design a UI for each faction separately.

In the begining of the map there are 3 taverns each featuring a hero for a different faction. I would like to make it so that when a player chooses a hero of a specific faction it changes their UI interface to that faction.

So for example:

Players start out with the Human UI defaultly just as the map starts nothing different there. But upon choosing their hero it changes the UI to that of another race or in this case faction.

So say the player chooses a hero from the demon faction it will then give them the orc interface/UI which was reskinned to fit the demons.

I can try to explain more if necessary. But is this even possible? I think it would have to be done through something like changing the player properties through triggers so they aren't static like they are in the WE's defaults.

I'll give +rep to anyone who can help me.

Thanks,

Zerox:thup:
 

Komaqtion

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No... Unfortunately it's not :(

You'll either have to go with an "Allround" UI, stick with the default :(
 

Zerox

Ultra Cool Member
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28
So its not doable easily then I guess. WC3: The game of many work arounds.

I'm sure its possible. It may just not have been figured out yet.
 

Never_Quit

New Member
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surely there is some kind of jass that you could post at the heading of the map to prep the ui for change using tga/blp imports...

perhaps somehow assign each player's UI paths to a particular private variable then change and update ingame :rolleyes:
 

Romek

Super Moderator
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There is no way of replacing the UI textures in-game.
There's a difficult workaround for reskinning units, which involves the War Club ability; though nothing of the sort for any other textures.

> surely there is some kind of jass that you could post at the heading of the map to prep the ui for change using tga/blp imports...
JASS cannot solve world hunger.
 

Zerox

Ultra Cool Member
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There isn't a "discovered" way to do so. What if I added a stand alternate with different textures used for duplicated geosets that only showed when playing the stand alternate animation?

This sounds reasonable to me. Only issue is finding a way to order the UI model to use the stand alternate animation. Hmm...

Any ideas on this or on how to change the race directly? Or maybe even just a method for changing the model used for the UI?
 

Romek

Super Moderator
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> There isn't a "discovered" way to do so.
There isn't a "discovered" way of teleporting from England to China either.
I assume we're talking about things that are currently possible, at this current time.

> This sounds reasonable to me. Only issue is finding a way to order the UI model to use the stand alternate animation. Hmm...
It's not possible to modify, change or interact with the UI model in any way.
 

Zerox

Ultra Cool Member
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Its unlikely. But unexplored territory is always unexplored. Whats this method you mentioned for the War Club ability for units?

Maybe I can use that to change the paths for a dummy unit that is using the interface model and thereby possibly changing the interface. I know it may be impossible but I don't know what the method is but maybe it can help me out.
 

Never_Quit

New Member
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from what I understand UI is loaded at the map load screen. therefore, any changes that would have to be made would have to be done before the game starts
 

Zerox

Ultra Cool Member
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from what I understand UI is loaded at the map load screen. therefore, any changes that would have to be made would have to be done before the game starts

I know there are those triggers that let you "pre-load" stuff. But I never saw a need or reason to use them so I don't know if they could do anything in this situation. Do you think they could do anything?
 

Joccaren

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Not sure if this is possible but create a 'skin' over the parts of the UI you want changed using an image. I know it is possible to display an image over the whole screen, if you can make it cover just part of the screen or have the part that you don't want to cover anything transparent, you could do a weak workaround.

Pros: Basically gets what you want done done.
Cons: Doesn't display the pressing of buttons, Doesn't show green border when action is being used.
 

Romek

Super Moderator
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964
You won't be edit to edit the model in-game, trust me.
You won't be able to remove the model either to use a dynamic one.

> if you can make it cover just part of the screen
Fade Filters? They automatically cover only part of the screen. Unfortunately, it's the part without UI.
 

Viikuna

No Marlo no game.
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You can see through alphaed UI texture right?

You could just use some transparent skeleton UI, which has all the basic stuff like those buttons and all, and then do some custom unit models like in this DGUI system ( link ) and periodicly move them behind your UI.

It just requires you to use some camera system thingy ( you need to move that UI unit to cameras position when camera is moved ), which kinda sucks, though.
 

Zerox

Ultra Cool Member
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28
You can see through alphaed UI texture right?

You could just use some transparent skeleton UI, which has all the basic stuff like those buttons and all, and then do some custom unit models like in this DGUI system ( link ) and periodicly move them behind your UI.

It just requires you to use some camera system thingy ( you need to move that UI unit to cameras position when camera is moved ), which kinda sucks, though.

Interesting you may be onto something there. I'll have to give it a try thanks.
 
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