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- Starcraft 2 editor tutorials how to#
- Starcraft 2 editor tutorials full#
- Starcraft 2 editor tutorials code#
dds for ( Active Players ) Dialog - Hook up an existing Label called DialogBody in dialog item DialogFrame Dialog - Set ( Last created dialog item ) text to "This is a marine. Create a trigger with Map Initialization and add the action "Create Dialog Item From Template" and create the dialog item variable DialogFrame.ĭialog - Hook up an existing Image called DialogImage in dialog item DialogFrame Dialog - Set ( Last created dialog item ) image to Assets \ Textures \ btn - unit - terran - marine. There are two very important triggers that we will use: "Create Dialog Item From Template" and "Hookup Dialog Item". Now that our UI template is set up, we can go ahead and create a copy. DialogBody will use the "DialogBody" font style in its text. Easy!ĭialogBody works the exact same as DialogImage, but I added the Style element. Note that $parent basically tells it to anchor to its parent. It will be 25x25 and will be anchored to DialogFrame's Top,Left with offsets 5,5. The height, width and positioning however, has been already set. No image has been set, we do this in triggers. See it as a container, with inside labels and images (and some other stuff). DialogFrame is our invisible frame that we will use to mark the anchor for the children frames. It's really simple and nothing to brag about. You will find that that your layout now has content in the tree view!
Starcraft 2 editor tutorials code#
Copy the following XML code and paste it between : We use the UI editor to create templates from which we can copy dialog items into dialogs.Ĭreate a layout in the UI editor (Ctrl+L) and name it CustomUI. We do not create dialogs using the UI editor.
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Starcraft 2 editor tutorials full#
For the purposes of this tutorial however, just create a dialog using triggers, set it to full screen and set it to a variable. So, for those who want to create completely custom UIs, I strongly recommend you to set up multiple dialogs. This does indeed mean that there will be gaps for larger resolutions, and we will all have to deal with this until someone comes with a solution. Therefore, your dialogs may never exceed 1600 or it will result in overlapping for smaller resolution.
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This means that any dialog wider than 1600 will fall out of the screen if the user's resolution width is smaller than 1600. Starcraft II is based on a 1600x1200 resolution. Now, before I begin (and this is the last time I will delay) I want to talk about resolution and aspect ratios for a moment. How the structure exactly works will become clear as you create your first dialog with items using the UI editor. Within these files you will find many frames, images, labels and so on. These are all read-only and you cannot edit them at all. In the UI editor, you will find many files or layouts. You will need to understand how both work to be able to work efficiently. It is the exact same you find in the ingame UI editor.
Starcraft 2 editor tutorials how to#
Just be sure that you know what elements and attributes are and how to properly open/close these trees.Īnyways! The UI editor is basically a compilation of all of Blizzards UI info. You should be able to learn it in an evening. It's not hard, and all the information is relevant to the UI editor. There are many tutorials on the internet.
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To create a template dialog, you first need to understand how XML works. Now I don't have a lot of time as I have exams coming up this week, so no cool pictures and other funny business, but I still wanted to get people started on how to smoothly edit all Blizzard UI and how to create templates so you can use those to easily create new dialogs (items). In addition, the information here (Helral's override method) is outdated and not efficient anymore. I know there are lots of questions on how to be able to make easy dialogs with minimal amount of dialog triggers (instead of create dialog item, set size, move/attach dialog item to dialog item, set dialog item text, set dialog item style.