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Found 22 results

  1. Could you add a building list to the side of the screen so when i place a blueprint it shows me what i need PS. I love this game and the concept is amazing cant wait to see what you do with it
  2. So far i have enjoyed this game, as an avid survival player i feel there could be a few UI fixes. instead of pressing LB to open a radial menu for item use or "hot bar" at the bottom of the screen when playing, have the first four slots accessed by the dpad, makes switching weapons/items a lot smoother than the radial menu, the second set of four slots can be accessed by holding the LB and pressing, "y'x'a'b" buttons. the map is nice, and i like the use of trail markers, perhaps give the option in the map to add and delete custom waypoints. the drinking animation is too long, perhaps shorten i
  3. After successfully modding Pillars of eternity to skip some graphics when loading and then installing 2 mods that moddify the UI, I took it upon myself to make a mod that will change the wooden texture and size of the box that pops up when the player engages anyone in conversation. I have spent hours digging through the game folder and exploring the assets but I can't seem to find the files or the data related to what I want to do. Any leads?
  4. The game needs an option to have the cross-hair in the centre. And by need I mean please. I feel like I'm looking at everything with my nose raised up like some sort of snob who thinks he's better than everyone.
  5. In 1.06, callbacks can take 2 new 'variable' parameters in addition to global:# and local:#. The first new parameter type is listboxrow:listboxname This will insert the row # that is currently selected in the listbox indicated by listboxname For example, if I had a callback that looked like: OnLeftClick=UIObject_Misc_ExecuteServerScript("myguiscript",listboxrow:mylb) On the same UIScene I have a listbox called 'mylb' where I have selected the 3rd row. When the OnLeftClick callback above gets executed, the 1 parameter that gets sent to that script will be an inte
  6. Written by Rich Taylor, Lead Programmer. Whew, sorry for not finishing off the UI Objects. There's not too many left to document here before all the basic UI types should be covered, I think... Anyway, on to UIListBox. UIListBox is a container similar to UIPane and anything listed under UIPane that makes sense for UIListBox probably does the same thing under UIListBox. So I'm going to stick to discussing the attributes that are unique to UIListBox. Refer to UIPane for the basic attributes (Like X, Y, Height, Width, etc). There's a couple different ways list boxes are used. A l
  7. By Rich Taylor A new callback in 1.06 is: UIObject_Misc_ExtractData( sourceobject, datatype, index, destinationvar ) This callback can be used to extract the data imbedded by the engine within UI Objects. First I'll go over the parameters, then I'll give some examples. sourceobject This parameter is used to define which UI Object we are extracting data from. It accepts the following options: selected:listboxname - By replacing 'listboxname' with the name of the listbox you're interested in, you can tell this callback to use the selected row within the list box as the so
  8. This callback will be one of the most powerful new tools when it comes to creating custom actions in the game. UIObject_Input_ActionTargetScript(), new in 1.06, will let you make 'GUI actions' similar to the 'actions' that are created when you click on a spell or feat button to cast it, or on a button in the DM Choser that then has you select a target to do the action to. Once the user clicks on a valid target, a bunch of data will be sent to the server along with a request to execute a script associated with the click. Anyway, enough summary, here's the details: UIObject_I
  9. 1.06 will have a number of new script functions that will give improved control over custom GUIs. Two of the new script functions are: SetGUIProgressBarPosition(); This script function will let you set the position of a progress bar (Between 0.0 for empty and 1.0 for full). The other new function is: SetGUITexture(); This script function will let you set the texture for a UIIcon, a UIFrame's fill texture, or a Button's Base Frame's fill texture. Both script functions require the UIScene to be scriptloadable like all the other GUI related scripting functions.
  10. By Rich Taylor In 1.06, it will be possible to set up multiple GUI callbacks on a single UI event in XML. The syntax will be to use the event name and append a number to it. The engine will read in the callbacks until it fails to find the next sequential number. For example, I could set up a UI Button to with the following callbacks: OnUpdate=UIObject_OnUpdate_DisableIfLocalVarEquals(local:3,"true") OnLeftClick=UIObject_Input_ScreenOpen("SCREEN_OPTIONS","false") OnLeftClick0=UIObject_Input_SetLocalVarString(local:3,"true") When I click that button, it would open the Opt
  11. UIObject_Tooltip_DisplayTooltipString takes up to 9 parameters, but only the first four parameters are required. Parameter list: Message = The literal string to display in the tooltip XLoc = The X origin for where the tooltip should appear. This can be a pixel location, or you can use the following two strings to make it relative: MOUSE_X will place the X origin of the tooltip near where the mouse is. OBJECT_X will place the tooltip next to the UIObject that is being moused over, if any. At first, it will try to place the tooltip to the right side of the UIObject. But if there i
  12. The only valid parameter to this callback is a local or global GUI variable index. localguivars are expressed as local:#, where # is the index for the variable. globalguivars are expressed as global:#, where # is the index for the variable. This callback takes the engine-level data in a UIObject and stores it in a global or local gui variable. The engine-level data will vary from UIObject to UIObject. It is also impossible to specify which data item you want to set the GUI variable to, if the UIObject has multiple items of data. This is a really old callback and is of limited
  13. This callback takes a single parameter. It's only purpose is to enable or disable a button based on whether or not the user has selected a row in a List Box. The single parameter is: sListBoxName = The name of the list box we want to check for selection. If the user has a row selected in the listbox named in the parameter, then the UIButton will be set to Enabled. If the user does not have a row selected in the listbox named in the parameter, then the UIButton will be disabled.
  14. UIButton is the generic, clickable object one expects to find on any PC game interface. It also acts as a 'restricted' container of sorts, as it can contain specific UI objects within it. A button is made up of several child objects contained in a single pane. These pieces can be defined explicitly or left up to the engine to define. The child objects that a UIButton can contain are: Up to 1 UIText field. If a UIText object is not defined as a child object in the XML, the engine will create one automatically when creating the UIButton. Up to 11 UIFrames. A UIFrame contained wi
  15. UIText is the GUI object used for containing and rendering text. It is one of the more complicated UI Objects to work with. UIText takes the following attributes: fontfamily This defines which font should be used via a string argument. The fonts are defined in fontfamily.xml. The 'name' attribute for the different UIFontFamily elements in fontfamily.xml is how they are identified here. If this attribute is not set, then the text field will use the 'Default' font family defined in fontfamily.xml. nextcontrol Which control should have focus if the user hits tab while editing t
  16. By: Rich Taylor UI Frame is used for borders and backgrounds for other UI Objects. UIFrames are imbedded in buttons and a few of the container style UI Objects that will be discussed later. The following attributes are handled by UIFrame: The following is a list of the texture pieces that make up a frame. They take a texture name as an argument. The texture pieces are: topleft, topright, top, left, right, bottom, bottomleft, bottomright, fill. The next set of attributes are methods of mirroring one piece to other pieces. This mirroring happens at render time. mhtop
  17. By: Rich Taylor In 1.05 there is a new attribute that all UI Objects handle called hideoverride. If true, this attribute sets a UI Object hidden and keeps it that way until a script says otherwise via the SetGuiObjectHidden() script function. This can be used to keep an item hidden that the GUI may try to make visible regardless what a script tries to do, such as a row in a list box. As a result, objects that are set hidden via SetGuiObjectHidden() will STAY hidden no matter what, unless SetGuiObjectHidden() is later used to make it visible. For example, if I add a new icon
  18. By: Rich Taylor Taking a break from writing about the UI Elements for a moment, though there are still some of those that I will cover in future posts. Most XML files are loaded as default UI Scene, which implies no special behaviors. There are, however, several XML files that will get special handling in code and most conform to specific rules in order to even be loaded. All of these scenes are distinguished by their identifying name in the INI file (Or the screen tag given to them when being loaded via script). The actual XML file name doesn't matter. Note that when I list the
  19. UIObject is the 'base' GUI object. You can't actually define it in XML, but it contains attributes that are common to many different UI Objects, so I'm starting here. The following are the attributes that will be loaded for every UI Object in the XML file except for the attributes. Some attributes will be ignored or overridden depending on the situation. Note that attributes are case sensitive. name String value for the name of the UI Object. This is used internally and will be necessary for scripting to interact with this object in the future. scalewithscene If this is
  20. UIPane is the generic 'container' for other UI Objects. Panes can't be rendered, but they can contain 'child' objects which can be renderable objects. Every scene has a 'rootpane', which is automatically defined by the engine when a new UIScene is loaded from a XML file. Child objects within a pane will be positioned with their x,y origin relative to the origin of the UI Pane that contains the child. UIPanes can also simulate buttons with the tupple attribute, so many of the attributes for UIPane are similar to those found under UIButton. The following attributes are supported b
  21. The UIScene tag at the top of the XML files defines certain global parameters about the entire GUI window being defined in the file. A scene doesn't have anything to render by default, but rather contains items that will get rendered. So a file that defines a UIScene and nothing else will not appear as anything in the game. Some of the attributes for UIScene overlap with those of UIObject, even though UIScene does not inherit from UIObject, so this attributes will be repeated here. The following attriibutes are supported by the UIScene tag: OnCreate This callback gets exe
  22. Q: Is there a way that you can filter the domains available when taking the first level of cleric, based on the deity the player chooses? Torm, for example, might only offer the Good, Sun, War and Healing domains. Is this possible? A: It is not currently possible to restrict domains based on deity selection. The Domain GUI code has no knowledge of your deity selection, nor is there any data loaded up on a deity-by-deity basis on what domains are in that deity's portfolio. Also, default package domain selection has no knowledge of deity selection either. Q: Creating new skills
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