Seleciton Cost v.9 Forgotten Edition [UI][Abandoned]
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I found a way to enable it only for observers/replays. I don't actually want it while I'm playing a game, but it's very useful when I'm watching replays. Other people might be interested in this so I will share the code here.
in your mod's gamemain.lua, at around line 80, there is this line of code:
CreateSelectionUI()
I added an if-then statement around it:
if isReplay or (GetFocusArmy() == -1) then CreateSelectionUI() end
I'm curious if ANYONE looks at selection cost while they're playing, or if they only look at it while they're watching a replay.
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Separately, I would really like it if I could scale up the size of the selection cost display. I would want it about 3x bigger for my 4k display. I don't know how to do that or I would just implement it myself.
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@arma473 sure you can do it by yourself. Open the gamemain.lua and find the createselectionui() and add the string "LayoutHelpers.SetDimensions(statsFrame, width, heigth) after " statsFrame:SetTexture(....)"
And you can increase the font size in lines CreateText(...12...) where is a number is a size of font. I'm from phone atm and can't write the whole code. But I will do it late
Or do you use implemented ui scaling? Maybe I will do adapt it to scaling by settings
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Fyi, connecting both UI elements to resource panel means that you cannot see reclaim from observer view unless you go to a player view.
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@archsimkat yea, my mistake. I will add advanced check if the current game is replay, then it will work from obs
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Any suggestions?
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This post is deleted! -
Version v.8
What`s new:- New design of UI elements
- Reclaim texture changeable with current skin
- Red color for total reclaim and dark green for title if no mass on screen
Mistake:
- Selection cost frame can`t change skin
Not included in this update:
- Settings for replay
Search in vaults "Selection Cost"
or
Selection Cost -
concept ui of v9
will be adaptive and resizable based on length of stroke
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Uploaded 9 version with new patch compatibility
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