Staredit Network > Forums > Modding Assistance > Topic: Ingame Interface
Ingame Interface
May 15 2011, 9:09 am
By: Drakiazuu  

May 15 2011, 9:09 am Drakiazuu Post #1



Alright, I've seen it done(In Starcraft Team Fortress), but have not been able to find a tutorial on how. I'd like to add some display information ingame for a mod im working on (Domination)

I have the bin editor, but still don't understand how to pull up some of the information I want. I can't find where the information for minerals, vespene, and supply are, because I'd like to move those. Then I'd like to create a mouse-over text display of what territories you control. There would be the name of each of the nations along the right side of your screen, and mousing over a specific one would move the name of that nation to the top and then list all the territories of that nation under it. This has to tie into the triggering of the map, so I don't know if that is possible.

If it isn't possible for the interface to reference information from the map triggers, I'd at least like to elaborate on the population information, by telling what units you have. That I know can be done, as it was done in STF.

Any help would be awesome :)



None.

May 15 2011, 2:18 pm xAngelSpiritx Post #2

eternal lurker

Someone will need to correct me if I'm mistaken, but you need plugins to do that. Unless you can adequately code in C++, you probably shouldn't try it.
If you're still willing to give it a shot, check this thread out:
http://modcrafters.com/forum/viewtopic.php?f=17&t=99



None.

May 15 2011, 5:32 pm Drakiazuu Post #3



I'm quite familiar with C++, I've taken classes and was apart of a robotics team where I wrote the AI code for our bot.
Thanks :) Hopefully I'll catch on quick and be able to post something working soon.



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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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