Homeworld 2 : VariableUIHUD
Karos Graveyard ::
Function Reference :: Scope Reference :: Variable Reference
Most recent edit on 2006-02-01 22:22:43 by MiKail

Additions:
"CommandButton index: 0 to N. Set in Flash. Each CmdButton in flash must have a unique number, starting at 0 to max number of flash button. -1 can be used to specify an unused button. The button order in flash is 0, 1, 2, 3, 4, 5, 6, 7. Special case: The SpecialButton is used to display many 'special action' button on the same button. Only one button can be displayed at a time if there's no conflict (ie: only one button is available or active), among all the special buttons. Otherwise the default SpecialButton texture would be displayed (a neutral button). To specify the original SpecialButton, use the same index number has for specialCmdButtonIndex. Base textures for command buttons (i.e., 'attack_Neutral.tga', 'attack_Active.tga', 'attack_Available.tga') are stored in 'ui/frontEnd/inGame/hud/cmdButton'."

Deletions:
"CommandButton index: 0 to N. Set in Flash. Each CmdButton in flash must have a unique number, starting at 0 to max number of flash button. -1 can be used to specify an unused button. The button order in flash is 0, 1, 2, 3, 4, 5, 6, 7. Special case: The SpecialButton is used to display many 'special action' button on the same button. Only one button can be displayed at a time if there's no conflict (ie: only one button is available or active), among all the special buttons. Otherwise the default SpecialButton texture would be displayed (a neutral button). To specify the original SpecialButton, use the same index number has for specialCmdButtonIndex. Base textures for command buttons (i.e., 'attack_Neutral.tga', 'attack_Active.tga', 'attack_Available.tga') are stored in 'ui/frontEnd/inGame/hud/cmdButton'."



Edited on 2006-02-01 22:22:24 by MiKail

No differences.


Edited on 2006-02-01 22:22:05 by MiKail

Additions:
"CommandButton index: 0 to N. Set in Flash. Each CmdButton in flash must have a unique number, starting at 0 to max number of flash button. -1 can be used to specify an unused button. The button order in flash is 0, 1, 2, 3, 4, 5, 6, 7. Special case: The SpecialButton is used to display many 'special action' button on the same button. Only one button can be displayed at a time if there's no conflict (ie: only one button is available or active), among all the special buttons. Otherwise the default SpecialButton texture would be displayed (a neutral button). To specify the original SpecialButton, use the same index number has for specialCmdButtonIndex. Base textures for command buttons (i.e., 'attack_Neutral.tga', 'attack_Active.tga', 'attack_Available.tga') are stored in 'ui/frontEnd/inGame/hud/cmdButton'."

Deletions:
CommandButton index: 0 to N. Set in Flash. Each CmdButton in flash must have a unique number, starting at 0 to max number of flash button. -1 can be used to specify an unused button. The button order in flash is 0, 1, 2, 3, 4, 5, 6, 7. Special case: The SpecialButton is used to display many "special action" button on the same button. Only one button can be displayed at a time if there's no conflict (ie: only one button is available or active), among all the special buttons. Otherwise the default SpecialButton texture would be displayed (a neutral button). To specify the original SpecialButton, use the same index number has for specialCmdButtonIndex. Base textures for command buttons (i.e., attack_Neutral.tga, attack_Active.tga, attack_Available.tga) are stored in ui/frontEnd/inGame/hud/cmdButton".



Oldest known version of this page was edited on 2006-01-19 02:19:18 by MiKail []
Page view:
HUD Variables This stuff is taken directly from "hud.lua"

Variables

ChatOption, Alliance and Connection

Command Buttons
CommandButton index: 0 to N. Set in Flash. Each CmdButton in flash must have a unique number, starting at 0 to max number of flash button. -1 can be used to specify an unused button. The button order in flash is 0, 1, 2, 3, 4, 5, 6, 7. Special case: The SpecialButton is used to display many "special action" button on the same button. Only one button can be displayed at a time if there's no conflict (ie: only one button is available or active), among all the special buttons. Otherwise the default SpecialButton texture would be displayed (a neutral button). To specify the original SpecialButton, use the same index number has for specialCmdButtonIndex. Base textures for command buttons (i.e., attack_Neutral.tga, attack_Active.tga, attack_Available.tga) are stored in ui/frontEnd/inGame/hud/cmdButton".
  • attackCmdButtonIndex
  • dockCmdButtonIndex
  • guardCmdButtonIndex
  • moveCmdButtonIndex
  • patrolCmdButtonIndex
  • recycleCmdButtonIndex
  • specialCmdButtonIndex
  • stopCmdButtonIndex
  • resourceCmdButtonIndex
  • waypointCmdButtonIndex
  • landCmdButtonIndex
  • detachCmdButtonIndex
  • attackBaseTextureName
  • dockBaseTextureName
  • guardBaseTextureName
  • moveBaseTextureName
  • patrolBaseTextureName
  • recycleBaseTextureName
  • specialBaseTextureName
  • stopBaseTextureName
  • waypointBaseTextureName
  • landBaseTextureName
  • detachBaseTextureName
  • specialBaseTextureName
  • resourceBaseTextureName
  • :: ::