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  1. #1
    Orcus's Avatar Civis
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    Default Strat Map UI

    Is there any way to hide the strategy map user interface?

    If you don't know what I'm talking about. I mean the UI at the bottom of this screen shot:



  2. #2
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Strat Map UI

    You can do it with a script - just check out a campaign that has a script that does this. "Gods & Fighting Men" (for BI) has this, for example.

    disable_entire_ui
    enable_entire_ui
    show_ui

    are elements you should be looking for.
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  3. #3
    Orcus's Avatar Civis
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    Default Re: Strat Map UI

    Thanks for your help.

    I took a look at "Gods & Fighting Men" and found those lines, but I'm still not sure how to write a script that would do what I want (I have little experience with scripts).

    If someone could post a script that would temporally hide the UI on the strat map (like minimal UI does on the battle map), I would GREATLY appreciate it.

  4. #4
    Orcus's Avatar Civis
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    Default Re: Strat Map UI

    Oh, and another thing...

    What file do I need to edit to change these buttons circled in blue:



    I'm creating a new skin and found all the other files in data/ui/roman/interface, but for some reason I can't find the file to edit those little arrows.

  5. #5

    Default Re: Strat Map UI

    Go to sharedpage_xx , or sratpage_xx (dunno exactly) in your data/ui/romans/interface folder (you may need to unpack if you haven't done so already )

  6. #6
    Orcus's Avatar Civis
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    Default Re: Strat Map UI

    I've edited all those files and was able to change the entire interface, except for those arrow icons.

    I even replaced all the files in data/ui/roman/interface with blank tga files and while all the other parts of the UI disappeared those arrows remained, I'm stumped.
    Last edited by Orcus; October 15, 2009 at 11:48 AM.

  7. #7
    HouseOfHam's Avatar Primicerius
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    Default Re: Strat Map UI

    The disable_entire_ui/disable_ui commands don't hide the interface. Their only use is to control whether clicking on certain parts of the interface actually does anything.

    The commands you're looking for are hide_ui and show_ui. There is a side effect when using show_ui, though. It leaves faction buttons across the top, until next turn. The only way I could find to get rid of them on the same turn is to go into battle.

    General advise on debugging monitors: add console_command add_money 1 as the 1st line inside it, so you know if it's getting fired when you press the button.
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  8. #8
    Orcus's Avatar Civis
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    Default Re: Strat Map UI

    I tried the following:

    Code:
    declare_counter on
    
    monitor_event ButtonPressed ButtonPressed show_construction_advice_button
     and I_CompareCounter on = 0
    
    hide_ui
    set_counter on 1
    
    end_monitor
    
    monitor_event ButtonPressed ButtonPressed show_construction_advice_button
     and I_CompareCounter on = 1
    
    show_ui
    set_counter on 0
    
    end_monitor
    Still doesn't hide the UI (although the faction buttons appear across the top when I press “Construction Advice” a second time).

    Don't know what I'm doing wrong. Can someone please correct this script, thanks.

  9. #9
    HouseOfHam's Avatar Primicerius
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    Default Re: Strat Map UI

    I suspect the problem is that both monitors are getting triggered, because they're processed sequentially, so when you first click it, conditions match, it hides the ui and sets the counter to 1. This, then, matches 2nd monitor's conditions, and it runs, too, in effect reversing the 1st monitors actions. Try changing the script to use just 1 monitor:

    Code:
    
    declare_counter isUiHidden
    declare_counter skip2ndIf
    
    monitor_event ButtonPressed ButtonPressed show_construction_advice_button
    
        set_counter skip2ndIf 0
    
        if I_CompareCounter isUiHidden = 0
            hide_ui
            set_counter isUiHidden 1
            set_counter skip2ndIf 1
        end_if
    
        if I_CompareCounter isUiHidden = 1
        and I_CompareCounter skip2ndIf = 0
            show_ui
            set_counter isUiHidden 0
        end_if
    
    end_monitor
    


    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  10. #10
    Orcus's Avatar Civis
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    Default Re: Strat Map UI

    Thanks, the script works perfectly. Just wish hide_ui didn't letterbox the screen and show_ui didn't display the faction buttons across the top. No big deal though, just happy it works.

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