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Old January 23rd, 2013   #1
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Default GUI Mod

From what I've noticed with the GUI, there is a limited number of "icons" that can occupy the space at the bottom of the GUI that allow the training of units, building of facilities etc.

One of the things I'd like to do is expand this to a theoretical unlimited number of icons, potentially in a fashion similar to multiple action bars such as that in WoW to avoid having to resize every icon, however I cannot find a way to do this.

My question is, what determines the placement of training "icons" in the GUI, is it a LUA file, or an XML file, or something else entirely?

If it helps, from what I can see the GUI background is an .alo file, and the actual icons are sourced from MT_COMMANDBAR.tga, and the icon file names are used in CommandBarComponents.xml.

Of course if there is a mod that already does this, that would make things much easier.
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Old January 23rd, 2013   #2
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Default Re: GUI Mod

The build buttons on the command bar are hardcoded. It is impossible to add more functioning button.
It is possible to add custom buttons and have them function with a script. A couple of mods do this to make a sort of ship class filters (nomada's mod e.g.)

The gui is more then just a texture. It is an ALO model. It is possible to modify the gui to change the placement of the elements. You'll need 3D max to do this.
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Old January 23rd, 2013   #3
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Default Re: GUI Mod

Thanks Warb, if I were to add custom buttons, what sort of XML/LUA files would I be looking at editing? Just so I can start to poke around a bit.
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Old January 27th, 2013   #4
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Default Re: GUI Mod

First you'll have to add them to CommandBarComponents.xml to assign an icon, text etc.
To add a function to your new button you'll have to use story events.
For example switching between multiple build tabs would work like this:
Code:
<!-- Checks if "Corvettes Tab" button was clicked -->
<Event Name="Unlock_Corvettes">  
<Event_Type>STORY_CLICK_GUI</Event_Type>
<Event_Param1>Button1</Event_Param2> 
<Perpetual>true</Perpetual>
</Event>

<Event Name="Unlock_Corellian_Corvette">  <!-- Unlock a corvette -->
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1>Corellian_Corvette</Reward_Param1>
<Prereq>Unlock_Corvettes</Prereq>
<Perpetual>true</Perpetual>
</Event>


<!-- This is not a corvette, so we want to lock it! -->
<Event Name="Lock_Nebulon_B_Frigate"> 
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>LOCK_UNIT</Reward_Type>
<Reward_Param1>Nebulon_B_Frigate</Reward_Param1>
<Prereq>Unlock_Corvettes</Prereq>
<Perpetual>true</Perpetual>
</Event>

<!-- Checks if "Frigates Tab" button was clicked -->
<Event Name="Unlock_Frigates">  
<Event_Type>STORY_CLICK_GUI</Event_Type>
<Event_Param1>Button2</Event_Param2>
<Perpetual>true</Perpetual>
</Event>


<Event Name="Unlock_Nebulon_B_Frigate">  <!-- Unlock a frigate -->
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1>Nebulon_B_Frigate</Reward_Param1>
<Prereq>Unlock_Frigates</Prereq>
<Perpetual>true</Perpetual>
</Event>


<!-- This is not a frigate, so we want to lock it! -->
<Event Name="Lock_Corellian_Corvette"> 
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>LOCK_UNIT</Reward_Type>
<Reward_Param1>Corellian_Corvette</Reward_Param1>
<Prereq>Unlock_Frigates</Prereq>
<Perpetual>true</Perpetual>
</Event>


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