Auto Attack Indicator

Discussion in 'The Veterans' Lounge' started by Xorsazis, Nov 8, 2016.

  1. Xorsazis Augur

    I've been using my own custom UI for a very long time, and one thing I could never get right was the auto attack indicator. It never overlayed properly, or didn't call correctly, etc. and I never could decipher it correctly from the code in the default player window.

    So, my question to anyone with some understanding in this area is can I just use an icon in the window instead of a flashing indicator, and what command detects the auto attack state (on or off). If need be, I can post the code for the file I am editing.
  2. Kravn Augur

    This is the code for what mine looks like... I use a Turlo player window that has an area that lights up blinking red.


    Code:
    <!--
    <Ui2DAnimation item = "A_AttackIndicator">
        <Cycle>false</Cycle>
        <Frames>
            <Texture>AttackIndicator.tga</Texture>
            <Location>
                <X>2</X>
                <Y>0</Y>
            </Location>
            <Size>
                <CX>173</CX>
                <CY>33</CY>
            </Size>
        </Frames>
    </Ui2DAnimation>
     
    -->
     
    <Ui2DAnimation item="A_AttackIndicatorTop">
            <Cycle>false</Cycle>
            <Frames>
                <Texture>AttackIndicator.tga</Texture>
                <Location>
                    <X>0</X>
                    <Y>0</Y>
                </Location>
                <Size>
                    <CX>50</CX>
                    <CY>2</CY>
                </Size>
            </Frames>
        </Ui2DAnimation>
        <Ui2DAnimation item="A_AttackIndicatorBottom">
            <Cycle>false</Cycle>
            <Frames>
                <Texture>AttackIndicator.tga</Texture>
                <Location>
                    <X>0</X>
                    <Y>29</Y>
                </Location>
                <Size>
                    <CX>147</CX>
                    <CY>3</CY>
                </Size>
            </Frames>
        </Ui2DAnimation>
        <Ui2DAnimation item="A_AttackIndicatorLeft">
            <Cycle>false</Cycle>
            <Frames>
                <Texture>AttackIndicator.tga</Texture>
                <Location>
                    <X>0</X>
                    <Y>2</Y>
                </Location>
                <Size>
                    <CX>3</CX>
                    <CY>27</CY>
                </Size>
            </Frames>
        </Ui2DAnimation>
        <Ui2DAnimation item="A_AttackIndicatorRight">
            <Cycle>false</Cycle>
            <Frames>
                <Texture>AttackIndicator.tga</Texture>
                <Location>
                    <X>146</X>
                    <Y>2</Y>
                </Location>
                <Size>
                    <CX>3</CX>
                    <CY>27</CY>
                </Size>
            </Frames>
        </Ui2DAnimation>
        <Ui2DAnimation item="A_AttackIndicatorFill">
            <Cycle>false</Cycle>
            <Frames>
                <Texture>AttackIndicator.tga</Texture>
                <Location>
                    <X>4</X>
                    <Y>4</Y>
                </Location>
                <Size>
                    <CX>146</CX>
                    <CY>24</CY>
                </Size>
            </Frames>
        </Ui2DAnimation>
        <StaticAnimation item="A_AttackIndicatorAnimTop">
            <ScreenID>A_AttackIndicatorAnimTop</ScreenID>
            <Animation>A_AttackIndicatorTop</Animation>
            <AutoDraw>false</AutoDraw>
            <AutoStretch>true</AutoStretch>
            <TopAnchorOffset>0</TopAnchorOffset>
            <BottomAnchorOffset>3</BottomAnchorOffset>
            <LeftAnchorOffset>0</LeftAnchorOffset>
            <RightAnchorOffset>0</RightAnchorOffset>
            <TopAnchorToTop>true</TopAnchorToTop>
            <BottomAnchorToTop>true</BottomAnchorToTop>
            <LeftAnchorToLeft>true</LeftAnchorToLeft>
            <RightAnchorToLeft>false</RightAnchorToLeft>
        </StaticAnimation>
        <StaticAnimation item="A_AttackIndicatorAnimBottom">
            <ScreenID>A_AttackIndicatorAnimBottom</ScreenID>
            <Animation>A_AttackIndicatorBottom</Animation>
            <AutoDraw>false</AutoDraw>
            <AutoStretch>true</AutoStretch>
            <TopAnchorOffset>28</TopAnchorOffset>
            <BottomAnchorOffset>32</BottomAnchorOffset>
            <LeftAnchorOffset>0</LeftAnchorOffset>
            <RightAnchorOffset>0</RightAnchorOffset>
            <TopAnchorToTop>true</TopAnchorToTop>
            <BottomAnchorToTop>true</BottomAnchorToTop>
            <LeftAnchorToLeft>true</LeftAnchorToLeft>
            <RightAnchorToLeft>false</RightAnchorToLeft>
        </StaticAnimation>
        <StaticAnimation item="A_AttackIndicatorAnimLeft">
            <ScreenID>A_AttackIndicatorAnimLeft</ScreenID>
            <Animation>A_AttackIndicatorLeft</Animation>
            <AutoDraw>false</AutoDraw>
            <AutoStretch>true</AutoStretch>
            <TopAnchorOffset>3</TopAnchorOffset>
            <BottomAnchorOffset>28</BottomAnchorOffset>
            <LeftAnchorOffset>0</LeftAnchorOffset>
            <RightAnchorOffset>4</RightAnchorOffset>   
            <TopAnchorToTop>true</TopAnchorToTop>
            <BottomAnchorToTop>true</BottomAnchorToTop>
            <LeftAnchorToLeft>true</LeftAnchorToLeft>
            <RightAnchorToLeft>true</RightAnchorToLeft>
        </StaticAnimation>
        <StaticAnimation item="A_AttackIndicatorAnimRight">
            <ScreenID>A_AttackIndicatorAnimRight</ScreenID>
            <Animation>A_AttackIndicatorRight</Animation>
            <AutoDraw>false</AutoDraw>
            <AutoStretch>true</AutoStretch>
            <TopAnchorOffset>3</TopAnchorOffset>
            <BottomAnchorOffset>28</BottomAnchorOffset>
            <LeftAnchorOffset>4</LeftAnchorOffset>
            <RightAnchorOffset>0</RightAnchorOffset>
            <TopAnchorToTop>true</TopAnchorToTop>
            <BottomAnchorToTop>true</BottomAnchorToTop>
            <LeftAnchorToLeft>false</LeftAnchorToLeft>
            <RightAnchorToLeft>false</RightAnchorToLeft>
        </StaticAnimation>
        <StaticAnimation item="A_AttackIndicatorAnimFill">
            <ScreenID>A_AttackIndicatorAnimFill</ScreenID>
            <Animation>A_AttackIndicatorFill</Animation>
            <AutoDraw>false</AutoDraw>
            <AutoStretch>true</AutoStretch>
            <LeftAnchorOffset>4</LeftAnchorOffset>
            <TopAnchorOffset>3</TopAnchorOffset>
            <RightAnchorOffset>5</RightAnchorOffset>
            <BottomAnchorOffset>28</BottomAnchorOffset>
            <BottomAnchorToTop>true</BottomAnchorToTop>
            <RightAnchorToLeft>false</RightAnchorToLeft>
        </StaticAnimation>
  3. Nennius Curmudgeon

    I am NOT any kind of expert when it comes to UI's, but, have you posted this over at www.eqinterface.com ? There are some very good folks there who might be able to help.
    Xianzu_Monk_Tunare likes this.
  4. Xianzu_Monk_Tunare Augur

    The link Nennius posted is where you're most likely to get the solution to your problem. But I will say that order is important when it comes to the final creation of the window. You'll want the Attack Indicator pieces to be listed after all the items which you wish to be below the flashing part.
  5. Xorsazis Augur

    I tried looking on eqinterface.com, but they don't allow search function use without logging in and I could not figure out my user/password, and the reset mechanic wasn't working for me. So I said eff it and came here.

    My main goal is to not use flashing, just an icon symbolizing attack on and a different one for attack off. Kinda like resting states.
  6. Lighteningrod Augur

    You could change it to an icon with some creative graphics work but the flashing is hardcoded.