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Category: MiscellaneousSunthas' Ammo Window
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How do I install this? (FAQ)
Name: Sunthas' Ammo Window   Popular!
Author:
Date: 02-02-2005 04:04 PM
Size: 825 b
Version: N/A
Rate Addon: 5 out of 5 with 3 votes  
Patch & Add-on List
File Name
Version
Size
Author
Date
Type
LU25
821 b
07-17-2006 11:01 AM
Patch
569 b
03-11-2005 12:09 PM
Addon
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Views: 5949
Size: 1.21 Kb
Dimensions: 37 x 37
 
Description
Use /show_window MainHUD.Inventory

Gives you a 35x35 pixel ammo window that counts down the ammo you have left as you use it.

Discussion Thread Here

2/1/2005: Updated Install.txt to give credit to Quib and Kryoclasm's whose mods made this mod possible.

2/2/2005: Updated the file - removed eq2ui_mainhud.xml as it was broken with the patch on 2/1/2005. Follow directions in install.txt which state to add the <include> line into eq2ui_mainhud.xml this will have to be done each time they patch eq2ui_mainhud.xml

3/24/2050: Verfied this mod is still working as of 3/24/2005.

4/7/2005: Verified this mod is still working as of 4/7/2005.
File Statistics
User Rating:
5 out of 5 with 3 votes
Downloads: 4196
Views: 21554
Favorites: 3
Uploaded By:
 
Last Modified: 04-07-2005 05:10 PM by sunthas    

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Unread 06-29-2005, 04:42 PM  
zkina
A Coastal Crab

Server: Antonia Bayle
Forum posts: 0
File comments: 1
Uploads: 0
to bad this does not replay the graphic of the eq2 button that would be a good use of the ammo counter
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Unread 03-09-2005, 06:48 PM  
frakboy9
A Forest Scavenger

Server: Antonia Bayle
Forum posts: 16
File comments: 5
Uploads: 3
Script

Well, it appears the mainhud.xml now uses a </page> at the end, making the script not functional.

Edited script and we are good to go again. Kind of a bummer, since the patch did require that the script be run; but the new format of the mainhud.xml didn't make it work right! Better luck in the future I hope!

I recommend running the script after every big SOE patch; else you might not have all of the cool new <include>s they do.

If you don't run the script/update by hand; things will still work; just you don't ave the latest and greatest. If you do update with the old script, it won't work in game unless you upgrade to the newest version.

Last edited by frakboy9 : 03-09-2005 at 09:33 PM.
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Unread 03-02-2005, 09:04 PM  
frakboy9
A Forest Scavenger

Server: Antonia Bayle
Forum posts: 16
File comments: 5
Uploads: 3
Ammo Window MainHUD Update Script

Hey all-

Sunthas and I exchanged some private messages and I gained blessing to post this here.

I made a windows script that automates the process of copying over the mainhud to your custome ui folder and then it addes the needed <include> line to the end.

Now it's not currently hosted on EQ2 Interface; but here is a link to it.

Contains 3 sample images of the script in action, readme file, and the script itself.

You may [will] need to edit the .vbs file to chagne some variables about your setup (EQ2 install path, name of custom ui folder, etc).

Have fun!
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Unread 01-31-2005, 08:16 PM  
Kryoclasm
A Darkpaw Brute
Interface Author - Click to view interfaces

Server: Beta 1
Forum posts: 43
File comments: 14
Uploads: 5
It should be possible to create a new "main" window catagory that is on the same level as "Inventory" and "MainHUD" call say as stated in the last message "Popup" then attach the window to it... "Popup.Inventory".

This should work because the EQ client is hard coded to search for the inventory input and output parameters along a perdetermined branch path.

Normally this would be "Inventory.Inventory", but because it can also find it under "MainHUD.Inventory" as long as the variables are set up the same way and not located any higher or lower in the object path; therefore it should work in a new window catagoty of your naming that falls in the same relative path.

Belive me, I was pulling my hair out trying to figure out how to get the Mini Inventory to to display the items at all. I almost gave up. Thanks to my debugging skills learned over many years of bad programming I got it figured.

Let me know if the new sub catagory thery pans out or not.
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Unread 01-27-2005, 03:43 PM  
Quib
A Griffon
Interface Author - Click to view interfaces

Forum posts: 720
File comments: 8
Uploads: 9
Just to drive home what Sunthas already said:
THIS DOESN'T MESS UP/SACRIFICE YOUR NORMAL INVENTORY WINDOW!

He has used MainHUD.Inventory, not Inventory.Inventory. My guess, Sunthas, is that HUD.Inventory and Popup.Inventory would work also, though I haven't tested; so there is hope that say, this mod and Moab's Mini Inventory could co-exist.

Quib
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Unread 01-27-2005, 03:00 PM  
sunthas
A Griffon
Interface Author - Click to view interfaces

Server: Unrest
Forum posts: 306
File comments: 19
Uploads: 5
Tried to modify it, that didn't work. It actually doesn't sacrafice your inventory window. It sacrifices some unused window. I haven't checked what that command would do without the mod.

Moab's Mini-Inventory though will get broken I think by this mod, you might end up opening both at the same time or something like that.
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Unread 01-27-2005, 02:06 PM  
Teco
A Brown Bear
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 8
File comments: 4
Uploads: 1
Hey nice idea, though sacrificing the inventory window seems a bit much.

I'll be modifying this a lil to be called "ammo" so you can just /show_window MainHUD.Ammo and have the window appear.

Great idea though
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