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  #1  
Unread 11-01-2004, 09:00 AM
Azek Azek is offline
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Default Forcing windows to show.

If you create a window, EQ2 doesnt automatically show it. An example is the Clock.

But you can force the display of a window (even one you create yourself)

/show_window MainHUD.Clock

So, you can now make your own modules and pages and show them.

Enjoy.
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  #2  
Unread 11-01-2004, 09:46 AM
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sweet! you rock Azek.
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  #3  
Unread 11-01-2004, 09:47 AM
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does that work for the clock
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  #4  
Unread 11-01-2004, 09:54 AM
Azek Azek is offline
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Quote:
Originally Posted by Findarato
does that work for the clock
Yes it works for the clock and the clock works just fine.
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  #5  
Unread 11-01-2004, 10:32 AM
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your clock works?! mine reads midnight all the time..
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  #6  
Unread 11-01-2004, 05:15 PM
Azek Azek is offline
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Quote:
Originally Posted by insomniac
your clock works?! mine reads midnight all the time..
Yes, it works just fine. If you have wired the clock into a different place, then it wont work.

If you use the default skin and do a
/show_window MainHUD.Clock

the clock appears and works.
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  #7  
Unread 11-25-2004, 12:16 AM
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To go along with the idea of forcing a window to show, I found out how to make a window STAY open, instead of closing all the time (best example, the Target window).

Change DynamicDataFilter="0001" to ="0000"

This made my target window stay on top, even after mashing the Esc key

I assume this can be done for all dynamic data (so far I've only tested with Target and Casting windows). Not just the window, either, but the data within the window as well. Within my modified Target window, I can hide some elements (such as the target's health) by leaving its specific Filter set to 0001, yet still keep the border and backdrop of the window itself visible with the window's page Filter set to 0000.
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  #8  
Unread 11-25-2004, 12:55 AM
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this is what the Doc says about D. Data filters:

EverQuest II has tried to make all relevant data available for any window. The system that allows this is called DynamicData. Any widget can be assigned to listen to dynamic data and will automatically update anytime the data changes. The widgets can also filter which types of updates are desired.

For the most recent list of available data see eq2ui_gamedata.xml

The data changes can be visible/not visible, text, color, opacity, progress, and more.

The filters are bitflags indicating the types of updates desired. By default, accept all.
Value Description
0x0000 None
0x0001 Visible/Not visible
0x0002 Text
0x0004 Tooltip
0x0008 Boolean value
0x0010 Floating point value
0x0020 Long value
0x0040 Progress percent
0x0080 Icon
0x0100 Command
0x0200 Enabled/Disabled
0x0400 Color
0x0800 Opacity
0x1000 Event Trigger
0xFFFF All
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  #9  
Unread 11-25-2004, 01:43 AM
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just thought i might add the /hide_window mainHUD.clock will infact close the window, im sure many of you figured this out but i thought i would post it just incase.
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  #10  
Unread 11-29-2004, 02:01 PM
Centhena Centhena is offline
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does this work for the clock?

could someone post a before and after edited line so i can see where the heck i'm supposed to do this to keep the window open all the time... nothign i've tried so far works.

Cen
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  #11  
Unread 11-29-2004, 07:37 PM
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Quote:
does this work for the clock?
I don't think it will. I don't see dynamic data being used in the clock, so to be honest I don't know. It doesn't look like it, but I haven't had a chance to play with it and test things out.
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