Right on the lines of that I have tried this,
In the original breath file I added this to the
"on hide"
visible=false show_window=(MainHUD.casting) show_window=(MainHUD.casting)
"on show"
visible=true show_window=(MainHUD.casting) show_window=(MainHUD.casting)
And the other way round as well, What that did was make a copy of the casting window show up in another location "on screen" insted of using the one that is already there...
Image 1 , shows I have managed to get a "casting" window to pop up with the standard breath bar.
Image 2 , shows the "proper" casting window at the bottom that only shows up when starting to cast.. But the casting progress is shown in the window that "poped up" also..
As you can see I have a breath gauge in my casting window... all I want to do is get 1 of those to pop up when underwater....
I have done this succesfully when the casting and breath gauges are "contained" in the group window....
But this is causing some stupid problems
