[SCRIPT] Community Configuration Menu : V1.51 : 03/01/2012

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Will scripters find this useful ?

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John McG
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community configuration menu

Post by John McG » Sat, 13. Dec 08, 19:59

I have downloaded the 'community plugin configuration' and 'ship killed notifications' to my 'plug in manager'. But how do I get them to work?
Where and how do I set a hot key up to get into the menu?
Also since adding these to plug in manager I am no longer able to use my 'free jump' which I could use before, is this a common problem?
Thanks.

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sferum
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Post by sferum » Sun, 4. Jan 09, 14:27

It appears a Readtext7000 in my game, althought I play it in English.

I deinstalled the sciprt and the Readtext7000 still appears :? :? :?

odie forever wrote:edit: It doesn't even work. My settings aren't saved. As long as i don't reload any changes work but when I load a savegame the settings are default ones.mfg Odie
If u start a new game do the Readtext dissapear?? Because that happens to me... and I realy dont wanna start all over again :(
http://img154.imageshack.us/img154/2213 ... 715ux8.gif

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Jade Hawk
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Post by Jade Hawk » Sun, 11. Jan 09, 12:50

I am new to X3TC and must be very stupid. I have SE enabled, I can see the various scripts in there. However the 'just set the hotkey' instruction above confuses me. How do I set the hotkey? for the life of me I can't understand how to do this, nor make sense of the other scripts that need to have their own hotkeys set.

Any help greatly appreciated.

PS I found the script set hotkey but when run it gives me windows which make no sense! :?

strude
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Post by strude » Sun, 11. Jan 09, 18:49

Jade Hawk wrote:I am new to X3TC and must be very stupid. I have SE enabled, I can see the various scripts in there. However the 'just set the hotkey' instruction above confuses me. How do I set the hotkey? for the life of me I can't understand how to do this, nor make sense of the other scripts that need to have their own hotkeys set.

Any help greatly appreciated.

PS I found the script set hotkey but when run it gives me windows which make no sense! :?
To assign a hotkey to a function, you need to go to the Controls settings. Controls can be found in the same menu as Quit, Save and Load options, which I usually get to by pressing ESC once or twice. Most (if not all) script hotkeys will appear at the bottom of the Interface tab (I think it's that tab... they are definately at the bottom)
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apricotslice
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Post by apricotslice » Mon, 12. Jan 09, 01:34

Great idea. :)

Can you do a similar one for auto-doing submenus ? The whole concept of a submenu is too difficult for me to grasp the coding of, but it looks like with a few treaks, this could be used so that any modder can add all their commands into a single submenu using your autoload process.

Or it bypasses the submenu altogether and just adds all commands into the hotkey.

Jade Hawk
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Post by Jade Hawk » Mon, 12. Jan 09, 08:41

Strude


Awesome!!! I was looking everywhere in the SE, I had looked in the controls section guess I missed those right at the bottom. I don't feel too silly, just slightly short sighted! :roll:

Thanks alot :D

fretti
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Post by fretti » Fri, 23. Jan 09, 21:23

Im very very green when it comes too mods and im having some difficulties too make this work.

I've installed the Script with X-plugin manager and fixed with the name too be able too see SE.

but too get up the menue i need too bind it too a hotkey as Jade Hawk had problem with only that... i cant see a "script hotkeys" in the interface tab nor any otehr tab :/

does anyone know what i've done wrong/forgot too do?

sphr
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Post by sphr » Tue, 17. Feb 09, 22:56

@cycrow

I must say, this is simply the best use of the new menus I've seen. will work great as a foundation to access other plugins... I found this very very useful esp when I bind it to a hot key (shift-` or ~ for me). Very easy for me to add triggers for test scripts too. I see this as another one of those must-haves "foundational" things for other plugins.

In fact, I find this so useful that I had a sort of an extension idea for it... Can the same idea be extended to ship/station/wing commands as well?

e.g. Bind a general command that constructs a dynamic menu based on registered scripts like this configuration menu and bind it to a ship command slot. then scripters can add to this menu dynamically by registering their ship/station/wing scripts. All just using one slot.

possibly can have one for ship, one for station and one for wing. the main diff from the original config script will probably be passing on [THIS] when calling scripts instead of null->call script.

To emulate hiding/graying of non-applicable/requirements not met scripts, can register two more script names in addition to the main execution scripts. namely one that returns true/false on whether the entry should be shown in the menu (called when building menu possibly) and one that returns true/false on whether the entry should be gray/active (the difference from former is that, the ones that are not applicable to the object are totally hidden, the latter refers to scripts that can be applied to an object but some conditions not met).

similar to config, plugin writers just register the 3 script names in setup.????.

One of the biggest problem I find when I script is that it is very hard to hook it up dynamically in-game (save running from the script list raw). The config script allows me to hook up global scripts effortlessly (well, almost) now. I was hoping that similar foundation could be laid for ship/station/wing commands as well.

I haven't read through all your fabulous code yet ;) so I was estimating the feasibility half based on extrapolation of your framework design and half based on whatever I knew of the script engine behavior. Please do tell me this is possible/feasible!!

regardless of the above, just wish to thank you once more for enriching the X-perience, even if my small voice of thanks will be probably lost in the existing waves of cheers. To put it in a statement: "I can no longer imagine playing X3 without plugin installer or cycrow scripts." In fact, I held off buying the game until the script/mod resources are available :) (just hope they don't get signed.... I dunno if it is my imagination, but bad things seem to happen to script projects when they get signed....)

Cycrow
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Post by Cycrow » Sat, 25. Apr 09, 18:48

it'll take abit of extra work to get it working on objects, as they will need an additional filter to detmine what objects should and shouldn't have it available.

the main problem i see, is having an easy way to actually select what object you want to use the menu on.

the 3 ideas that come to mind would be a command slot so it opens the menu for that ship.

a hotkey that runs the menu on your targeted ships

and a hotkey that will first ask for the object to run it on.

potentally it could be expanded quite abit

Waylander2
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Post by Waylander2 » Wed, 29. Apr 09, 11:15

for the life of me i can get this to work have installed the script and all that but there is know where to enter a hot key.

Thanks

Edit: Damn forgot that you have to close the plugin manager for it to work so its all working now
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Waylander

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Marodeur
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Post by Marodeur » Thu, 14. May 09, 17:55

Hi.

I translated the t-file into german and opened a thread there ( http://forum.egosoft.com/viewtopic.php?t=246769 )

I hope thats ok for you?!? :oops:

7ate9tin11s
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Post by 7ate9tin11s » Tue, 26. May 09, 06:49

Glad I found this, I am just starting to make configuration menus for my mod conversions and I will be using this to centralize everything. Thanks for your work in making this! :D

Cycrow
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Post by Cycrow » Wed, 3. Jun 09, 18:28

New Update available:

Added Options.

You can setup single options to be displayed on the menu, allowing users to change options without needing an additional menu.

Currently 3 types of Options are available to use

Boolean: Simply On/Off options, selecting it disables or enables the option

Cycle: Can have any number of values, when selecting, cycles through all avaialble values

Select: Can have any number of values, when selecting, a menu options with all values that can be selected

furstukin
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Plugin Configurations Menu hotkey duplicating itself

Post by furstukin » Fri, 10. Jul 09, 10:25

Ok so here is my problem the plugin configurations menu is activated by a hotkey and it keeps duplicating it self. There are now 25 of them in the controls menu. The one I set a hotkey too still works the rest just say not bound. The real problem is I think it has caused me to reach a hotkey limit since I am unable to add one for a script I just wrote. So what script adds that menu? and how do I remove the unneeded hotkeys?

And yes, this happens in any new game I start too after a few saves and restarting the game multiple hotkey entries show up :(
Don't make me slap Ye!

furstukin
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Post by furstukin » Fri, 10. Jul 09, 10:30

anyone else having the problem of the hotkey for this duplicating itself? I have 25 of them now and it wont let me add any new ones.
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Sticks
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Post by Sticks » Fri, 10. Jul 09, 10:31

I can confirm that issue. Every time i load the game this is happening, i have installed the hotkey manager too.

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apricotslice
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Post by apricotslice » Fri, 10. Jul 09, 10:34

The solution is to ensure that the setup script that creates the hotkey only runs once.

So the setup checks for a global variable.
If not found, call a script that creates the hotkey, and create the global variable.
If the global variable exists, then do nothing.

This way, the script that creates the hotkey is only ever run a single time.

Bubbinska
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Post by Bubbinska » Fri, 10. Jul 09, 12:38

I've got duplicates of a couple of hotkeys in my control config menu, all script-related hotkeys. I do not have the hotkey manager installed.

Osiris_sam
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Post by Osiris_sam » Fri, 10. Jul 09, 14:16

Edit: Misread the OP. I looked through the hotkey manager script and the community plugin manager script and i cant see any reason why it would duplicate (i have just installed the hotkey manager and will check if duplication occurs with this)

his script (as always) is designed to add a hotkey if the hotkey manager isnt installed. but remove it if the manager installs one.

on a side note... this should really be posted on the community configuration menu post

ThisIsHarsh
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Post by ThisIsHarsh » Fri, 10. Jul 09, 15:37

apricotslice wrote:The solution is to ensure that the setup script that creates the hotkey only runs once.

So the setup checks for a global variable.
If not found, call a script that creates the hotkey, and create the global variable.
If the global variable exists, then do nothing.

This way, the script that creates the hotkey is only ever run a single time.
:lol: yeah, Cycrow, you noob! (rofl)

EDIT: should maybe mention I can confirm the multiple hotkey issue.

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