[SCRIPT] Community Configuration Menu : V1.51 : 03/01/2012
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Re: [SCRIPT] Community Configuration Menu : V1.20 : 03/06/2009
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Last edited by Gazz on Sun, 29. Nov 09, 21:24, edited 2 times in total.
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
I think I've found the problem.
plugin.hotkeymanager.add:
... but $count can be 0. I.e. when the hotkey installed at index 0 is the one you are trying to check, the following 'if $found' block will not run. Changed to:
... I did a quick check and this appears to fix the problem.
plugin.hotkeymanager.add:
Code: Select all
007 |while $count
008 ||dec $count =
009 ||$key = $hotkeys[$count]
010 ||$name = $key[0]
011 ||if $name == $a.name
012 |||$found = $count
013 |||break
014 ||end
015 |end
016 |
017 * check if the script has changed and regesiter
018 |if $found
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007 |while $count
008 ||dec $count =
009 ||$key = $hotkeys[$count]
010 ||$name = $key[0]
011 ||if $name == $a.name
012 |||$found = [TRUE]
013 |||break
014 ||end
015 |end
016 |
017 * check if the script has changed and regesiter
018 |if $found
interesting, i guess thats y its working for me, you have a different version of the hotkey manager.
it was fixed awhile ago but i guess i forgot to update that package.
if u have devnet 3 access, u could just download the test one from there that has it fixed.
running 2 seperate versions, signed and unsighned, must be getting me confused
it was fixed awhile ago but i guess i forgot to update that package.
if u have devnet 3 access, u could just download the test one from there that has it fixed.
running 2 seperate versions, signed and unsighned, must be getting me confused
i've updated the hotkey manager to include the latest files, so if u redownload that, it should help.
it wont remove the existing ones, that is abit more difficult.
if u dont have any scripts that use hotkeys, then u can just remove all the hotkeys, a simple script could do this. However, if u have other scripts that use hotkeys, this would also remove them and could cause problems
ill write the script later today
it wont remove the existing ones, that is abit more difficult.
if u dont have any scripts that use hotkeys, then u can just remove all the hotkeys, a simple script could do this. However, if u have other scripts that use hotkeys, this would also remove them and could cause problems
ill write the script later today
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- Joined: Thu, 24. Aug 06, 13:45
Hey Cycrow,
just a note in passing, if you get the time before you update this again, could you add a true return on success when you register a script. (so my script can register a hotkey if your plugin manager isnt installed )
apologies if you've already done this and i dont have the most up to date version,
thanks
sam
just a note in passing, if you get the time before you update this again, could you add a true return on success when you register a script. (so my script can register a hotkey if your plugin manager isnt installed )
apologies if you've already done this and i dont have the most up to date version,
thanks
sam
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- Posts: 422
- Joined: Thu, 24. Aug 06, 13:45
i redownloaded the lastest version of plugin manager, to make sure i was up to date, same problem.
On more pressing matters. i downloaded the hotkey manager when the problems with duplicated hotkeys arised. i noticed (when i went to assign a hotkey to it) that there were 2 hotkeys registered. My first thought would be a problem in installing the hotkey manager, which registers a new hotkey, while the plugin manager is installed (having a hotkey).
just my evaluation of the situation
thanks again Cycrow
Sam
On more pressing matters. i downloaded the hotkey manager when the problems with duplicated hotkeys arised. i noticed (when i went to assign a hotkey to it) that there were 2 hotkeys registered. My first thought would be a problem in installing the hotkey manager, which registers a new hotkey, while the plugin manager is installed (having a hotkey).
just my evaluation of the situation
thanks again Cycrow
Sam
Hmmm,
having a couple of problems here.
I installed the community plugin configuration and the wing hotkeys. The hotkeys turn up in the controls menu under interfaces as it should. However, i canty find the menu (from plugin configuration) were I am supposed to be able to turn hotkeys on/off.
Were is this located, and could anything be wrong, making it not show?
PS! Read that you need to have a script acctually using the plugin manager for it to show, but cycrows wing hotkeys should do this.
having a couple of problems here.
I installed the community plugin configuration and the wing hotkeys. The hotkeys turn up in the controls menu under interfaces as it should. However, i canty find the menu (from plugin configuration) were I am supposed to be able to turn hotkeys on/off.
Were is this located, and could anything be wrong, making it not show?
PS! Read that you need to have a script acctually using the plugin manager for it to show, but cycrows wing hotkeys should do this.
Hi, I'm trying to get this to work and failing miserably. I'm trying to use it with a few other scripts that I think should use it like the NPC bailing one. I have the SE enabled, but there are no hotkeys for mods or scripts in the interface tab at all. Do I need to activate them somehow in the SE? Sorry, I really don't know what I'm doing here.
I have a problem with that. When plugin.config.addscript is not present (and it's not a vanilla script...)Cycrow wrote: :arrow: Scripters:
- To make use of the configuration menu, simply call the script, plugin.config.addscript, from your setup script.
It takes 3 arguments, the script name and script author (ie you) and the config script.
then the setup locks up when executing
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038 @ |START $Null -> call script 'plugin.config.addscript' : Scr Name=$Msg Scr Author='Gazz' Script='plugin.gz.mars.config' Disp.Author=null Section=null
The presence of a local variable is no guarantee for the actual script being present (could have been uninstalled) and the only way for a meaningful check (that I have found) is to write "Last load time" to a global variable.
If your init script did that, other scrips could check if your script is installed and present right now.
"Just " checking for a global var only confirms that your script was there at some time.
I could decouple that dangerous script call so that even if it hangs up, it doesn't block anything useful.
All it would do is cause an ever-increasing number of hanging global tasks.
Messy but no longer harmful.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Hmm. But the idea is that using START would prevent a lock up because it would use it's own task and generally... be out of my hair.
If that new task then decides to lock up or not is none of my business.
Maybe you should include it in your instructions that the use of START for this script is verboten.
If that new task then decides to lock up or not is none of my business.
Maybe you should include it in your instructions that the use of START for this script is verboten.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
well for a script that returns straight away, using START really isn't nesecaary.
ill have to test it some more, but everytime i've tryed, its never locked up on me
forking a nonexistant script to a new process might have problems thou.
there is another way, the new plugin manager has scripts allowing you to check whats currently installed
ill have to test it some more, but everytime i've tryed, its never locked up on me
forking a nonexistant script to a new process might have problems thou.
there is another way, the new plugin manager has scripts allowing you to check whats currently installed
I tried it both ways with a nonexistant script.
START call 'plugin.config.addscript'.... lockup of the calling script
= call 'plugin.config.addscript'.... works
Why? I dunno. Just makes no sense.
It definitely is no problem with START and setup scripts. That works fine.
I assumed that the script would return immediately but didn't see a reason to DL it because you had listed the arguments already.
So I went with a worst case scenario and used START to be on the safe side. Yeah... right.
Still... you should add a note that using START is a no go because that's the only thing that could go wrong without discernible reason.
START call 'plugin.config.addscript'.... lockup of the calling script
= call 'plugin.config.addscript'.... works
Why? I dunno. Just makes no sense.
It definitely is no problem with START and setup scripts. That works fine.
I assumed that the script would return immediately but didn't see a reason to DL it because you had listed the arguments already.
So I went with a worst case scenario and used START to be on the safe side. Yeah... right.
Still... you should add a note that using START is a no go because that's the only thing that could go wrong without discernible reason.
Yah, but that's still more scripts that may or may not be present and how do I use a nonexistant script to confirm if a script exists or not? =PCycrow wrote:there is another way, the new plugin manager has scripts allowing you to check whats currently installed
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.