EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[SCRIPT] Community Configuration Menu : V1.51 : 03/01/2012
Post new topic Reply to topic Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10  Next
View previous topic :: View next topic

Will scripters find this useful ?
Yes
87%
 87%  [ 450 ]
No
1%
 1%  [ 7 ]
Dont Care
11%
 11%  [ 58 ]
Total Votes : 515

Author Message
Sticks





Joined: 29 Nov 2007
Posts: 210 on topic

Thank you for registering your game
PostPosted: Fri, 10. Jul 09, 20:02    Post subject: Reply with quote Print

does this fix remove the created hotkeys too?

Back to top
View user's profile Send private message
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Nov 2004
Posts: 19863 on topic
Location: London
Thank you for registering your game
PostPosted: Fri, 10. Jul 09, 21:23    Post subject: Reply with quote Print

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


_________________
My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
furstukin





Joined: 19 Nov 2005
Posts: 171 on topic

Thank you for registering your game
PostPosted: Fri, 10. Jul 09, 21:30    Post subject: Reply with quote Print

cool thanks Cycrow it would be greatly appreciated by all of us I am sure.


_________________
Don't make me slap Ye!
Back to top
View user's profile Send private message
Osiris_sam





Joined: 24 Aug 2006
Posts: 422 on topic
Location: UK
Thank you for registering your game
PostPosted: Mon, 13. Jul 09, 16:53    Post subject: Reply with quote Print

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 Smile)

apologies if you've already done this and i dont have the most up to date version,

thanks
sam


_________________

my scripts: TC:HQ Management and upgrade framework
Back to top
View user's profile Send private message Visit poster's website Yahoo Messenger MSN Messenger
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Nov 2004
Posts: 19863 on topic
Location: London
Thank you for registering your game
PostPosted: Mon, 13. Jul 09, 17:57    Post subject: Reply with quote Print

i thought i had done, i did it with the other managers, so ill have to check


_________________
My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Osiris_sam





Joined: 24 Aug 2006
Posts: 422 on topic
Location: UK
Thank you for registering your game
PostPosted: Fri, 24. Jul 09, 20:38    Post subject: Reply with quote Print

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


_________________

my scripts: TC:HQ Management and upgrade framework
Back to top
View user's profile Send private message Visit poster's website Yahoo Messenger MSN Messenger
zeddius





Joined: 29 Nov 2005
Posts: 323 on topic

Thank you for registering your game
PostPosted: Fri, 7. Aug 09, 12:31    Post subject: Reply with quote Print

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.

Back to top
View user's profile Send private message
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Nov 2004
Posts: 19863 on topic
Location: London
Thank you for registering your game
PostPosted: Fri, 7. Aug 09, 17:33    Post subject: Reply with quote Print

it might have been missed somewhere, but basically u need to install the hotkey manager as well.

this is used to control the hotkeys for various scripts including this one.

the wing hotkeys doesn't need this as its built into the script itself


_________________
My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
ogamerdg





Joined: 19 Sep 2009
Posts: 393 on topic

Thank you for registering your game
PostPosted: Sat, 10. Oct 09, 16:33    Post subject: Reply with quote Print

This message never happened! Embarassed Embarassed Embarassed

Back to top
View user's profile Send private message
Kord157





Joined: 23 Oct 2009



PostPosted: Fri, 30. Oct 09, 03:05    Post subject: Reply with quote Print

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.

Back to top
View user's profile Send private message
Gazz
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 13 Jan 2006
Posts: 12154 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Sun, 29. Nov 09, 22:25    Post subject: Reply with quote Print

Cycrow wrote:
:arrow: Scripters:[list]
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.

I have a problem with that. When plugin.config.addscript is not present (and it's not a vanilla script...)
then the setup locks up when executing

Code:
038 @ |START $Null -> call script 'plugin.config.addscript' :  Scr Name=$Msg  Scr Author='Gazz'  Script='plugin.gz.mars.config'  Disp.Author=null  Section=null


So.... how do I go about checking if "Community Configuration Menu" is currently installed without doing a blind call for a script that may or may not exist?

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. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs.
Back to top
View user's profile Send private message Visit poster's website
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Nov 2004
Posts: 19863 on topic
Location: London
Thank you for registering your game
PostPosted: Sun, 29. Nov 09, 22:27    Post subject: Reply with quote Print

its coz ur running it with START, which u shouldn't do

if u run it normal and let it return, it should work if the script isn't respent and simply return null


_________________
My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Gazz
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 13 Jan 2006
Posts: 12154 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Sun, 29. Nov 09, 22:31    Post subject: Reply with quote Print

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.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs.
Back to top
View user's profile Send private message Visit poster's website
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Nov 2004
Posts: 19863 on topic
Location: London
Thank you for registering your game
PostPosted: Mon, 30. Nov 09, 00:45    Post subject: Reply with quote Print

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


_________________
My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Gazz
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 13 Jan 2006
Posts: 12154 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Mon, 30. Nov 09, 13:18    Post subject: Reply with quote Print

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.


Cycrow wrote:
there is another way, the new plugin manager has scripts allowing you to check whats currently installed

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? =P


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Sun, 26. May 13, 01:31

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.20725 seconds, sql queries = 76