
Thanks a lot

Well, this game is interesting and elitist about modding and of course i like it, i return back soon...
I have a lot of work with the HUD ^^
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Code: Select all
<diff>
< replace>
</replace>
</diff>
Code: Select all
<connection name="Connection08" tags="part iklink animation nocollision " parent="anim_blocker_01">
<!--ect...-->
<materials>
<material id="1" ref="arcp1.cp1_fight_window_bluescreen"/>
</materials>
<!--ect...-->
Code: Select all
<replace sel="/components/component[@name='units_player_cockpit_b']/connections/connection[@name='Connection08']/offset/parts/materials">
<materials>
<material id="1" ref="arcp1.cp1_window"/>
</materials>
</replace>
Code: Select all
<connection name="Connection08" tags="part iklink animation nocollision " parent="anim_blocker_01">
[...]
<parts>
<part name="anim_blocker_01_blue">
<lods>
<lod index="0">
<materials>
<material id="1" ref="arcp1.cp1_fight_window_bluescreen"/>
</materials>
</lod>
</lods>
[...]
</part>
</parts>
</connection>
Code: Select all
sel="/components/component[@name='units_player_cockpit_b']/connections/connection[@name='Connection08']/parts/part[@name='anim_blocker_01_blue']/lods/lod/materials"
As stated above, modifying these Lua files is unsupported atm. The workaround given above should do the trick atm though, but isn't guaranteed to keep working in the future (aka: replace the whole file (and the xpl-variant) with your own version using the substitution catalog files).FantasyWarrior wrote:Thank you !
I have discovered everything you said by myself ^^ lua file, ect...
I was try to make a patch for Cockpit Shipstatus.lua, maybe something like
And...a lot of other things , folders...Code: Select all
<diff> < replace> </replace> </diff>
Code: Select all
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<add sel="libraries/inputmap/action[@id='INPUT_ACTION_OPEN_PLAYER_INVENTORY_MENU']" pos="after">
<action id="INPUT_ACTION_OPEN_PLAYER_AMB_JUMPDRIVE" source="INPUT_SOURCE_KEYBOARD" code="INPUT_KEYCODE_J_SHIFT" sinceversion="52" />
</add>
<add sel="libraries/inputcontexts/context[@id='INPUT_CONTEXT_MENUS']/action[@id='INPUT_ACTION_OPEN_ZONE_MAP']" pos="before">
<action id="INPUT_ACTION_OPEN_PLAYER_AMB_JUMPDRIVE"/>
</add>
</diff>
Code: Select all
if action == "INPUT_ACTION_OPEN_PLAYER_AMB_JUMPDRIVE" then
Thanks. I figured that changing the icons wouldn't be complicated, but what about the seeing them through objects part? (Assuming the game doesn't do it at this point, haven't played in a while.)stefanEgo wrote: @Ovni: The icons used for the target elements are referenced in libraries/icons.xml (f.e. see sections mission offer icons). You'd be able to patch these entries in a mod and direct that to replacement textures.
Thanks! I am very interested in this issue too. I would very much like to add a hotkey for my "Mods Options" menu.stefanEgo wrote: If you find a suitable context for your need you'd be able too hook into the corresponding action by defining it in the addon's bindings.xml file. The corresponding feature request is on record here: https://www.egosoft.com:8443/jira/browse/XRUIMOD-20
Unfortunately we didn't manage to get this in any previous release yet (at least I added your vote to the list now).
Thank you so much!stefanEgo wrote:@eliseeff: You are right of course there. Recalling this was a last minute decision we had to take since we didn't get the integration/handling to the point where this would be usable by mods reliably. FWIW: I added you to the list of voters.