Modding wishlist

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JSDD
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Post by JSDD » Sun, 27. May 18, 23:14

the idea was more about having just 1 callback_script. that script handles all events, "pressed" "repeated" and "released". of course noone wants to check framewise keystates or such :)

example 1: open-custom-menu script
if (key == x) {
... if (event == pressed)
... ... open_menu();
}

example 2: fire-laser script (or anything that continuously should run)
if (key == f) {
... if (event == pressed OR event == repeated)
... ... do_stuff();
}

without having to track the keystate OR comming events in a loop ... just as a suggestion.
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


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euclid
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Post by euclid » Mon, 28. May 18, 00:00

As I suggested about 2 years ago somewhere else ;-) ...

Code: Select all

<event_key pressed key="" ../> 
would be very useful to have. However, X4 will allow various controller types and hence something like

Code: Select all

<get_control_key name="$keys" multiple="true" used="false"/> 

would be necessary.

Anyway, my "ancient" request did not get any feedback form the Dev Team and, as a little bird told me, there is very little chance MD commands such as above will be implemented. Hence we will have to cope with whatever the Dev Team is able to provide.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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JSDD
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Post by JSDD » Mon, 28. May 18, 21:46

they just need to pass through the events they themselves get from the operation system to those scripts that need them. nothing special about that ... ;)
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


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UniTrader
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Post by UniTrader » Mon, 4. Jun 18, 16:45

just had another useful idea:

allow modification of existing files not only by applying xml diff files, but also xsl files (working either similiar to the xml diff files by naming the xsl file the same as the to-be-modified xml file, or maybe by specifying which xsl shall be applied to which xml files with wildcards in another mod-individual file - this way its easier to re-balance the whole game including possible other mods)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Sparky Sparkycorp
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Re: Modding wishlist

Post by Sparky Sparkycorp » Thu, 7. Jun 18, 01:09

MegaJohnny wrote: On the off chance it's still there, could we pretty please change to a normal linear menu, without this nasty 6-entry limit? Mods in XR hit this limit very quickly indeed while trying to add new options for the player.
UniTrader wrote: although the structure of the Dialogue Tree should be made more consistent and flexible.. (effectively 5 useable slots is very limiting, especially if you have to find a free slot)
Hi there,

I think this will be a naive question..but here goes :)

Is there a particular reason why mods target the 6-button menu instead of the 10-button menu (Ability Menu, and Quick Menu)?

Regards,
Sparks

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MegaJohnny
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Re: Modding wishlist

Post by MegaJohnny » Mon, 27. Aug 18, 19:19

Sparky Sparkycorp wrote:Hi there,

I think this will be a naive question..but here goes :)

Is there a particular reason why mods target the 6-button menu instead of the 10-button menu (Ability Menu, and Quick Menu)?

Regards,
Sparks
Sorry I didn't get back to you, but in case you're still interested, it's just that the two are really specialised for different things, and modders can't really mess with this, sadly.

The 6-button menu is very closely tied-in to the conversation system in the game, so it's smart enough to pause a conversation (while the user is deciding what to click on), appear only when needed (it pops up when you run the 'add a conversation choice' command, and disappears when you click one, etc), and maybe some other properties I haven't thought of.

By contrast the 10-button menu is rather locked down to its vanilla usage AFAIK. I poked around in the code for this, and it leaves little decision-making up to the Lua code - so I think the actions each button performs is decided by the exe, not any external code we can edit.

Anyway, I hope this page-2 necro isn't too offensive, I have another query :)

We now have a picture of the docked menu at a station. I don't suppose this is in Lua, as well? It would be amazing to be able to add stuff to that menu.

j.harshaw
EGOSOFT
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Re: Modding wishlist

Post by j.harshaw » Mon, 27. Aug 18, 19:42

MegaJohnny wrote:I don't suppose this is in Lua, as well?
It is.

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MegaJohnny
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Post by MegaJohnny » Mon, 27. Aug 18, 21:45

Oh, happy days! :mrgreen: Thanks for the response.

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