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Modding wishlist
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JSDD





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PostPosted: Sun, 27. May 18, 23:14    Post subject: Reply with quote Print

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 Smile

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.


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euclid
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PostPosted: Mon, 28. May 18, 00:00    Post subject: Reply with quote Print

As I suggested about 2 years ago somewhere else Wink ...
Code:

<event_key pressed key="" ../>

would be very useful to have. However, X4 will allow various controller types and hence something like
Code:

<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


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JSDD





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PostPosted: Mon, 28. May 18, 21:46    Post subject: Reply with quote Print

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 ... Wink


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UniTrader
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Joined: 20 Nov 2005
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PostPosted: Mon, 4. Jun 18, 16:45    Post subject: Reply with quote Print

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)


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Sparky Sparkycorp
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PostPosted: Thu, 7. Jun 18, 01:09    Post subject: Re: Modding wishlist Reply with quote Print

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 Smile

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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PostPosted: Mon, 27. Aug 18, 19:19    Post subject: Re: Modding wishlist Reply with quote Print

Sparky Sparkycorp wrote:
Hi there,

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

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 Smile

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.


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j.harshaw
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PostPosted: Mon, 27. Aug 18, 19:42    Post subject: Re: Modding wishlist Reply with quote Print

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

It is.

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MegaJohnny





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PostPosted: Mon, 27. Aug 18, 21:45    Post subject: Reply with quote Print

Oh, happy days! Mr. Green Thanks for the response.


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