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Modding wishlist
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JSDD





Joined: 21 Mar 2014
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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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Joined: 15 Feb 2004
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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





Joined: 21 Mar 2014
Posts: 759 on topic
Location: Belt of Aguilar ... JSDD Headquarters
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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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MEDAL

Joined: 20 Nov 2005
Posts: 13641 on topic

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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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