Default Gui Endgame Screen - Page 3

Default Gui Endgame Screen

Requests for features in the spring code.

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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Default Gui Endgame Screen

Post by Jools »

It would be really nice to put an extra tab there where you can add custom data. Such as who killed whose units. That would have to be in array form, so it would be hard to make that generic.
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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Default Gui Endgame Screen

Post by Funkencool »

Jools wrote:It would be really nice to put an extra tab there where you can add custom data. Such as who killed whose units. That would have to be in array form, so it would be hard to make that generic.

Code: Select all

local customStats = {
-- {external_dataArray, "button label"},
}
[[ I organize the engine stats in this widget but custom will have to be handled by themselves
   Probably in a dataArray = {player1_array = {data1,data2}, player2_array = {data1,data2}}]]
is what I have in my code with the key point being..

Code: Select all

 dataArray = {player1_array = {data1,data2}, player2_array = {data1,data2}}
If custom arrays follow that structure they would be cake to implement.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Default Gui Endgame Screen

Post by Forboding Angel »

God this pwns my balls so hard.
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