"Blank" buttons idea for both gui and scripting

"Blank" buttons idea for both gui and scripting

Requests for features in the spring code.

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

"Blank" buttons idea for both gui and scripting

Post by Guessmyname »

(Made into new topic instead of putting in OP's thread)

I think adding three or four "blank" buttons for each unit would work. They run a fuction in the script when activated, and a bitmap or image file for their button could be defined in the fbi so that the player would know what the buttons would do. An fbi option to make them togglable might be a good idea too

Just an idea
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think this should work without a fixed number and could possibly be combined with any existing command (e.g. "fire weaponX" or "move").

More specifically, a button would have three modes:
-trigger: Simply calls the associated script function (ActivateButtonX?).
-toggle: Cycles through a list of n states and calls a function on each change (ActivateButtonX(statenum)?).
-command: Has an associated order (can be any existing order or "use weaponX"), when clicked on the cursor turns into the corresponding command and when that is given on a valid target the first function (ActivateButtonX?) is called along with any other functions the order would trigger. Once the order ends (stop command or done) a second function is called (DeactivateButtonX?)

The On/Off button could be turned into the second, the DGun button into the third type. This could be wrapped like the old AimPrimary, etc functions so candgun=1 and onoffable are interpreted as buttons emulating these features.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I found out not long ago that groupAI can add buttons to the interface.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Have a bunch of posts disappeared? :|
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Hmm, I was just about to post this idea myself...It would make an excellent addition to the game, especially for a mod like War Evo, so you could choose what weapons to use.
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

I had suggested such a system, maybe more powerfull, here, a long time ago.

But it seems that nobody remember it.
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