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"Blank" buttons idea for both gui and scripting

Posted: 26 Aug 2006, 13:59
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

Posted: 26 Aug 2006, 14:10
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.

Posted: 26 Aug 2006, 23:29
by AF
I found out not long ago that groupAI can add buttons to the interface.

Posted: 27 Aug 2006, 00:53
by Caydr
Have a bunch of posts disappeared? :|

Posted: 27 Aug 2006, 01:46
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.

Posted: 27 Aug 2006, 12:43
by Crampman
I had suggested such a system, maybe more powerfull, here, a long time ago.

But it seems that nobody remember it.