#Hypoxic | CarrierStrike - Spawn Menu

1 messages · Page 1 of 1 (latest)

dry reef
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Another update

celest sandal
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Looking good

dry reef
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Added Kit Selection Icons, added tree count numbers for counting members

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Getting my practice in with the pen tool/vectoring tonight lol

celest sandal
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Looks sweet. Perhaps change the button style? They look identical to the headers now.

dry reef
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more progress - painful lb process for loading stuff i want and persistence:

dry reef
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my map when you click off of it, you cannot click back into it for some reason... I don't have it in a controls group

onyx tree
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Kinda wanted to make it sure that the focus is somewhat on the background

dry reef
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so right now, on its creation, I have to manually tell it to focus on that control. when testing with a onKillFocus, it does trigger when you click off, but onSetFocus doesn't trigger when you click back in

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currently contemplating using onMouseMoving on the display, detect when the mouse cords is over the control, then firing the ctrlSetFocus command again

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maybe ill try onMouseEnter but i think it might not fire if you are clicked into a different control

dry reef
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so i've narrowed it down to how any interactable thing interacts with the display as a whole. if i remove all the interaction controls, I can select the map again

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orrrrr, if i select something on the left pane, I can then use the map again on the right pane... thats wierd

celest sandal
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Sounds like a layering issue

dry reef
# celest sandal Sounds like a layering issue
#include "defines.hpp"

class LoadoutScreen {
    idd = IDD_LOADOUT_SCREEN;

    onLoad = QUOTE(\
        uiNamespace setVariable [ARR_2(QQGVAR(LoadoutScreen_Display), _this#0)];\
        _this = [ARR_2(_this#0, 'init')];\
        _this call FUNC(LoadoutScreen_Refresh);\
        call FUNC(LoadoutScreen_MapInit);\
    );
    onUnload = QUOTE(\
        uiNamespace setVariable [ARR_2(QQGVAR(LoadoutScreen_Display), displayNull)];\
    );

    class Controls {
        #include "controls\controls.hpp"

        class Map: RscMapControl {
            x = (63) * GRID_W;
            y = 22.5 * GRID_H;
            w = 77.5 * GRID_W;
            h = 59 * GRID_H;

            onLoad = QUOTE(\
                _this#0 call FUNC(UI_DrawSiloMapIcons);\
                _this#0 ctrlMapSetPosition [];\
                _this#0 ctrlMapAnimAdd [ARR_3(0,0.5,[ARR_2(8066.7,3457.05)])];\
                ctrlMapAnimCommit (_this#0);\
            );
        };
    };

    class ControlsBackground {
        class BackgroundLeft: RscText {
            idc = -1;

            x = LEFT_PANE_X * GRID_W + CENTER_X;
            y = LEFT_PANE_Y * GRID_H + CENTER_Y;
            w = LEFT_PANE_W * GRID_W;
            h = LEFT_PANE_H * GRID_H;

            onLoad = "(_this select 0) ctrlEnable false";
            colorBackground[] = {0,0,0,0.75};
        };
        class BackgroundRight: RscText {
            idc = -1;

            x = RIGHT_PANE_X * GRID_W + CENTER_X;
            y = RIGHT_PANE_Y * GRID_H + CENTER_Y;
            w = RIGHT_PANE_W * GRID_W;
            h = RIGHT_PANE_H * GRID_H;

            onLoad = "(_this select 0) ctrlEnable false";
            colorBackground[] = {0,0,0,0.75};
        };
    };
};

this is my full controls:

https://pastebin.com/ju1WDW4G

celest sandal
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I am on my phone right now.

undone fable
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Try having your background controls disabled

celest sandal
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If that doesn't work you can have a mouse moving eh and activate controls when mouse is over them.

dry reef
# undone fable Try having your background controls disabled

ctrls in controlsbackground i already have disabled. if i disable the right or left pane control groups which house the listboxes and headers, then I can't use any of them. The solution might be to remove the left and right pane control groups and move everything out side of them.

dry reef
dry reef
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more progress - giving up having players move the map atm. just gonna use it as a general "this is what is going on in the game" type thing and choosing spawn points

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can choose multiple attachments, but only one of each attachment type. lb will change depending on what you select to prevent selecting more than one of each type

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class equipment