#Hypoxic | CarrierStrike - Spawn Menu
1 messages · Page 1 of 1 (latest)
Looking good
Added Kit Selection Icons, added tree count numbers for counting members
Getting my practice in with the pen tool/vectoring tonight lol
Looks sweet. Perhaps change the button style? They look identical to the headers now.
any ideas for the buttons?
more progress - painful lb process for loading stuff i want and persistence:
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
Kinda wanted to make it sure that the focus is somewhat on the background
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
currently contemplating using onMouseMoving on the display, detect when the mouse cords is over the control, then firing the ctrlSetFocus command again
maybe ill try onMouseEnter but i think it might not fire if you are clicked into a different control
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
orrrrr, if i select something on the left pane, I can then use the map again on the right pane... thats wierd
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:
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I am on my phone right now.
Try having your background controls disabled
If that doesn't work you can have a mouse moving eh and activate controls when mouse is over them.
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.
the mouse over bool in the mouse moving eh does not fire when the map ctrl is clicked off
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
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
class equipment