Hi All,
ACTION_MODE_TRACKING = 14
EDIT: Unfortunately, while I can *detect* this action mode, I have been unable to change its state via the SetActionMode function. Maybe somebody else may know how and if this is possible, but I suspect it is not.
EDIT 2: While I was unable to use SetActionMode, I have indeed been successful in making use of this information to initiate some other scripts with reference to Tracking. Therefore this may open some doors to builders interested in manipulating/adding to the Tracking feat.
With reference to a post I made here:- http://forum.bioware...ies-are-nearby/ in connection with RESTING, I discovered that you can detect when a PC has activated TRACKING. As I could not find this ACTION_MODE listed anywhere, including not within combatmodes.2da, I thought it was worth sharing as it can mean a builder could intercept this ACTION_MODE and perhaps design something around it themselves.
In theory, the moment Tracking Mode is activated, it could immediately be switched off again and a custom tracking script used. (Untested.) The SetActionMode does not work here, so any new tracking system would have to work alongside any existing one. ![]()
The modebar.xml needs editing to make a script call before (if need be for anything) and after (mostly used) like so:-
OnLeftClick=UIObject_Misc_ExecuteServerScript("gui_modebar_nv","PRIOR")
OnLeftClick0=UIButton_Input_HotbarLeftClick()
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_modebar_nv","AFTER")
The above piece of code was used by me to do something with nightvision ... hence the "nv" part, but the principle is the same.
This allows the builder to intercept the mode bar button press, detect for the tracking having been switched on, and do whatever they need to do.
I am about to do some simple testing, and will assume this works, unless I edit later.
Cheers,
Lance.





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