Azureum wrote...
southbeatz1169 wrote...
Azureum wrote...
Actually, thats given me an idea, for a sort of recursive menu system, oooooo, inspiration ftw.
Must run tests, must run tests ...
I'd like to figure a way to create a small menu or scroll through weapons and armor rather than needing various toggles for them but I don't expect that to happen for ME2 but only time will tell. Testing things sure sucks, all that loading the game, exiting, making changes, loading, exiting, etc but I suppose if the end result is good then that's what's important.
Why would I need to exit and reload it? These are text files loaded each time I use a bind, I can change them on the fly and alt-tab back to the game and re-press the bind ... no need for exiting.
The toggle system would work if actually using the set bind / set input / set inputtext commands would do just that, simply set the bind. As it happens they carry it out as well, so I can't get a press 0 to enter weapons menu, then press 1 for x 2 for y 3 for z option system going.
Kinda getting used to this engine just turning round and saying screw you, but the abuse I give it kinda makes up for that lol.
The trick is to get it into a loop, the end file needs to reset the bind back to normal for the menus to even function, but it just acts on the bind, so its an endless loop lol, so in effect I give a weapon, it takes it away again straight away because I need the emptyinventory command to reset you so that you only use 1 weapon at a time..
Dilmonen, do you fancy taking a crack at it? lol
The only way to implement a menu that isn't from BioWare would be to try & create our own UPK files with the UDK & hope that 1)they actually compile since they're relying on someone else's source & 2)they even load into the game if the compile works.
I'm actually considering the rather insane idea of attempting the above... No guarantees, but since I'm unemployed currently & the job market sucks, it looks like I'll have free time for a while.
Regarding the looping exec files, it should be possible, but it's gonna be txt file spaghetti... Luckily, you can use some path information in the exec line to keep the txt files out of the binaries directory.
EDIT: If the formatting attempt doesn't work, those are supposed to be single backslashes in the exec commands.
Bind a key to the first exec file that starts the loadout process, say "setbind L exec mods\\loadout\\loadout.txt"
The loadout exec file will have to contain a setbind * mods\\loadout\\filname.txt for each "class" of weapon you want to toggle.
example loadout.txt file:
setbind 1 exec mods\\loadout\\pistol.txt
setbind 2 exec mods\\loadout\\smg.txt
setbind 3 exec mods\\loadout\\shotgun.txt
setbind 4 exec mods\\loadout\\sniper.txt
setbind 5 exec mods\\loadout\\assault.txt
setbind 6 exec mods\\loadout\\heavy.txt
example pistol.txt file:
setbind 1 mods\\loadout\\predator.txt
setbind 2 mods\\loadout\\carnifex.txt
setbind 3 PC_HotKey3
setbind 4 PC_HotKey4
setbind 5 PC_HotKey5
setbind 6 PC_HotKey6
example predator.txt file:
emptyinventory
giveitem blah blah
setbind 1 PC_HotKey1
setbind 2 PC_HotKey2
I'm gonna go get some dinner now & will work on making the huge list of files to try & fully implement this tomorrow morning.
Modifié par dilmonen, 17 mars 2010 - 02:55 .