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bckobayashimaru.de • View topic - How to move MenuButtons froom TacticalMenu to WeaponControl

bckobayashimaru.de

Bridge Commander Kobayashi Maru Project
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PostPosted: Fri Jan 03, 2014 11:24 pm 
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Hello friends,
since it has become quiet around " Bridge Commander " and rarely new mods coming out, I started to create my own mods.

This is fully intended , as I can Scripting in peace for several weeks now , without having to take on many new publications consideration . ;-)

My goal is to integrate all previous mods in a shared library . Because " Kobayshi Maru " is from the perspective of a skilled programmer pure chaos . Every modder has its own folder hierarchy , private libraries and their own methods of dealing with the GUI . This was not changed by KM2011 .

The first step towards unification of all technologies is a unified graphical interface . A clean structuring of menus with logical , content -accentuating arrangement of menus, buttons and displays.

For the reason I started doing all the buttons that change the properties of the phasers, torpedoes or tractor beams to remove from the top menu . This should then be installed in the weapons control display .

Which object methods can extend the GUI of the control display , I found out last night . The result of my sleepless night I have included as an attachment. This is an Autostart-Script for Foundation.

I have the weapons display and the control interface swapped in position. Then I doubled the height of the interface, to make room for more items. The problem now is how to create elements there, so that they are rendered in the Quick Battle game.

So far, the area remains empty or is at restart of the menu reset to default values​​.

So the question is:

How to extend this menu to usable items?

There are half a dozens of ready GUI libraries for creating buttons in the menu. Apparently there's nothing like that for changing the TacticalMenuHandler.


Attachments:
TacticalMenuFix.py [18.21 KiB]
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PostPosted: Sat Jan 04, 2014 8:33 am 
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PostPosted: Sat Jan 04, 2014 1:44 pm 
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PostPosted: Sat Jan 04, 2014 5:45 pm 
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PostPosted: Sat Jan 04, 2014 6:04 pm 
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Many Mods older than the QBautostart. But newer mods like Blind Fire, Second target or Thrusters work with their own menus.
Anecdote: I tried to modify your order script so that it is housed in the Hail menu. The nav menu is in fact quite overloaded with buttons. If I want to straighten out the strange indentation in the script "FleetUtils", I get an exception. If I import instead of "Lib.LibEngineering" the "Libs.LibEngineering" (with s), it works. There are no folder "Scripts / Libs". I do not understand this behavior.

@ problem
Hmm...

The following buttons I want to move:

Tractor modes
Phaser Settings (0/1) - the mod should come from you
Pulse Settings (0/1) - this also


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PostPosted: Sat Jan 04, 2014 6:48 pm 
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PostPosted: Sat Jan 04, 2014 7:04 pm 
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Thanks. I am working on.

Edit: The problem with phaser slidbar exist only in STBC without KM. I've used STBC with SDK, Foundation, FoundationTech and QBautostart without any new ships or systems for testing my mods.


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