Do we have custom abilities or skills that people would like to see have in the standard drop down menu? (The menu that apears when you right click on your character or anywhere else)
I was messing around with one to allow players to access the pnp summoning GUI and thoguht that this might be somethign that alfa would like to adopt and standardize (might be usefull for activating subdual mode among other things?) Its realy easy to do and it seems like it can be rather easily put into the haks i think as i beleive that the PC tools uses a modified version of it.
Any way what i was thinking is something along the lines of adding one main branch that shows up as somethign like "ALFA Custom Content" or some name and then adding sub nodes under that. So there would be "Toggle Subdual Mode" and "ALFA Summonings" and what ever else would go there ... im not sure if context menu nodes can inherently be dragged and droped but i seem to remember dragging my summon familiar button from the context menu to the quick bar so i think it might be ... any who if theres an interest let me know and i can write something up quick.
Custom Context Menu
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- AcadiusLost
- Chosen of Forumamus, God of Forums
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We already have a few things added to the right-click context menu (in addition to PC tools), and had planned for many more. The main problem I've run into is that the context-dependency seems to be off somehow. General (clicking on the ground), Self, Item, and Creature options seem to show (like our Identify, Pick Up and Equip, Pick up and Examine), but doors and placeables always seem to default to a "Examine/Use/Bash" menu and ignore things we try to add (also Lock/Unlock shows up for PCs with Open Lock ranks only). We'd wanted to have Force Open, Listen through, knock on, and Close Door options, for example; no luck in getting any to appear ingame. It's possible we were missing something in the XML syntax though, so if you're able to get them working, it would be much appreciated. I was never able to work out how it decided which options to show to a PC (like the Lock/Unlock based on skill ranks), so I suspect that sort of logic may be thwarting our past attempts.
our current merged contextmenu.xml from the alfa_gui.hak is here:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup
We'd also planned a "Knock out" rightclick option (which we could do) that activates subdual and then attacks the target. The problem I was seeing with this, though, is when it should deactivate the subdual mode again. I could make it keep polling every few seconds to check if combat has ended (music has stopped), but that could result in a PC reverting to Lethal damage unexpectedly in the midst of an on-again, off-again combat. (maybe that's fine, though?).
Anyhow, I'm always glad to have your GUI experience to draw on in building the system up and interested in other ideas on where to go with it.
our current merged contextmenu.xml from the alfa_gui.hak is here:
http://alfa-bmf.svn.sourceforge.net/vie ... iew=markup
We'd also planned a "Knock out" rightclick option (which we could do) that activates subdual and then attacks the target. The problem I was seeing with this, though, is when it should deactivate the subdual mode again. I could make it keep polling every few seconds to check if combat has ended (music has stopped), but that could result in a PC reverting to Lethal damage unexpectedly in the midst of an on-again, off-again combat. (maybe that's fine, though?).
Anyhow, I'm always glad to have your GUI experience to draw on in building the system up and interested in other ideas on where to go with it.
Ok took a quick look at things and best i can tell so far is that
UIRadialNode_Mouse_ActionUseSkill(x) Should be the key But i cant figure out exactly how it is used I did managed to figure out where the x comes from they all line up to the skill numbers from the skills.2da file so that should be easy enough maybe add in faux default skills (everyone knows how to try to close a door or listen through it etc) to fool it into showing up and then do an executescript directly after that? Ill do some experementation but i dont know a lot about adding skills in ...
Actualy i think that:
OnLeftClickExpanded=UIRadialNode_Mouse_ActionUseSkill(9)
Decides if the node should be included and initializes what ever is needed for:
OnLeftClickCollapsed=UIRadialNode_Mouse_ActionUseSkill(9)
Which is the selection of the action...
This has to corespond to a script somewhere but i dont know which one or how exactly i found something similar to it but it seems to be for converstations ...
I did manage to get a duplicate of pick lock to work
UIRadialNode_Mouse_ActionUseSkill(x) Should be the key But i cant figure out exactly how it is used I did managed to figure out where the x comes from they all line up to the skill numbers from the skills.2da file so that should be easy enough maybe add in faux default skills (everyone knows how to try to close a door or listen through it etc) to fool it into showing up and then do an executescript directly after that? Ill do some experementation but i dont know a lot about adding skills in ...
Actualy i think that:
OnLeftClickExpanded=UIRadialNode_Mouse_ActionUseSkill(9)
Decides if the node should be included and initializes what ever is needed for:
OnLeftClickCollapsed=UIRadialNode_Mouse_ActionUseSkill(9)
Which is the selection of the action...
This has to corespond to a script somewhere but i dont know which one or how exactly i found something similar to it but it seems to be for converstations ...
I did manage to get a duplicate of pick lock to work
The actual close door seems to suck even more
There has to be a script some where that handles the close door action but i cant figure out how their decision making process works there might be a script for that some where too ... ive been searching through the .2da to see if theres anything of use there ... but havent found anything that looks promising ...
What we could do for close door though is make a faux skill and give everyone a point in it and then try to use
OnLeftClickExpanded=UIRadialNode_Mouse_ActionUseSkill(9)
to make it show up on the gui radial and then try to insert and executeserverscript in there ... Im not sure if this will work though from what ive been trying to have happen i seems like it keeps ignoring my executeserverscript ... why would they make their gui system this arcane... has any one tried posting in the nwn2 forums?
There has to be a script some where that handles the close door action but i cant figure out how their decision making process works there might be a script for that some where too ... ive been searching through the .2da to see if theres anything of use there ... but havent found anything that looks promising ...
What we could do for close door though is make a faux skill and give everyone a point in it and then try to use
OnLeftClickExpanded=UIRadialNode_Mouse_ActionUseSkill(9)
to make it show up on the gui radial and then try to insert and executeserverscript in there ... Im not sure if this will work though from what ive been trying to have happen i seems like it keeps ignoring my executeserverscript ... why would they make their gui system this arcane... has any one tried posting in the nwn2 forums?
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
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Adding skills causes a whole set of complex problems for NWN2 right now, which is why I've held off on adding all the PnP custom skills I've had in the wings for many months now. As such, I certainly don't recommend it as a way of getting easier opening/closing of doors to happen.
We've already got code to let players close doors, as a targetable PC tools button (first on page/section 3 of the custom buttons), so it's mostly a matter of just getting a contextmenu option to show up that's tied to the script properly. It works for creatures, items, and the default contextmenu, it just seems to fail for placeables and doors.
We've already got code to let players close doors, as a targetable PC tools button (first on page/section 3 of the custom buttons), so it's mostly a matter of just getting a contextmenu option to show up that's tied to the script properly. It works for creatures, items, and the default contextmenu, it just seems to fail for placeables and doors.