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Ingame menu https://forum.specialattack.net/viewtopic.php?t=5320 |
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Author: | Murk [ 10 Apr 2009, 16:09 ] |
Post subject: | Ingame menu |
How could a man like me use a menu (like the sound commands) with options being bound to certain console commands? There are some things I'd like to have arranged in that so they can't be activated on accident by pressing a key. .res I suppose, but how and when and howto if possible. |
Author: | [SpA]SaintK [ 10 Apr 2009, 16:18 ] |
Post subject: | Re: Ingame menu |
Menu's are initialized from the server on our servers. Not sure if its even possible to create a client side menu. |
Author: | Lim-Dul [ 10 Apr 2009, 16:29 ] |
Post subject: | Re: Ingame menu |
It is. It's slightly complicated though. I'll writ about it when I don't have guests at home like now. :-P |
Author: | dckjns [ 10 Apr 2009, 16:50 ] |
Post subject: | Re: Ingame menu |
Also very interested in this matter. Possibilities! |
Author: | Murk [ 10 Apr 2009, 16:52 ] |
Post subject: | Re: Ingame menu |
Code:
Something like that I suppose? But how would I bind it? Just stick it in resource folder and it works by binding something to "customcommands"? I don't very surely think so
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Author: | Murk [ 10 Apr 2009, 18:39 ] |
Post subject: | Re: Ingame menu |
[SpA]SaintK wrote: Menu's are initialized from the server on our servers. Not sure if its even possible to create a client side menu.
Wait, can you run clientside commands with the server's menu? If that's the case, maybe we could have a !problem command or something. Missing cart display and messed up names/team colors are common and many don't know how to fix it. Or something.
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Author: | [SpA]SaintK [ 10 Apr 2009, 20:04 ] |
Post subject: | Re: Ingame menu |
Murk wrote: [SpA]SaintK wrote: Menu's are initialized from the server on our servers. Not sure if its even possible to create a client side menu.
Wait, can you run clientside commands with the server's menu? If that's the case, maybe we could have a !problem command or something. Missing cart display and messed up names/team colors are common and many don't know how to fix it. Or something.![]() |
Author: | [SpA]Relentless [ 10 Apr 2009, 20:27 ] |
Post subject: | Re: Ingame menu |
[SpA]Lim-Dul wrote: It is. It's slightly complicated though. I'll writ about it when I don't have guests at home like now.
"Excuse me for 30mins, I have to spam the SpA Forums"![]() ![]() |
Author: | Lim-Dul [ 10 Apr 2009, 21:19 ] |
Post subject: | Re: Ingame menu |
OK - as to the GUI menu... I searched around and apparently Valve removed this option from the games. It was mainly for CS/CS:S as they had a +commandmenu command. In TF2 (and L4D for that matter) you can only try to edit existing menus since they don't have a separate option for custom menus... As to the client commands - in some update Valve blocked executing client-side commands unless they set some CVAR I can't be arsed to look for and which nobody ever sets to 1 anyway, so it's kinda pointless... |
Author: | Murk [ 10 Apr 2009, 21:37 ] |
Post subject: | Re: Ingame menu |
Well that's pretty lame. Okay, let's have a different approach. Is it possible to draw text (multiline if possible) from client? This could be made with a borderless list of stuff and loads of aliases... Maybe. |
Author: | Lim-Dul [ 10 Apr 2009, 21:43 ] |
Post subject: | Re: Ingame menu |
Draw text client-side? You mean like printing console output (developer 1) and echoing text with the "echo" command? Yeah, that is possible - I have extensive scripts for CS:S using this technique - ah, and the loadout switching scripts for TF2 that don't work anymore thanks to Valve's stupid updates also used this... The number of lines shown is controlled via a CVAR. I'd have to re-check the details. |
Author: | Murk [ 10 Apr 2009, 21:45 ] |
Post subject: | Re: Ingame menu |
I did some more research and came up with a theory. For the thing to be availible to the game, it needs to be listed in ROOT\tf\reslists\engine.lst (or one of those million lists. it's confusing) and to show up, it needs to be defined in ROOT\tf\scripts\hudlayout.res. Is it possible that maybe it can work then? Also that text drawing clientside, yeah i thought of echo, but it's pretty crappy when it comes to staying on screen and actually telling you something. |
Author: | Lim-Dul [ 10 Apr 2009, 21:49 ] |
Post subject: | Re: Ingame menu |
Oh yes indeed it is crappy - especially since Valve modified the behavior of the developer 1 switch a while ago as well... They can't really be blamed - they simply want to limit script abusers since for every useful legit script there's some cheater script designed to give an unfair advantage to the player. As to defining new menus and such - this is outside my area of knowledge since this borders on MOD-making and I'd have to read up on that just as much as you... |
Author: | Murk [ 10 Apr 2009, 21:54 ] |
Post subject: | Re: Ingame menu |
I think I'll give it a shot and see if it works. And if it will work I'll be super famous and all women will want me for my superior team fortress 2 haxxors skillz and i'll wear a diamond encrusted platinum tophat also i'll donate some more to be the richest again |
Author: | Paah [ 11 Apr 2009, 12:19 ] |
Post subject: | Re: Ingame menu |
Murk wrote: Well that's pretty lame.
Seen it done by enabling developer console and using echoes.
Okay, let's have a different approach. Is it possible to draw text (multiline if possible) from client? This could be made with a borderless list of stuff and loads of aliases... Maybe. |
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