Debriefing > Impressions & Feedback
can loadouts / gameplay mode be a dropdown instead...
blastorman:
of having to type it in?
i found that kind of odd, i haven't been able to find out where you go to see how to start with say, automatics or license to kill, etc... it should just be like the n64 menu, and if not possible, at LEAST a dropdown menu to select them instead of having to know the exact string of text for each one before starting a game... just doesn't make sense to me
Jonathon [SSL]:
The contents of drop-down menus are hard-coded into the VGUI (I think), so if you added any new gamemodes you made yourself, they wouldn't appear in the list. It's not really that hard to look up the gamemode and type it in yourself.
Here is a list of the different gamemodes as they would be typed into the box, with the names in parentheses telling what each name represents:
deathmatch (Deathmatch)
ltk (License to Kill)
mwgg (Man With the Golden Gun)
yolt (You Only Live Twice)
gungame (gungame)
These are the default weapon sets that come with the game as well:
slappers (Slappers Only!)
pistols (Pistols)
throwing_knives (Throwing Knives)
automatics (Automatics)
power_weapons (Power Weapons)
sniper_rifles (Sniper Rifles)
grenades (Grenades)
remote_mines (Remote Mines)
timed_mines (Timed Mines)
proxy_mines (Proximity Mines)
golden_guns (Golden Guns)
golden_gun_arena (All Golden Guns)
shotguns (Shotguns)
explosives (Explosives)
rifles (Rifles)
klobbs (KLOBBS!)
silver_pp7s (Silver PP7's)
magnums (Cougar Magnums)
silenced_weapons (Silenced Weapons)
In addition, there are two examples of custom loadouts that shipped with Beta 3.x, which you can add to:
random (Random Weapon Set)
km (Killer Monkey's Favs)
killermonkey:
Drop down menus don't work (or at least DIDN'T work) when we released B3. Valve's GUI customizations only allow drop down menus that emit integer values, not strings. So selecting Deathmatch could only return a number, not "deathmatch" making it quite useless.
Since we cannot modify the main menu GUI very easily this is the easiest method to do it for everyone. Furthermore, most people who run servers on a regular basis use script files to set them up properly and a drop down menu would be useless.
coolDisguise:
What about the following:
1. when the drop down menu opens up, you scan the folder for .txt-files.
2. whenever you find one, you put it into a string array without the ".txt" file extension
(so there would be two options: 1. scan, count the files and then create the array and fill them in or 2. an array that automatically expands itself (I guess that's called array list in java) when you try to fill in another object when the array is already full resp. when you try to access an index that is out of bounds)
3. sort that array alphabetically if necessary
4. when a choice is made from the menu, you'll get that integer - you basically would just have to point at string array[integer - 1] to get the proper name for you weaponset (and this doesn't interfere with the script interface since the existing interfaces for that are maintained and unchanged).
Should also work with the files for the game modes except they have another file extension.
Sorry, messed up a little - you would have to look inside that files and check after the first "{" and after sets of two "}" for the following string - that's pretty ugly I guess. :- /
killermonkey:
You can propose an infinite number of ways to handle it, but the fact of the matter is that dialog is maintained by Valve and is SET IN STONE as to it's functionality. It takes the input of those checkboxes and text boxes and things and does a direct CVar -> Value assignment when you press the "Start Game" button. So anything that doesn't return a string value will fail.
I am not interested in fixing this at all since we are planning to make our own interface at some point. There are a lot more pressing issues to worry about.
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