schlangster Posted June 20, 2011 Share Posted June 20, 2011 Are MouseWheelUp/MouseWheelDown detected for you when you try to assign them to a hotkey?For me, getMouseButtonPress ignores them, so does getKeyPress, consequently I can't bind them in the MCM menu. Fix using isKeyPressed 264/265: ... elseif MCMClick == 0 && GetUIFloat "StartMenu/MCM/MCM_PressControl/visible" set iTmpKey1 to getKeyPress 0 set iTmpKey2 to getMouseButtonPress 0 set iKey to -1 if iTmpKey1 > -1 set iKey to iTmpKey1 elseif iTmpKey2 > -1 set iKey to iTmpKey2 ; not detected by getMouseButtonPress? elseif isKeyPressed 264 set iKey to 264 ; not detected by getMouseButtonPress? elseif isKeyPressed 265 set iKey to 265 endif if iKey != -1 SetUIFloat "StartMenu/MCM/MCM_PressControl/visible" 0 SetUIFloat "StartMenu/MCM/MCM_BG/MCM_PressControl/BG/visible" 0 SetUIFloat "StartMenu/MCM/*:1/_selected" 0 SetUIFloat "StartMenu/MCM/_NewValue" 1 SetUIFloat "StartMenu/MCM/_Value" iKey endif elseif MCMClick != IsKeyPressed 256 ... Link to comment Share on other sites More sharing options...
ccmechanic2 Posted June 20, 2011 Share Posted June 20, 2011 you could inspect a scope weapon mod and see what they did for that function, just a thought. Link to comment Share on other sites More sharing options...
schlangster Posted June 20, 2011 Share Posted June 20, 2011 Alright, done for now! http://www.imagebanana.com/view/nqxkbdl0/ScreenShot245.jpghttp://www.imagebanana.com/view/s9r9jij7/ScreenShot246.jpghttp://www.imagebanana.com/view/64sr05w7/ScreenShot247.jpg Including PN's conflict detection for hotkeys :) Link to comment Share on other sites More sharing options...
Pelinor Posted June 20, 2011 Author Share Posted June 20, 2011 (edited) Looks great! :thumbsup: The PN - Features menu looks like it should just barely fit with standard fonts, too. There's still the curious problem of the mod list not resizing, though... Did you make any changes to MCMListScript prior to the last update that might be overwriting the new one? Does it resize if your mod name (PN Core) is too wide? (Edit: I think I may have found something... I tried the esp from the beta 5.zip and I have the no-resize problem on the first click. If I click it again, it resizes correctly; it should be doing it the first time, however. I poked around MCMListScript, saved it without changing anything, then went back in-game for clues and it was fixed. So I guess you just need to recompile it for it to work correctly?) There won't be any updates tonight; I'm going to get some well-needed rest. I won't be very busy tomorrow, so I should be able to get an update finished to clear up the loose ends then. (If anyone has any requests for features, now is the time to do so! I'd like to get this released to the public as soon as I can.) Edited June 20, 2011 by Pelinor Link to comment Share on other sites More sharing options...
Pelinor Posted June 21, 2011 Author Share Posted June 21, 2011 Added _altFont, _brightness, _RGB, and _RGBAlt for optionsY coordinates now based on default font heightFixed mod list resizing issuesAdded key detection for wheel up/downAdded wheel scroll up/down support for mod list and option panel Added details on _altFont, _brightness, _RGB, and _RGBAlt There we go. I'm rather happy with this version, and any more updates will probably be for bug-fixes only. Now to get it ready for the masses... That's the part I always hate. Just thought I'd add: along with _altFont to distinguish headers, I find it quite nice to use an _RGB of 191137050, which is 25% darker, on the options under it. Link to comment Share on other sites More sharing options...
schlangster Posted June 21, 2011 Share Posted June 21, 2011 (edited) I noticed that the list resizing still behaves erratically. It takes 2 clicks on the mod name until the resizing happens. To reproduce it:PN Core> Features> SettingsPN Rebalance> Character> Damage + Combat> Stealth + Movement> Loot Rarity> Miscellaneous Enter menu -> click PN Rebalance -> no resizing -> Click rebalance again -> now it works.Same happens backwards, so once the list was expanded, it takes two clicks on Core to make it shrink again. Also a few more sub menu entries would be nice if that's not too much hassle, since I'm already at the limit. Edited June 21, 2011 by schlangster Link to comment Share on other sites More sharing options...
Pelinor Posted June 22, 2011 Author Share Posted June 22, 2011 Hmm... I think what might be happening is the width check is occuring before the UI has time to update. If that's the case, it should be an easy fix. I'll have to do it tomorrow, though; there's yet another series of evening storms heading this way. :dry: How many more sub-menus do you need? It won't be much trouble to add them. Link to comment Share on other sites More sharing options...
schlangster Posted June 22, 2011 Share Posted June 22, 2011 Well make it 10 then, to be safe :) Link to comment Share on other sites More sharing options...
Pelinor Posted June 22, 2011 Author Share Posted June 22, 2011 Now 10 sub-menus are availableFixed the other mod list resizing issueMod names are now shifted up if sub-menus extend below the listImproved mod list scrolling up/down All better now. I hope... :whistling: I think the problem you were having with the mod list was from using a bit higher of a script processing delay than I was testing with. It now waits for _Reset == 0, then has a 0.1 second period to check and adjust the width, so it'll work with fast and slower scripts just as well. I tried it from 0.01 up to 1 second delay and it worked fine. We'll just have to see if that was the issue, or if there's some other gremlin hiding in there, though. Link to comment Share on other sites More sharing options...
schlangster Posted June 22, 2011 Share Posted June 22, 2011 (edited) Yes, now it's working!(I was using processing delay 0.01 so that was not the cause) Edit: I think a bit of padding for the option lists might be nice. This looks a bit too squeezed:http://www.imagebanana.com/view/lgm7bwwz/ScreenShot256.jpg Edited June 22, 2011 by schlangster Link to comment Share on other sites More sharing options...
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