the essential part of the azui mod

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the essential part of the azui mod

Postby SeraphimLeftNut » 12 Jan 2016, 22:17

This must be made available to everyone because it makes a huge difference for some systems.( I am not interested in random ideal world theories that might disprove this in theory)

-- AZ ADDITION
-- Rewrites Button.HandleEvent to trigger OnClick when the mouse is clicked, not released.
-- Makes construction feel more responsive and fixes "dropped clicks".
function CustomHandleEvent(self, event)
local eventHandled = false

if event.Type == 'MouseEnter' then
if self.mAltToggledFlag then
self:SetTexture(self.mAltHighlight)
else
self:SetTexture(self.mHighlight)
end
self:OnRolloverEvent('enter')
self:Play()
if self.mRolloverCue then
local sound = Sound({Cue = self.mRolloverCue, Bank = "Interface",})
PlaySound(sound)
end
self.mMouseOver = true
eventHandled = true
elseif event.Type == 'MouseExit' then
if self.mAltToggledFlag then
self:SetTexture(self.mAltNormal)
else
self:SetTexture(self.mNormal)
end
self:OnRolloverEvent('exit')
self:Play()
self.mMouseOver = false
eventHandled = true
elseif event.Type == 'ButtonPress' or event.Type == 'ButtonDClick' then
self:OnClick(event.Modifiers)
if self.mClickCue then
local sound = Sound({Cue = self.mClickCue, Bank = "Interface",})
PlaySound(sound)
end
self:Play()
eventHandled = true
end

return eventHandled
end
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: the essential part of the azui mod

Postby tatsu » 12 Jan 2016, 23:43

could you explain how you set this up?
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Re: the essential part of the azui mod

Postby SeraphimLeftNut » 13 Jan 2016, 01:54

tatsu wrote:could you explain how you set this up?

This is copied directly from the original azui mod that is available through the vault.
However this mod no longer works with FAF.

This part of the mod changes the way the mouse clicks are handled by the game.
The usual: Mouse is pressed down, mouse released - is a click
AZUI made it that: Mouse is pressed down - is a click

The reason this is important has to do with the fact that the position of the mouse cursor relative to objects on the map(rocks/units/way points) changes the functionality of the cursor. When the position of the mouse cursor changes after a mouse button is pressed down there is a strong possibility that the functionality of the cursor will change before the mouse button is released especially if you are moving your camera.
Example: select a group of mantis and attempt to give a move order at a precise position in front of the enemy force, as you are giving the order you begin to zoom out and zoom in on a different part of the map, when you comeback you may find that your mantis were actually given an attack order on a single enemy unit and proceded to chase that unit to their death.
In order to deal with this you have to not do anything until the order is given, unfortunately due to all kinds of sim/net/ren lags this time gap varies greatly from game to game and within a game. The above mod solves this problem.
Example: you select a group of engineers and attemp to have them assist a series of mexes for upgrades. If you move your camera too much while you do this you will not be assisting just the mexes, but mass storages and other engies as well.(I am using defualt select tolerance values and clickscale values and have not fucked with them in the registry if you are wondering) The above mod solves the problem.

The standard excuse for not having this be an option is that this is not the way it works in 99% of other applications and it would be unusual for players to have it function differently.

PS you can see that the players who stay at a constant zoom level or do not have a scroll wheel probably don't care about this at all.
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: the essential part of the azui mod

Postby tatsu » 13 Jan 2016, 02:41

no i totally agree and can see why it would be useful at least as an ingame option you have to enable yourself.

I don't think it's a question of people not wanting it that way but rather a lack of motivated coders of which we're all a part of. myself included. I should probably start digging into SupCom lua code. are there any guides to modding FA?
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Re: the essential part of the azui mod

Postby SeraphimLeftNut » 13 Jan 2016, 03:13

tatsu wrote:no i totally agree and can see why it would be useful at least as an ingame option you have to enable yourself.

I don't think it's a question of people not wanting it that way but rather a lack of motivated coders of which we're all a part of. myself included. I should probably start digging into SupCom lua code. are there any guides to modding FA?


I used to just put random stuff in random places, but I learned my lesson not to do that. I would talk to someone like Sheeo about helping out with coding.
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: the essential part of the azui mod

Postby Zock » 13 Jan 2016, 04:04

I thought this part of AZUI is integrated in FAF and thats why it doesnt work anymore?
gg no re

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Re: the essential part of the azui mod

Postby SeraphimLeftNut » 13 Jan 2016, 06:51

Zock wrote:I thought this part of AZUI is integrated in FAF and thats why it doesnt work anymore?


That is solid right there
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: the essential part of the azui mod

Postby JaggedAppliance » 13 Jan 2016, 15:17

No it's not integrated zock, releasing the mouse button is a click currently, not the initial click.

I agree this would be a very nice option to have.

Did AZUI also remove the lag when clicking upgrades? That would be a great addition too.
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Re: the essential part of the azui mod

Postby VoiceofReason » 13 Jan 2016, 17:28

We definitely need to get this added to FAF main patch, if its not already integrated and set by default.
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