UI mod capabilities

Everything about mods can be found here.

Moderator: Morax

UI mod capabilities

Postby Mathew » 20 Apr 2016, 16:19

Hello,

Newish to the mod scene, just wondering what is capable within a UI mod,

1, can a ui mod issue commands to my units like attack? Move, launch nuke etc?

2, is it possible to add extra buttons on the bottom left window (where overcharge is) or is that a sim side thing only?

3, can ui mods share data with other players ui mods (behind the scenes). An example from Wow, it had a form of this where syncing of damage meters would happen between multiple players.

4, can i setup key bindings to custom actions within a ui mod? Key binding to run code pretty much.

Not so much UI.
can textures be coloured? Such as i had a basic texture and could add the players colour to it. Instead of having textures for every colour variation

Cheers,

Mat.
Mathew
Crusader
 
Posts: 12
Joined: 20 Mar 2013, 01:20
Has liked: 0 time
Been liked: 3 times
FAF User Name: Mathew

Re: UI mod capabilities

Postby nine2 » 21 Apr 2016, 00:55

1. no (it is possible but very hard to work out and no one will teach you cos it allows exploits like hoverbomb)
2. yes
3. no you would have to have a simside component to sending that data around ... however you could try and do it through chat messages?
4. yes, you dont even need a ui mod for this you can do it in preferences file
5. on the models, thats how the current colouring works ... its not like they have a blue acu and a red acu texture .. they just have one and pass through the colour to put in
nine2
Councillor - Promotion
 
Posts: 2416
Joined: 16 Apr 2013, 10:10
Has liked: 285 times
Been liked: 515 times
FAF User Name: Anihilnine

Re: UI mod capabilities

Postby Mathew » 21 Apr 2016, 19:50

Thanks for responding,

let me clarify some of my questions

1) i don't want to automate anything, i just want a button on some custom UI that i can click that can invoke an action on a given unit? is this still possible?

5) for textures that are used to draw the interface/overlay stuff is it possible on these? also, looking at some other functions, are DrawCircle, DrawRect and DrawLine available to use for a UI mod? i can't seem to get these working.

Cheers.
Mathew
Crusader
 
Posts: 12
Joined: 20 Mar 2013, 01:20
Has liked: 0 time
Been liked: 3 times
FAF User Name: Mathew

Re: UI mod capabilities

Postby Exotic_Retard » 21 Apr 2016, 19:55

you can send info with ui mods, but its a pain in the ass. check out ecoinfo (or something like that) by washy. its a ui mod which shows ally eco info.
User avatar
Exotic_Retard
Contributor
 
Posts: 1470
Joined: 21 Mar 2013, 22:51
Has liked: 557 times
Been liked: 626 times
FAF User Name: Exotic_Retard

Re: UI mod capabilities

Postby Myxir » 21 Apr 2016, 21:10

i suggest to take a look at notify, it also sends upgrade status of allied ACUs
(my eco info mod tried via chat function in an suboptimal way, but it's not beeing used anyway)
Unhappy with balance http://i.imgur.com/q5G2BlM.png
User avatar
Myxir
Evaluator
 
Posts: 791
Joined: 09 Apr 2012, 14:01
Has liked: 94 times
Been liked: 306 times
FAF User Name: Washy (irc)


Return to Mods & Tools

Who is online

Users browsing this forum: No registered users and 1 guest