Post
by D.Durand » Tue Jul 20, 2010 10:29 am
For one : I think the fact TA3D, in some cases, put the unitpic in darkened mode and generally don't let it be clicked is a proof it think there is a problem. Then maybe adding the problem in the log file can be of use.
For two : Sidedata + GUIs + Download folder is too much complexity. If you add it the game use also totala1, ccdata and rev31, it start to be hard to understand what do what.
For simplify the thing, i do some suggestions :
1° Use of the Sidedata.tdf file as base file for mod configuration :
Use of a variable "Onlymodunit".
If "onlymodunit=0" (default), the mod accept to read "build menus entries" for units in files out of the mod (say, in the totala1, for example).
If "onlymodunit=1", the mod accept only to read "build menu entries" presents in the mod.
In the [sideX] sections :
Add a [Buildmenu] { "coordinates" } and put the build menu here.
Add a [Ordermenu] { "coordinates" } and put the order menu here.
add a [Buildarrow0] {"coordinates"} an put the arrow "the menu before" here.
Same for "Buildarrow1", "Orderarrow0" and "Orderarrow1".
Use of a variable "BuildmenuY"=x where X is the number of unitpic the menu use in heigh (Y axis).
"BuildmenuX=x" : Same for the width (X axis).
"BuildmenuYspace=x" : Space in pixels between each unitpic for the Y axis.
"BuildmenuXspace=x" : Same for the X axis.
OrdermenuY, OrdermenuX, OrdermenuYspace, OrdermenuXspace : Same for the orders menu.
For making sure the game put "gigantic" Unitpics where you want, use, again in the [sideX] section, of the variable "blankunit=x", where x is the name of an unitpic (example : "blankunit=coreblankunit").
When, in a "Canbuild" variable, the game find a blank, it just use as unitpic the one in the variable "blankunit" of the side (and make it unclickable, of course).