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Thread: A minor suggestion for the voting keys/numbers

  1. Registered TeamPlayer Imisnew2's Avatar
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    #31

    Re: A minor suggestion for the voting keys/numbers

    Hmm...
    While I like the idea, it doesn't remove the problem:
    Needing to be able to swap weapons while a vote is open.

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    A minor suggestion for the voting keys/numbers
    #32

    Re: A minor suggestion for the voting keys/numbers

    Imis the code is in menu.py

    What you probably need to do is introduce the idea of a numbering offset property with each menu, so that when we generate the menu, we start numbering from the offset (and taking into account that the offset means less choices per menu).

    And bunni, redirecting client bindings like you're suggesting would require a client side hook. At best we can send console commands to a client (and I thought there was a client side setting that allows a client to block that)

  3. Registered TeamPlayer Imisnew2's Avatar
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    #33

    Re: A minor suggestion for the voting keys/numbers

    I'll look into it later. Maybe Sunday. Might be earlier.

  4. Administrator Bunni's Avatar
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    #34

    Re: A minor suggestion for the voting keys/numbers

    Quote Originally Posted by Ewok View Post
    Imis the code is in menu.py

    What you probably need to do is introduce the idea of a numbering offset property with each menu, so that when we generate the menu, we start numbering from the offset (and taking into account that the offset means less choices per menu).

    And bunni, redirecting client bindings like you're suggesting would require a client side hook. At best we can send console commands to a client (and I thought there was a client side setting that allows a client to block that)
    ya so we request that they allow it for our server, have a serverside client preferences that reflects which method a user wants to use to vote (number keys [def], or keypad), then we can use bindlist...

    actually a thought, can the menu be set to listen to any specific command correlating to a menu item option?


    hell, maybe just ahve a new chat command "vote [option], ex "vote 3", as a client pref (type to vote (which is filtered from chat like the rest of the chat commands, OR the default invslot keyboard voting method)?

  5. Registered TeamPlayer Imisnew2's Avatar
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    #35

    Re: A minor suggestion for the voting keys/numbers

    It makes sense... but what we cannot do is change the voting from the menu to ONLY the keypad. This does not fix the issue of the voting "overwriting" swapping weapons... That is until I can test changing the numbers.

  6. Administrator Bunni's Avatar
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    #36

    Re: A minor suggestion for the voting keys/numbers

    well the point i was leading to was making our own client side commands to control the menus, rather than the invslot ones.


    But i do like my idea of chat voting, and having a client preferences for one or the other.

  7. Exiled
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    #37

    Re: A minor suggestion for the voting keys/numbers

    Quote Originally Posted by Bunni View Post
    well the point i was leading to was making our own client side commands to control the menus, rather than the invslot ones.


    But i do like my idea of chat voting, and having a client preferences for one or the other.
    LS would need to support client profiles first so it can remember options you have set.

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    #38

    Re: A minor suggestion for the voting keys/numbers

    Accepting random console commands for vote options isn't a problem (just takes work), the issue is that when you pop up the menu, the game engine handles the input control and expeccts "slot0" - "slot9" to be used. If you don't hit one of them, the engine keeps the menu up there waiting for you to hit one (some games will kill the menu automatically if you don't hit one within 4 seconds)

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