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= Water =
= ELO Reroll Allows =
1st pass water implemented.  You can now add a SKYDOME <name> line to a lighting file.  The name should not include the type extension.  Note that only the skydome texture from the daytime lighting file is used by the system when loading the skydome.  This texture should be in the DATA/BATTLE/TEXTURES folder (either main or campaign local)It is available in the shaders in sampler 7.
If there is a checkbox named LobbyAllowRerolls in the MP challenge setup screen, then an allow rerolls bool will be set in the misc dataThis is passed into the MP lobby tooltip callbacks as an ALLOWREROLLS param.


= Flying Units =
There is a new callback in battle RESIGN_BATTLE_CALLBACKThis should return -1 to do nothingIf it returns 1, then the skip rating flag will be set when sending the turn. To facilitate this, there are new script commands:
TileYou now tag objects with FLYHEIGHT values.  These are used to generate a per-tile max heightThen, if your squads file has a FlyingFollow attrib, then any unit with a non-zero value will remain above the ground by a value made up of the per-tile max height plus the value of the FlyingFollow attribute for the unit.
GameAllowsRerolls
IsRanked


= GetPositionDistance Script Command =
= UI and Font Scaling =
Takes two positions (in 100ths) and returns the distance between them.
See: [[UI#UI_and_Font_Scaling]]
<nowiki>//return the distance in 100ths between two points that are also in 100ths
GetPositionDistance(x1,y1,x2,y2)</nowiki>


= Terrain Following Objects =
= Copy + Paste in Edit Boxes =
You can use the TERRAINFOLLOW tag to allow objects to align themselves to the terrain.
You can now copy and paste in Edit boxes.  There is a new tag SELECTIONCOLOUR which allows you to alter the colour of the selection box displayed when selecting for copy.


= New Script Functions =
You cannot copy from a password boxYou cannot paste over text (e.g. paste into a selection thus replacing it).
You can now use the Sort function to sort a generic array, and the FindStringInArray function to search for an array entry based on a string element.
  <nowiki>//sort the array by the elementName entry (which must be an integer). If direction included, 0 is ascending (the default), 1 is descending.
Sort(elementName, array, count, [direction])


//returns the index of the first array item containing and element called elementName which is the search stringelementName is a string entry, array is the variable array itself
You can also copy from textmode listboxes (as used by the MP chat box).  This is only possible if you add an ALLOWCOPY tag to the UI controlThere is also a TEXTSELECTIONCOLOUR tag which can be set on these controls.
FindStringInArray(string, elementName, array)</nowiki>


An example would be
= 4:3 Ratio UI overrides =
  <nowiki>struct TTest
In the rare case where a UI file needs special formatting for 4:3 ratio screens, you can define a different UI file to be loaded where appropriate.  Simply create a folder called 43 in the same folder as the UI files. Any file in the 43 folder, which has the same name as a file in the parent folder, will be loaded instead, when running at a resolution with a 4:3 aspect ratio or lower.
{
  char name[32] ;
  int value ;
}
...
TTest array[2][32] ;


  Sort("value", array[1], 32) ;</nowiki>
= Pick Callback =
Tile. Use the following HELPERS.BSF callback to control picking/selection in battle.
PICK_CALLBACK(blocking)
Where blocking is set to 1 when the mouse is over any UI block set with BlockUIArea during a render call.  Return 0 to pick normally, 1 to prevent picking/selection.


= AddVizUnitFormation Command =
= Custom Mouse Handling =
This command allows to you trigger and wait for a formation change.
Tile. Callbacks exist for custom mouse handling.  These are
MOUSE_CLICK_HANDLER(action, tilex, tiley)    // in HELPERS.BSF
DEBUG_MOUSE_CLICK_HANDLER(action, tilex, tiley) // in DEBUG_HELPERS.BSF when enabled
They are triggered on mouse up.  action is 0 for LMB, 1 for RMB.  Return non-zero in MOUSE_CLICK_HANDLER to prevent normal mouse handling.


  <nowiki>//do a call to the unit placement function (potentially calling the FORMATION_CALLBACK) and wait until all the men are in position and facing the correct way.
= User Folder Redirection =
AddVizUnitFormation(id)</nowiki>
If the user places a REDIRECT.TXT file in their local folder (e.g. Documents/My Games/<game>) which contains the line
  FOLDER <fullpath>
Then the game will treat the provided folder as the user folder for this game.


=Formation Facing Control =
= Hotkey Tooltips =
Use the new command SetFormationFacing in the FORMATION_CALLBACK function to set the facing of the nth man in the unitUse -1 to just have the man face in the default direction of the unit as a whole, as was the previous behaviour. Note that the facing is specified relative to the facing of the unit, not in terms of absolute facing. So to make a man face 45 degrees anticlockwise from the facing of the unit, the facing would be 45.
You can now enable automatic hotkey tooltipsSee the UI button documentation.


<nowiki>//set the facing of the nth man in the unitUse -1 to just have the man face in the default direction of the unit as a whole. Only relevant in FORMATION_CALLBACK
= Hotkey Modifiers =
SetFormationFacing(n, facing)</nowiki>
Can now have UI control hotkeys with SHIFT and/or CTRL modifiersSee the UI documentation.


= Scrollable Text Controls =
= New Tile Callbacks =
Text controls can now be made scrollable. Add
Tile. New callbacks


  <nowiki>SCROLLING <control texture> </nowiki>
  // Allows for additional text to be added to skirmish descriptions in the MP creation screen.
// Place any string to be added in the first UI string
FUNCTION SKIRMISH_COMMENT_CALLBACK()


to the control definition and the control will (if the text is too large to fit in the control) add a scrollbar to allow for scrolling to view the ful text.  Note that this will not work correctly when combined with rescaling text boxesYou can also use BARSIZE to control the size of the scrollbar.
// Called immediately after loading the userdata when a game is loaded
// skirmish param is zero or one.  Userdata is in the first work array.
  FUNCTION LOAD_USERDATA_CALLBACK(skirmish)


= String Manipulation and Creation =
= StartCampaign & ReplaceUnit Script Commands =
You can allow the user to create string entries (expected in the editor) via script. The new functions are:
Tile. StartCampaign can now take no params at which point it loads the ||SKIRMISH campaign as per skirmish battles.  ReplaceUnit replaces one unit with another.  In order to handle any custom setup (esp anything which is used in animation callbacks) there is a REPLACE_CALLBACK(me) callback where any required data can be set up after the new replacement unit has been initialized but before we try and sync up animations etc.  So you will need to save out any specific attribs from the unit that you care about and then reset then in the callback (if needed) or after the ReplaceUnit call returns.


  <nowiki>//places the contents of the edit box into the first UI string.
= Screenshot/Movie Capture =
GetUIEditbox(objectName)
Updates:  there is now an onscreen flash when capturing a screenshot. You can also place entries for SCREENSHOTSFX and MOVIESFX into the UIDefaults.txt file in System.  These should be numeric index values into the sfx list for sounds to be played when screenshotting, and when beginning a movie capture respectively.


//creates a string of the form IDS_<tagBody>_<number> finding the first empty slot in the string table, and fills it with the contents of the first UI string
= Global saves =
AddUserString(tagBody)
You can now pass an empty string into Load/SaveVariableData and it will load and save from a GLOBAL_DATA.TXT file in (e.g.) My Documents/My Games/FieldOfGlory2.  This can be used to set up a global structure for persistent data across the game, e.g. hi scores or battles won.


//remove the denoted user string from the temporary store.  Has no effect if the string has already been written out to the file.
= Load Sequence Function =
RemoveUserString(tag)
Tile. If the script CORE/LOADINIT.BSF exists then the function LoadInit from within it will be called at the very start of the main loading sequence, immediately after the first loadbar frame is shown.


//flush out any user strings to the TEXT9.TXT file.  NOTE: this is done automatically at map save and editor exit.
= Progress Bars Accept KEEPSQUARE =
FlushUserStrings()
You can now use a KEEPSQUARE tag for progress bars if desired.


//returns the highest N for which a string exists with the form IDS_<tagBody>_<N>, up to a max of 100000. Returns -1 if none exist.
= Global Orders =
GetHighestStringIndex(tagBody)
Tile. You can now include global orders which do not require a unit to be selected.  These are defined in the CORE.BSF script, and should follow the template for standard unit orders (i.e. CHECK_, UIBUTTON_, etc functions must exist).  These orders use a CORE_ prefix, rather than TILE_, UNIT_, or ALL_.


//return 1 if the string exists, 0 otherwise
= Gamma Adjustment =
DoesStringExist(tag)
Two new commands allow for adjusting the gamma values when in fullscreen.  To allow for saving of the gamma value (or others) there are 3 additional Custom* options values available.  Custom1, Custom2, Custom3.  All default to zero.  Suggested values for gamma would be 0.5 to 2.0 or so, depending on the variation you wish to allow.
<nowiki>//set the gamma value, if possible.  gamma is in 1000ths.
SetGamma(gamma)


//get the denoted string into the first UI string if it exists. Empty otherwise
//returns 1 if the current setup allows for gamma adjustment (e.g. driver support, or because gamma requires fullscreen).
GetString(tag)</nowiki>
AllowsGamma()</nowiki>


So users can type in strings which are then added to the list of strings available to use ingame.
= Get/SetUnitString Script Commands =
Tile. New commands to allow a custom unicode string to be attached to a unit.
//place the contents of the first UI string as a custom string for the unit.  
SetUnitString(me)


= Script Updates =
//place the contents of the unit custom string into the first UI string. Returns 0 if there is no custom string, 1 otherwise
1 - the break directive to trigger the debugger has changed to DebugBreak ; to prevent confusion with the C break statement.
GetUnitString(me)


2 - while loops are now supported.  Note that the test cannot be an operation, so
= User Content Debugging =
<code>while(i--)</code>
Tile. When in DEBUGMODE is set to 2, the system will additionally load list_debug.txt into the user content list from the server.  This is to allow for simpler testing of user content from the server without polluting the release list.
will not work, as the scripting does not treat the left hand of an expression as a value in the same way as C.


= Custom UI Object Rendering (inc Listbox Items) =
= GetSkirmishPoints & GetCurrentMod =
Individual UI objects can now have their own scripts attached, including their own rendering callbacksAs before the rendering callback is of the form
Tile. New script commands to fetch the currently set skirmish points, and to query the current mod.
  <nowiki>//sets the first 4 values in the first work array with the current skirmish points values (fixed0, fixed1, select0, select1)
GetSkirmishPoints()


  <code>FUNCTION UI_OBJ_RENDER(x,y,width,height,pass)</code>
//if a mod is selected, place the name of the current mod into the first UI string and return its index, otherwise return -1. Always returns -1 in multiplayer.
GetCurrentMod()</nowiki>


Where pass is 0/1 for pre/post normal control rendering.
= Modding Updates =
Tile.  Mods can now override S4F and their animation files for units.  They can also override scripts for AI, unit, HELPERS, and CORE BSF files.  NOTE: to package global mods, you need a ModsPackage named button on the mod UI panel.


Listboxes can also include
= Lobby Colouring Tweak =
Tile. You can now use the VALUE5 entry for the accept games list to define the RGB value for disabled games (where you do not have the necessary campaign etc).  Alpha is set to 0xFF by the game.  Zero uses the default colouring.


  <code>FUNCTION UI_OBJ_RENDER_ITEM(x,y,width,height,pass,flags, item, name)</code>
= String Attribs =
Tile.  You can have up to 8 read-only strings attached to a squad template.  These must be defined in the squads file using tags ##0 to ##7.  The string data for each element must have 27 characters or less, and spaces are not permitted.  You can then retrieve these using the new command
  <nowiki>//place the given attrib string into the first work string.  typeIndex is the index of the unit type. index is currently [0,7].
GetAttribString(typeIndex, index)</nowiki>
Note that the string returned will have been converted into upper case.


which operates in the same way but for each listbox item.  The flags param has bits set for selection (bit 0) and mouseover (bit 1), item is the index of the item in the listbox, name is the UI object name.
= UpdateUserStringFromUI and GetUIEditboxToInt Script Commands =
<nowiki>//take the UI string from an editbox object and update it if it has changed (or is new).  Return 1 if a change has been made, zero otherwise.
UpdateUserStringFromUI(objectName, tag)


= Listboxes: Multiple Selection =
//takes the contents of the UI editbox and converts them to a string.  If there are any non-numeric characters in the string, then the return value is invalidValueSkips leading and trailing whitespace.
You can enable multiple selection for listboxes with the MULTISELECT tag in their UI definitionThen use
GetUIEditboxToInt(objectName, invalidValue)</nowiki>


  <nowiki>//return 1 if the specified item is selected, zero otherwise
= Review Battlefield After Battle =
IsUIListboxItemSelected(object, index)
Tile. You can now set up the UI to allow the user to review the battlefield after a battle ends. To do this you should:
* Add a button the the EndBattle control called EndBattleReview
* Create a new UI screen to allow the user to exit after they have finished reviewing.  This screen should be called EndReview, and should include a button named EndReviewOK.  EndReview should not be modal, but should have the same HANDLER as EndBattle (DeployHandler).
This should allow the player to review the battlefield, with all units shown.


//returns the number of items in a listbox
= ShowUIListboxItem =
GetUIListboxCount(object)</nowiki>
New script command which moves the viewable area (if needed) to show the given item.
//move the UI listbox to show the given item index.  Scrolls unless immediate is non-zero, in which case it instantly changes the view
ShowUIListboxItem(objectName, index, [immediate])


to interrogate the listbox.
= GetString Control Change =
If the UI object GetStringTitle exists, then the title text for the system GetString control will be placed there, rather than in the title of the GetString object window as per default.


<i>Note: This means that it is possible to get UI script triggers from listboxes which are actually a CTRL+ event which unselects the item.</i>
= DEPLOY_DRAG_CALLBACK =
Tile. Unit script function that is called each time a unit is moved by dragging when in deployment.
FUNCTION DEPLOY_DRAG_CALLBACK(me, tilex, tiley)


= Scripting: GetWorkString =
= Multiline for UI Edit Controls =
You can now use GetWorkString on the RHS of an assignment expression, e.g.
Adding a CHATMODE tag to edit controls will now allow them to contain more than one line.
<code>char myString[32] ;
myString = GetWorkString() ;</code>
The contents will be safely truncated to the source string's size.


= 3DVIEW UI Control =
= Further INCLUDE Functionality for UI Files =
You can now use a prefix to rename included UI file components, allowing reuse of UI fragments. See here:[[UI]]


Creates a 3D viewport into which you can load 3D models for viewingThe COLOUR tag for this control sets the background clear colour (use zero for a transparent background, FF000000 for black).
= User Music Control =
Tile.  You can alter the music that is playing using the new script command
<nowiki>//switch to the denoted music trackMust be [0,5] currently as per the MUSIC.TXT file order.
SwitchMusic(track)</nowiki>
Can be combined with the new tweak DisableDefaultMusic, which stops all hardcoded changes of music (NOTE: other than the initial playing of the main menu music, and some other changes back to the main menu music when internal code takes the UI back to the main menu).


Script commands to control this are:
It is also worth reminding of the existence of the SetMusicFile command
<nowiki>//set a music file to be loaded and used. Looks in local then core files. A ? as filename means leave the existing music entry.
SetMusicFile(filename)</nowiki>


  <nowiki>
= New Script Commands: GetMapStyle & DeleteUserCampaign =
//if filename starts with # then defaults to standard unit loading paths.
Tile.
UIObject3DLoad(objectName, filename, [texturePath])
  <nowiki>//place the current map style string into the first work string.
GetMapStyle()


//automatically set the zoom and camera origin to the size of the currently loaded object
//delete a user campaign.  The filename is expected to include the CAMPAIGNS or MULTIPLAYER path element depending upon where the campaign is.  E.g. MULTIPLAYER/MYCAMPAIGN.  NOTE: it is good practice to prompt the user to confirm deletion.
UIObject3DAuto(objectName)
DeleteUserCampaign(filename)</nowiki>


//set the origin position and vertical angle of the camera.
= Including Templates in UI Files =
SetUIObject3DCamera(objectName, x,y,z,angle,[zoom])
You can now include other files in UI files.  Note this should be used with care as objects with the same names are still prohibited.  All includes must be the first thing in the UI file.  Lines must be of the form
#include "file.txt"
or
include "file.txt"
The template files must be in DATA/UI/TEMPLATES


//set the options for the view0 for off, nonzero for on.
= AreNewDownloads Script Command =
SetUIObject3DOptions(objectName, allowZoom, allowHorizontalRotate, allowVerticalRotate)
//returns 1 if there are new user content downloads available, 0 otherwise
</nowiki>
AreNewDownloads()
 
= Button Text Colour Updates =
You can now define different colours for buttons to use when they are being actioned.  These colours can be set globally in the UIDEFAULTS.TXT file using
BUTTONOVERCOLOUR <hex>
BUTTONDOWNCOLOUR <hex>
BUTTONDISABLEDCOLOUR <hex>
You can also over-ride these values on a per-button basis in the UI text file using
OVERCOLOUR <hex>
DOWNCOLOUR <hex>
DISABLEDCOLOUR <hex>
 
= PRESTARTEDITOR Callback =
Tile. There is now a callback when the editor startsThis can be located in either or both the CORE.BSF and scenario scripts. The function is of the same form as PRESTARTBATTLE:
<nowiki>FUNCTION PreStartEditor(mode)</nowiki>
 
= Older Entries =
[[Archive_1]]

Latest revision as of 16:50, 19 March 2024

ELO Reroll Allows

If there is a checkbox named LobbyAllowRerolls in the MP challenge setup screen, then an allow rerolls bool will be set in the misc data. This is passed into the MP lobby tooltip callbacks as an ALLOWREROLLS param.

There is a new callback in battle RESIGN_BATTLE_CALLBACK. This should return -1 to do nothing. If it returns 1, then the skip rating flag will be set when sending the turn. To facilitate this, there are new script commands:

GameAllowsRerolls
IsRanked

UI and Font Scaling

See: UI#UI_and_Font_Scaling

Copy + Paste in Edit Boxes

You can now copy and paste in Edit boxes. There is a new tag SELECTIONCOLOUR which allows you to alter the colour of the selection box displayed when selecting for copy.

You cannot copy from a password box. You cannot paste over text (e.g. paste into a selection thus replacing it).

You can also copy from textmode listboxes (as used by the MP chat box). This is only possible if you add an ALLOWCOPY tag to the UI control. There is also a TEXTSELECTIONCOLOUR tag which can be set on these controls.

4:3 Ratio UI overrides

In the rare case where a UI file needs special formatting for 4:3 ratio screens, you can define a different UI file to be loaded where appropriate. Simply create a folder called 43 in the same folder as the UI files. Any file in the 43 folder, which has the same name as a file in the parent folder, will be loaded instead, when running at a resolution with a 4:3 aspect ratio or lower.

Pick Callback

Tile. Use the following HELPERS.BSF callback to control picking/selection in battle.

PICK_CALLBACK(blocking)

Where blocking is set to 1 when the mouse is over any UI block set with BlockUIArea during a render call. Return 0 to pick normally, 1 to prevent picking/selection.

Custom Mouse Handling

Tile. Callbacks exist for custom mouse handling. These are

MOUSE_CLICK_HANDLER(action, tilex, tiley)    // in HELPERS.BSF
DEBUG_MOUSE_CLICK_HANDLER(action, tilex, tiley) // in DEBUG_HELPERS.BSF when enabled

They are triggered on mouse up. action is 0 for LMB, 1 for RMB. Return non-zero in MOUSE_CLICK_HANDLER to prevent normal mouse handling.

User Folder Redirection

If the user places a REDIRECT.TXT file in their local folder (e.g. Documents/My Games/<game>) which contains the line

FOLDER <fullpath>

Then the game will treat the provided folder as the user folder for this game.

Hotkey Tooltips

You can now enable automatic hotkey tooltips. See the UI button documentation.

Hotkey Modifiers

Can now have UI control hotkeys with SHIFT and/or CTRL modifiers. See the UI documentation.

New Tile Callbacks

Tile. New callbacks

// Allows for additional text to be added to skirmish descriptions in the MP creation screen.
// Place any string to be added in the first UI string
FUNCTION SKIRMISH_COMMENT_CALLBACK()
// Called immediately after loading the userdata when a game is loaded
// skirmish param is zero or one.  Userdata is in the first work array.
FUNCTION LOAD_USERDATA_CALLBACK(skirmish)

StartCampaign & ReplaceUnit Script Commands

Tile. StartCampaign can now take no params at which point it loads the ||SKIRMISH campaign as per skirmish battles. ReplaceUnit replaces one unit with another. In order to handle any custom setup (esp anything which is used in animation callbacks) there is a REPLACE_CALLBACK(me) callback where any required data can be set up after the new replacement unit has been initialized but before we try and sync up animations etc. So you will need to save out any specific attribs from the unit that you care about and then reset then in the callback (if needed) or after the ReplaceUnit call returns.

Screenshot/Movie Capture

Updates: there is now an onscreen flash when capturing a screenshot. You can also place entries for SCREENSHOTSFX and MOVIESFX into the UIDefaults.txt file in System. These should be numeric index values into the sfx list for sounds to be played when screenshotting, and when beginning a movie capture respectively.

Global saves

You can now pass an empty string into Load/SaveVariableData and it will load and save from a GLOBAL_DATA.TXT file in (e.g.) My Documents/My Games/FieldOfGlory2. This can be used to set up a global structure for persistent data across the game, e.g. hi scores or battles won.

Load Sequence Function

Tile. If the script CORE/LOADINIT.BSF exists then the function LoadInit from within it will be called at the very start of the main loading sequence, immediately after the first loadbar frame is shown.

Progress Bars Accept KEEPSQUARE

You can now use a KEEPSQUARE tag for progress bars if desired.

Global Orders

Tile. You can now include global orders which do not require a unit to be selected. These are defined in the CORE.BSF script, and should follow the template for standard unit orders (i.e. CHECK_, UIBUTTON_, etc functions must exist). These orders use a CORE_ prefix, rather than TILE_, UNIT_, or ALL_.

Gamma Adjustment

Two new commands allow for adjusting the gamma values when in fullscreen. To allow for saving of the gamma value (or others) there are 3 additional Custom* options values available. Custom1, Custom2, Custom3. All default to zero. Suggested values for gamma would be 0.5 to 2.0 or so, depending on the variation you wish to allow.

//set the gamma value, if possible.  gamma is in 1000ths.
SetGamma(gamma)

//returns 1 if the current setup allows for gamma adjustment (e.g. driver support, or because gamma requires fullscreen).
AllowsGamma()

Get/SetUnitString Script Commands

Tile. New commands to allow a custom unicode string to be attached to a unit.

//place the contents of the first UI string as a custom string for the unit. 
SetUnitString(me)
//place the contents of the unit custom string into the first UI string.  Returns 0 if there is no custom string, 1 otherwise
GetUnitString(me)

User Content Debugging

Tile. When in DEBUGMODE is set to 2, the system will additionally load list_debug.txt into the user content list from the server. This is to allow for simpler testing of user content from the server without polluting the release list.

GetSkirmishPoints & GetCurrentMod

Tile. New script commands to fetch the currently set skirmish points, and to query the current mod.

//sets the first 4 values in the first work array with the current skirmish points values (fixed0, fixed1, select0, select1)
GetSkirmishPoints()

//if a mod is selected, place the name of the current mod into the first UI string and return its index, otherwise return -1.  Always returns -1 in multiplayer.
GetCurrentMod()

Modding Updates

Tile. Mods can now override S4F and their animation files for units. They can also override scripts for AI, unit, HELPERS, and CORE BSF files. NOTE: to package global mods, you need a ModsPackage named button on the mod UI panel.

Lobby Colouring Tweak

Tile. You can now use the VALUE5 entry for the accept games list to define the RGB value for disabled games (where you do not have the necessary campaign etc). Alpha is set to 0xFF by the game. Zero uses the default colouring.

String Attribs

Tile. You can have up to 8 read-only strings attached to a squad template. These must be defined in the squads file using tags ##0 to ##7. The string data for each element must have 27 characters or less, and spaces are not permitted. You can then retrieve these using the new command

//place the given attrib string into the first work string.  typeIndex is the index of the unit type. index is currently [0,7].
GetAttribString(typeIndex, index)

Note that the string returned will have been converted into upper case.

UpdateUserStringFromUI and GetUIEditboxToInt Script Commands

//take the UI string from an editbox object and update it if it has changed (or is new).  Return 1 if a change has been made, zero otherwise.
UpdateUserStringFromUI(objectName, tag)

//takes the contents of the UI editbox and converts them to a string.  If there are any non-numeric characters in the string, then the return value is invalidValue.  Skips leading and trailing whitespace.
GetUIEditboxToInt(objectName, invalidValue)

Review Battlefield After Battle

Tile. You can now set up the UI to allow the user to review the battlefield after a battle ends. To do this you should:

  • Add a button the the EndBattle control called EndBattleReview
  • Create a new UI screen to allow the user to exit after they have finished reviewing. This screen should be called EndReview, and should include a button named EndReviewOK. EndReview should not be modal, but should have the same HANDLER as EndBattle (DeployHandler).

This should allow the player to review the battlefield, with all units shown.

ShowUIListboxItem

New script command which moves the viewable area (if needed) to show the given item.

//move the UI listbox to show the given item index.  Scrolls unless immediate is non-zero, in which case it instantly changes the view
ShowUIListboxItem(objectName, index, [immediate])

GetString Control Change

If the UI object GetStringTitle exists, then the title text for the system GetString control will be placed there, rather than in the title of the GetString object window as per default.

DEPLOY_DRAG_CALLBACK

Tile. Unit script function that is called each time a unit is moved by dragging when in deployment.

FUNCTION DEPLOY_DRAG_CALLBACK(me, tilex, tiley)

Multiline for UI Edit Controls

Adding a CHATMODE tag to edit controls will now allow them to contain more than one line.

Further INCLUDE Functionality for UI Files

You can now use a prefix to rename included UI file components, allowing reuse of UI fragments. See here:UI

User Music Control

Tile. You can alter the music that is playing using the new script command

//switch to the denoted music track.  Must be [0,5] currently as per the MUSIC.TXT file order.
SwitchMusic(track)

Can be combined with the new tweak DisableDefaultMusic, which stops all hardcoded changes of music (NOTE: other than the initial playing of the main menu music, and some other changes back to the main menu music when internal code takes the UI back to the main menu).

It is also worth reminding of the existence of the SetMusicFile command

//set a music file to be loaded and used. Looks in local then core files. A ? as filename means leave the existing music entry.
SetMusicFile(filename)

New Script Commands: GetMapStyle & DeleteUserCampaign

Tile.

//place the current map style string into the first work string.
GetMapStyle()

//delete a user campaign.  The filename is expected to include the CAMPAIGNS or MULTIPLAYER path element depending upon where the campaign is.  E.g. MULTIPLAYER/MYCAMPAIGN.  NOTE: it is good practice to prompt the user to confirm deletion.
DeleteUserCampaign(filename)

Including Templates in UI Files

You can now include other files in UI files. Note this should be used with care as objects with the same names are still prohibited. All includes must be the first thing in the UI file. Lines must be of the form

#include "file.txt"

or

include "file.txt"

The template files must be in DATA/UI/TEMPLATES

AreNewDownloads Script Command

//returns 1 if there are new user content downloads available, 0 otherwise
AreNewDownloads()

Button Text Colour Updates

You can now define different colours for buttons to use when they are being actioned. These colours can be set globally in the UIDEFAULTS.TXT file using

BUTTONOVERCOLOUR <hex>
BUTTONDOWNCOLOUR <hex>
BUTTONDISABLEDCOLOUR <hex>

You can also over-ride these values on a per-button basis in the UI text file using

OVERCOLOUR <hex>
DOWNCOLOUR <hex>
DISABLEDCOLOUR <hex>

PRESTARTEDITOR Callback

Tile. There is now a callback when the editor starts. This can be located in either or both the CORE.BSF and scenario scripts. The function is of the same form as PRESTARTBATTLE:

FUNCTION PreStartEditor(mode)

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