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#76 VanishedOne

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Posted 12 February 2016 - 01:54 PM

How about # for a grid?

 

My own installation has all its bindings in Darkmod.cfg; am I right in thinking default and user-preferred bindings aren't inherently distinct unless someone manually puts binds in an autoexec?


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#77 SteveL

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Posted 16 February 2016 - 01:15 PM

My own installation has all its bindings in Darkmod.cfg; am I right in thinking default and user-preferred bindings aren't inherently distinct unless someone manually puts binds in an autoexec?

I'm not sure what you mean. User-preferred bindings take precedence over the defaults. I asked grayman how this worked last week, because we need to override default cvars for the fix to decals drawing over stuff. default.cfg is overridden by Darkmod.cfg which is overridden by autoexec.cfg. I think we overwrite darkmod.cfg at releases, but I'm not sure. darkmod.cfg is where console changes to settings are stored.

#78 VanishedOne

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Posted 16 February 2016 - 03:55 PM

I'm not sure what you mean. User-preferred bindings take precedence over the defaults. I asked grayman how this worked last week, because we need to override default cvars for the fix to decals drawing over stuff. default.cfg is overridden by Darkmod.cfg which is overridden by autoexec.cfg. I think we overwrite darkmod.cfg at releases, but I'm not sure. darkmod.cfg is where console changes to settings are stored.

Oh, I see: default.cfg is inside tdm_base01.pk4.

 

What I was wondering was how existing installations would be affected by a new default for i (bound already by default) versus a new default for, say, #.


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#79 AluminumHaste

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Posted 01 August 2016 - 08:35 PM

Was wondering if it's possible to be able to drop items from the inventory grid?

I was thinking that you would move your mouse to highlight a grid item, then press the Drop key ("v" in my case), and the item would fall to the ground.


I always assumed I'd taste like boot leather.

 

#80 Bikerdude

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Posted 02 August 2016 - 02:08 AM

to be able to 'drop' anything from the inventory the mapper has to apply the 'droppable' arg to said item/s



#81 AluminumHaste

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Posted 02 August 2016 - 07:04 AM

Well yeah that's fine, if you press drop on an item that's not dropable, then nothing happens just like with the normal system.


I always assumed I'd taste like boot leather.

 

#82 Springheel

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Posted 03 August 2016 - 10:36 AM

Dropping currently puts things in your hands, which would be difficult to see/control if you have the grid up. Having it go straight from inventory to the ground would be a change to how it currently works. How would the player control where the object appears before dropping?
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#83 AluminumHaste

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Posted 03 August 2016 - 10:40 AM

Ah yes, good point I did not consider that. Well, if pressing the drop key causes an item to go into the grabber, the grid should close automatically. That might work also.


I always assumed I'd taste like boot leather.

 

#84 stumpy

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Posted 03 August 2016 - 09:57 PM

which screen levels does the inventory grid use, just wondering so that it doesn't clash with something am working on.

eg

overlayHandle = $player1.createOverlay("guis/dummy_esm.gui", 100 ); is what am currently using. if its higher than 100 i can easily change my script.

 

if you change the thing of objects going to go from inventory to ground, how do you manipulate things in the grabber if you want to use an item via the grabber as picking up stuff from the ground sticks it straight into the inventory. if you change it to objects dropped from inventory go straight to ground then you break a lot of maps that rely on the use of the grabber, this would include the training mission map, and the manipulation of that candlestick out of the cage.


Edited by stumpy, 04 August 2016 - 11:07 AM.





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