[MOD] Tactical Map
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The compatibility problem is that we use the same resource to make changes:
my changes is same:
If you can refuse to use the hotkey, then you can solve the compatibility issue by adding a key to the main menu.
For example *.lua :
Code: Select all
<diff>
<replace sel="//cue[@name='SectionHandler_Nav']/actions//open_conversation_menu[@menu='MapMenu']">
<do_all>
<do_if value="@event.param3 != null and (not event.param3.{1})">
<set_value name="$hasMode" exact="@event.param3.{7} != null" />
</do_if>
<do_else>
<set_value name="$hasMode" exact="@event.param2.{7} != null" />
</do_else>
<!-- <debug_text text="'Opening map - has mode = ' + $hasMode" filter="general" /> -->
<do_if value="$hasMode">
<open_conversation_menu menu="MapMenu" param="event.param2" param2="event.param3" />
</do_if>
<do_else>
<open_conversation_menu menu="MeJ_TacticalMapMenu" param="event.param2" param2="event.param3" />
</do_else>
</do_all>
</replace>
<replace sel="//cue[@name='SectorMapStarted']/actions/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='SectorMapStarted']/actions/do_else/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='SectorMapStarted']/actions/do_else/do_else/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='ZoneMapStarted']/actions/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='ZoneMapStarted']/actions/do_else/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='ZoneMapStarted']/actions/do_else/do_else/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
</diff>
Code: Select all
<diff>
<replace sel="/mdscript/cues/cue[@name='SectionHandler_Nav']/actions/do_elseif/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="event.param2" param2="event.param3" />
</replace>
<replace sel="/mdscript/cues/cue[@name='SectorMapStarted']/actions/do_if/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="event.param2" param2="event.param3" />
</replace>
<replace sel="/mdscript/cues/cue[@name='SectorMapStarted']/actions/do_else/do_if[@value='player.primaryship.sector.exists']/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="[0, 0, 'sector', player.primaryship.sector, null, player.primaryship.zone]" />
</replace>
<replace sel="/mdscript/cues/cue[@name='SectorMapStarted']/actions/do_else/do_else/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="[0, 0, 'cluster', player.primaryship.cluster]" />
</replace>
<replace sel="/mdscript/cues/cue[@name='ZoneMapStarted']/actions/do_if/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="event.param2" param2="event.param3" />
</replace>
<replace sel="/mdscript/cues/cue[@name='ZoneMapStarted']/actions/do_else/do_if[@value='player.primaryship.sector.exists']/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="[0, 0, 'zone', player.primaryship.zone]" />
</replace>
<replace sel="/mdscript/cues/cue[@name='ZoneMapStarted']/actions/do_else/do_else/open_conversation_menu[@menu='MapMenu']">
<open_conversation_menu menu="MapMenu1" param="[0, 0, 'cluster', player.primaryship.cluster]" />
</replace>
<add sel="/mdscript/cues/cue[@name='SectionHandler_Nav']/actions/do_if" > <!--pos="after"-->
<add_player_choice_sub text="{1005,227}" position="right" section="gAMB_JD_XYZ" choiceparam="[0, 0]" tooltip="{98981,6227}" comment="Вызвать cue name AMB_MainMenu_JD_Button"/>
</add>
</diff>
For example *.lua :
Code: Select all
local destination = "XYZ"
local menuAddon2 = {
entry = {
section = "gAMB_JD_XYZ", -- Your section
icon = "mm_ic_navig_zonemap",
name = ReadText(1001, 3218), -- Your text
sectionparam = {
0,
0
},
info = string.format(ReadText(1015, 156), destination), -- Your text
}
}
local function createSetupJD_XYZ(menu) -- new function name = MeJ_TacticalMapMenu(menu)
for _, subMenu in ipairs(menu.setup.top) do
if subMenu.icon == "mm_ic_navig" then
table.insert(subMenu.list, menuAddon2.entry)
end
end
end
local function createSetupWrapper()
menuAddon2.origCreateSetup()
createSetupJD_XYZ(menuAddon2.menu)
end
local function init()
if Menus then
for _, menu in ipairs(Menus) do
if menu.name == "MainMenu" then
menuAddon2.menu = menu
menuAddon2.origCreateSetup = menu.createSetup
menu.createSetup = createSetupWrapper
break
end
end
end
end
init()
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Sorry for the late reply - I personally don't use the vanilla search box.
Mainly because it only works on downwards (e.g. from a Sector map the search function won't find other Sectors in the same System, or anything in other Systems) and I'm often wanting to find an object somewhere else.
If that vanilla limitation was removed, the search function would probably be better. Unfortunately I cannot remember why the limitation was implemented. Maybe there's a good reason I can't think of.
Mainly because it only works on downwards (e.g. from a Sector map the search function won't find other Sectors in the same System, or anything in other Systems) and I'm often wanting to find an object somewhere else.
If that vanilla limitation was removed, the search function would probably be better. Unfortunately I cannot remember why the limitation was implemented. Maybe there's a good reason I can't think of.
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No problem, just putting feelers out
I don't use it either, but I thought it'd be nifty if you could use it to descend very quickly - EG from galaxy view, type Omicr <enter> Commerc <enter> Vora <enter>, and you're in Voracious Lady. I've decided to shelve the idea for now, thanks to some difficulties, though.
Good point about the different-level searching though, I'll keep it in mind if I dust off the edit box idea.
I don't use it either, but I thought it'd be nifty if you could use it to descend very quickly - EG from galaxy view, type Omicr <enter> Commerc <enter> Vora <enter>, and you're in Voracious Lady. I've decided to shelve the idea for now, thanks to some difficulties, though.
Good point about the different-level searching though, I'll keep it in mind if I dust off the edit box idea.
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Sorry for the delay, I didn't notice there was a new post. That sounds quite odd, if you look at this image it should show the zone owner above "Zoom In", on the bottom right of the holomap. Is that not what it does on your end?
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It was the first thing I missed when I tried out the mod. I'm a newbie and I don't remember all the zone names so I use the search for that. It's also fairly handy to find specific stations you're looking for.MegaJohnny wrote:To gauge interest - how many people like the search box on the vanilla map, and want it to return in the tactical map?
I have been experimenting with edit boxes, and I have an idea for a nifty feature that might make navigation easier. But I thought I'd ask before spending too much time on it.
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Everythink is ok, im just blind, CWIR shows the owner in a different place with logo togheter .MegaJohnny wrote:Sorry for the delay, I didn't notice there was a new post. That sounds quite odd, if you look at this image it should show the zone owner above "Zoom In", on the bottom right of the holomap. Is that not what it does on your end?
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Expanding station subsystems
I'm uncertain if I'm making a mistake or have installed the mod incorrectly (I did install both components), but I cannot expand station subsystems like I can with the vanilla zone map. Is this expected behavior? Thank you.
Edit: Furthermore, is there a way to one-shot bring up the vanilla maps (without fully reverting to vanilla via removing MainMenu.xml). The documentation referring to one or the other as default leads me to believe it's possible, but I couldn't find mention of how in the readme.
Edit: Furthermore, is there a way to one-shot bring up the vanilla maps (without fully reverting to vanilla via removing MainMenu.xml). The documentation referring to one or the other as default leads me to believe it's possible, but I couldn't find mention of how in the readme.
My X3:R Scripts: Law Enforcement Device MK1 | Turrets Command Cycle | Cargo Cloaking Device MK1 | Ship Claim System MK1
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Re: Expanding station subsystems
Yeah, sorry about that - it's not a feature I used much, so I lazily omitted it. But I will try to get it in for the next release (which is mostly finished).Greg_G wrote:I'm uncertain if I'm making a mistake or have installed the mod incorrectly (I did install both components), but I cannot expand station subsystems like I can with the vanilla zone map. Is this expected behavior? Thank you.
I'll have a look at this for the next release, too. For now, you could do a kind of hybrid setup by going to your MainMenu.xml and deleting the following lines:Greg_G wrote:Edit: Furthermore, is there a way to one-shot bring up the vanilla maps (without fully reverting to vanilla via removing MainMenu.xml). The documentation referring to one or the other as default leads me to believe it's possible, but I couldn't find mention of how in the readme.
Code: Select all
<replace sel="//cue[@name='SectorMapStarted']/actions/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='SectorMapStarted']/actions/do_else/do_if/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
<replace sel="//cue[@name='SectorMapStarted']/actions/do_else/do_else/open_conversation_menu[@menu='MapMenu']/@menu">MeJ_TacticalMapMenu</replace>
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Re: Expanding station subsystems
Thanks for the response! Honestly, the subsystems expansion isn't a feature one needs all that much, even less so for me this playthrough since I'm not doing the laborious manual subsystem scanning. The reason I asked was (a) I was mostly worried I had done something wrong with my install since I didn't see anyone else mention it and (b) if we had a way to manually bring up the vanilla map on demand (while keeping your tactical map the default) on those rare occasions we need some feature from it, it would make proper integration of the feature even more trivial. But, despite saying that, I applaud your drive to make yours vanilla feature complete.
You rock, thanks.MegaJohnny wrote:But if you hang on for a couple of days, I can hack together a little addon for this
My X3:R Scripts: Law Enforcement Device MK1 | Turrets Command Cycle | Cargo Cloaking Device MK1 | Ship Claim System MK1
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No problem! I do think it's kind of a duty to make it mostly feature-complete if it's replacing a vanilla menu, and doubly so if it's one you use all the time like the map.
Here is the addon to open the vanilla map - it's a Sidebar Extender entry under option 4 (navigation) and goes into sector view.
The caveat is the next release will break this addon, but I'll put out an updated version of it at the same time - be sure to upgrade both the mod and the addon when they're out.
Here is the addon to open the vanilla map - it's a Sidebar Extender entry under option 4 (navigation) and goes into sector view.
The caveat is the next release will break this addon, but I'll put out an updated version of it at the same time - be sure to upgrade both the mod and the addon when they're out.
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Excellent and understood, I'll try it out tonight and report back.
Edit: It works, thanks again!
Edit: It works, thanks again!
My X3:R Scripts: Law Enforcement Device MK1 | Turrets Command Cycle | Cargo Cloaking Device MK1 | Ship Claim System MK1
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Re: [MOD] Tactical Map
So your vanilla addon did not work so I removed the sector shortcut from the main menu and it worked for me that way. Really cool mod btw I played it around in testing I enjoyed it a lot. I hope to see it expanded more in the future.
I will be using on New Frontier not sure if you checked it out really awesome mod.
I will be using on New Frontier not sure if you checked it out really awesome mod.
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Re: [MOD] Tactical Map
Wow! this mod is real and working for XR ? Too much time that I do not play XR because many phases of the game bored me.
Congratulations MegaJohnny you made a great work
Regards
Congratulations MegaJohnny you made a great work
Regards
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Re: [MOD] Tactical Map
Hey thanks, guys!
I won't bother updating the vanilla addon right now, if you're happy with the workaround. I have some spicy updates I've been sitting on for a while, and I will try to get them out very soon.
I won't bother updating the vanilla addon right now, if you're happy with the workaround. I have some spicy updates I've been sitting on for a while, and I will try to get them out very soon.
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Re: [MOD] Tactical Map
Awesome! Yeah the vanilla modification is easy to use on our own and it works 100% so I'm super happy. Looking forward to the updateMegaJohnny wrote: ↑Mon, 15. Oct 18, 15:09Hey thanks, guys!
I won't bother updating the vanilla addon right now, if you're happy with the workaround. I have some spicy updates I've been sitting on for a while, and I will try to get them out very soon.
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Re: [MOD] Tactical Map
It's out! I've done a No Man's Sky and skipped over 1.4 since there's so much. Check the OP for the change notes.
This mod is now what I'd call finished, and until sacred 30/11 I'll try to squeeze in extra feature requests when possible. So if you have any ideas, let me know.
I'll have a new version of the vanilla menu addon tomorrow - it's not difficult, but I've run out of time to do it tonight.
This mod is now what I'd call finished, and until sacred 30/11 I'll try to squeeze in extra feature requests when possible. So if you have any ideas, let me know.
I'll have a new version of the vanilla menu addon tomorrow - it's not difficult, but I've run out of time to do it tonight.