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How do I bind mod enabling or disabling?

Posted: Fri Apr 30, 2010 11:10 pm
by Blu3Haz3
On 227f there is a mod browser on the UMenu Console, and I was wondering how I could actually bind a mod to turn on and off whenever I want with a key?  And the mod browser is located in the main menu beside help.

Re: How do I bind mod enabling or disabling?

Posted: Sun May 02, 2010 3:19 pm
by Blu3Haz3
Ok so far, I learned that on UT99 you can do... tab-->MenuCMD to shortcut enabling or disabling of a mod.  It doesn't work on unreal 227 but there is a mod menu.

Re: How do I bind mod enabling or disabling?

Posted: Sun May 02, 2010 6:46 pm
by Smirftsch
Currently I'm absolutely not sure what you are talking about. Can you clarify ?

Re: How do I bind mod enabling or disabling?

Posted: Sun May 02, 2010 7:30 pm
by Blu3Haz3
This is what I mean, do you know the command line to enable or disable the mod browser on the top of the menu... I can use it for ingame purposes by binding it to a key.

::Image here::
http://img571.imageshack.us/i/shot0114.jpg/

Re: How do I bind mod enabling or disabling?

Posted: Sun May 02, 2010 9:03 pm
by Leo T_C_K
The mod must support enabling or disabling through menu. When I tested Firestorm back in 2006, it was the first mod to support having it in mod menu on Unreal.

Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 5:44 am
by []KAOS[]Casey
I have never heard of this "MenuCMD" command and am not really sure what it does.

I can't seem to find it in the uscript source, it's not in botpack and not in uwindow from what I can tell, but there is a function in uwindow but NOT an exec. this might be handled natively.

Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 6:47 am
by .:..:
I have never heard of this "MenuCMD" command and am not really sure what it does.

I can't seem to find it in the uscript source, it's not in botpack and not in uwindow from what I can tell, but there is a function in uwindow but NOT an exec. this might be handled natively.
Check UTMenu.u

Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 11:50 am
by Smirftsch
This is what I mean, do you know the command line to enable or disable the mod browser on the top of the menu... I can use it for ingame purposes by binding it to a key.

::Image here::
http://img571.imageshack.us/i/shot0114.jpg/
Still I don't understand of what use this could be. Usually a mod should be started before playing a map and ended/changed after a map. Enabling and disabling within makes no sense to me.


Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 12:45 pm
by .:..:
Just go with Mutators or a Summon key bindings.

Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 5:17 pm
by []KAOS[]Casey
Mutator/summons and a .int aside, what purpose does this have?

I just don't see the point of "disabling" a mod, since once you enable and use it, it would already be in memory and disabling would be impractical. Disabling a mod can be as simple as open entry?game=unrealshare.coopgame?mutator=engine.mutator

or just joining a server really.

Personally I would like to keep my mods in the mod menu all the time like DecalStay was in UT.

Re: How do I bind mod enabling or disabling?

Posted: Mon May 03, 2010 5:25 pm
by Leo T_C_K
Well, in UT, lots are in mod menu, even from official bonuspack, like forcedefaultmodels and such, or certain mod config, or enabling realtournament ladder.
In Firestorm it was done that way hat you could choose the firestorm from menu and set difficulty and start it, just like in newgame.

Re: How do I bind mod enabling or disabling?

Posted: Sat May 08, 2010 12:40 pm
by Blu3Haz3
Well hey, do you guys think its possible to port the command script over from ut99 and put it 227g?  I think you guys might actually find use in this binding since its been used in ut99 many times before.

Re: How do I bind mod enabling or disabling?

Posted: Sat May 08, 2010 4:07 pm
by []KAOS[]Casey
Said it before and i'll say it again. what purpose does it really have? what does it do that is actually useful? there's far too many other methods to enable/disable mods.. and disabling them like this seems absolutely useless.

I want some possible way where this can be used.. I don't even understand why it exists to begin with in UT99

Re: How do I bind mod enabling or disabling?

Posted: Sat May 08, 2010 4:58 pm
by Leo T_C_K
in UT for example oldskool has disable enable, enables the features and menu etc....or the separate campaigns like firestorm had the new game choosable.

Re: How do I bind mod enabling or disabling?

Posted: Sun May 09, 2010 12:31 am
by []KAOS[]Casey
227 supports adding your map campaigns to the new SP start list with a .int

Code: Select all

Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Intro1;Return To Napali")
You must use unrealshare.singleplayer but it will not use that gametype if specified otherwise in the levelinfo's defaultgametype property.

Intro1 is the map name and everything after the semicolon is the title it will show up as in the dropdown list.


I don't ever forsee a mod wanting a new UMenu, and if they do you can simply replace it once in game like EDM/JcoopZ do.

Re: How do I bind mod enabling or disabling?

Posted: Mon May 10, 2010 12:29 am
by Blu3Haz3
oh ok, yes this helps drake... but the point of this was to enable mods I am converting from ut99 to unreal gold.  And this would perhaps help with some single player campaigns I am currently working on, thank you very much  ;D

Re: How do I bind mod enabling or disabling?

Posted: Mon May 10, 2010 12:33 am
by []KAOS[]Casey
You can already "activate" them the same way you would in UT using .ints