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Idea: Build/Summon menu  XML
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greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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While I was rewriting my binds, I was thinking that maybe there could be a better way to manage build and summon lists.

Instead of cycling through a bunch of artifacts to select an item why not use a menu like the voice command menu.

the bind command can be 'SummonMenu'
If the player is an engineer:
Code:
 Choose category
 1: Sentinals
 2: Buildings
 3: Turrets
 4: Vehicles
 

If 3 is pressed:
Code:
  Choose a turret:
  [14 points available]
  1: Minigun       [4]
  2: Energy        [8]
  3: Ball          [10]
  4: Ion Cannon    [25]
  5: Destroy oldest
  6: Destroy newest
  7: Destroy all
 


A separate hud area could be used for the currently selected item
and the selected artifact would be 'Engineer Construction' which would be a class that handles the constructing the selected item.

A similar mockup could be used for the medic classes.

Some advantages to this:
1. Should address the 'no name displayed on summon list' bug
2. Reduce the number of iterations in the artifact list when using binds such as selectglobe
3. No need to make numerous key binds for each item/summon
4. Can give the player a instant view of the available items, and status of already built items.


tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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I once thought of this too, rather than cycling through a list of artifacts, which takes more time than it should, why not open some sort of menu to select what to make/use. Like for monster masters, the same shows, with a menu and list of monsters that can be summoned. Maybe it would be brought up with the "Build Menu" artifact or something for engs, and would show first a list of categories like you said greg, then selecting and go next, then finally when its narrowed down to the exact construction, you would click a button that says "BUILD!" on it and that would close the menu and create the selected construction wherever you set your trans, if you even did so.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Yep, this is pretty obviously the ideal way to handle this type of thing. At most, ideally, the only thing you want is like a "Wrench" artifact or whatever, and when you [USE the Wrench artifact] it pulls up the menu for handling the selection of what you want to do.

I already have something much like this working in the latest DWRPG, the only aspect I need to work on is getting the actual menu set up and drawn.
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Yeah I dig the idea, for adren players too

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tgroombr

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TheDruidXpawX wrote:
Yeah I dig the idea, for adren players too 


Especially adren players, given that they are LOADED with artifacts it is definitely a good idea to stop artifact flooding.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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If someone wants to code it up, I'll accept the patch.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
 
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