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# Creating Main Menu Mods:# There are several types of mods, though all are the same setup (save for the startup mods)# These types are (behind the name is the place to put the file):# StartUp (StartupModules)# Configurations (ConfigModules)# Configurations::Options (ConfigModules/Options)# Configurations::Options::General (ConfigModules/Options/General)# Configurations::Options::Sound (ConfigModules/Options/Sound)# Configurations::Options::Graphics (ConfigModules/Options/Graphics)## All locations are relative to your BC path and the following path:# scripts/Custom/UnifiedMainMenu/## As for the basic structure of your plugin, you need atleast 2 functions.# GetName - this must return the name of your mod# It has no arguments# CreateMenu - this must return your configuration screen, if there isn't one, then return None# It has the following arguments:# pOptionsPane - pOptionsPane is the right hand side of the options window, can be entered as None (in the stock scripts it isn't really used, except for the keyboard configuration)# pContentPanel - this is the direct "parent" your UI will be added to.# bGameEnded - wether or not the game ended, must defaults to 0## There is an exception, namely in the StartUp modules. These mods have an extra function:# StartUp - this doesn't return anything, and it will have to contain all the code you need for your mod to be "hooked" into BC# It has no arguments
# Grab the variables. (That sounds like something that would get you brought up# on sexual harrassment charges. "He grabbed my variables!" Yes. Moving on...)ESRHullCustomizationOption = pModule.ESRHullCustomizationOptionDefaultSRCutscene = pModule.SRCutsceneDefaultEngineeringOption = pModule.EngineeringOptionDefault### Section II: Global Variables# Defines the location where we will save our defaults.ConfigPath = "scripts\\Custom\\UnifiedMainMenu\\ConfigModules\\Options\\SavedConfigs\\BCSTBConfig.py"### Section III: Functions# Name of the mod (req. in UMM). This defines the name of the options menu.def GetName(): return "BCS: The Beginning"# Builds our menu. Remember to add the "return App.TGPane_Create(0,0)" command!def CreateMenu(pOptionsPane, pContentPanel, bGameEnded = 0): # Make the submenus. CreateESRSubmenu(pOptionsPane, pContentPanel) CreateSRSubmenu(pOptionsPane, pContentPanel) # Add the Engineering Menu Option. CreateEngineeringFixButton(pOptionsPane, pContentPanel) # Make the Save Config button. CreateButton("Save Configuration as Default", pContentPanel, pOptionsPane, pContentPanel, __name__ + ".SaveConfig") return App.TGPane_Create(0,0)## Set of functions for ESR.def CreateESRSubmenu(pOptionsPane, pContentPanel): # Create the ESR Menu. pESRMenu = App.STCharacterMenu_Create("Emergency Repair") pContentPanel.AddChild(pESRMenu) # Create the submenu for hull repair pHullMenu = App.STCharacterMenu_Create("Hull Repair (HR) Options") pESRMenu.AddChild(pHullMenu) # Add buttons. CreateButton("1: Disable Hull Repair.", pHullMenu, pOptionsPane, pContentPanel, __name__ + ".HandleESRButtonClicked", EventInt = 0) return pESRMenu
# Grab the variables. (That sounds like something that would get you brought up# on sexual harrassment charges. "He grabbed my variables!" Yes. Moving on...)
I know I've been saying this for a long time, but BP Uniforms is your best bet. ;)It comes without mutators (though can be activated with mutators and be used along side with mutators to have backwards compatibility), it has, therefor, it's own menu. And you can mix and match character uniforms.
How can you tell which are uniform mutators or not?
Rather than having my uniform mutators strewn throughout the "Mutator" menu, is it possible to make a separate Menu, like the BCS:TB config menu, and place all of the uniform mutators in there?
I don't think you can, easily, do this for uniform mutator packs.This has to do with the fact that an uniform mutator pack is nothing more than a mutator with a number of overrides, all generic components with no extra info whatsoever.