Page 1 of 1

#regstate == 1 gui file

Posted: Sun May 09, 2010 10:16 am
by RebBugler
1) What does this do or alter?

2) Can it be created or modded?

3)I think this has to do with buttons being called up, highlighted while command is happening, TC for instance. But if this isn't it, how can I mod this. Presently only two buttons work, normal and mouse over...I need the action/highlighted one to work as I add new commands to the toolbar.

4) Also, ADukes...I fixed the gfx (updated the pre-release one), and think I have the gui fixed. It was just changing the button call up numbers in the middle of the page for arty ammo types...Right?

Re: #regstate == 1

Posted: Sun May 09, 2010 10:21 am
by ADukes
1) The regstate variable stores the movement state of a regiment.
#regstate == 1 -> regiment has stoped

2) No.

4) Check your PMs!

Re: #regstate == 1 gui file

Posted: Mon Jan 26, 2015 5:06 am
by Davinci
A Blast post from the past!

Reb - Did you find out any information about the regstate command?

I'm trying to add a button on the toolbar - the button is added, and it works, but doesn't show the hi-lighted state like the default buttons.

..........................................
EDIT Post
..........................................

Disregard - I don't think that this command is what I'm looking for!..... From the Manual

#regstate This is the movement state of a regiment. #regstate == 0 means march, #regstate == 1 means stop,
#regstate == 2 means load, #regstate == 3 means ram, #regstate == 4 means shoot, #regstate == 5 means run,
#regstate == 6 means charge, #regstate == 7 means melee, #regstate == 8 means takecover, #regstate == 9 means
Fallback, #regstate == 10 means retreat, #regstate == 11 means advance, #regstate == 12 means routed. [gui.csv]

davinci

Re: #regstate == 1 gui file

Posted: Mon Jan 26, 2015 7:55 am
by RebBugler
Regarding your initial question, Regstate is hardcoded, so new buttons can't be modded to reflect that highlighted (active) state.

Re: #regstate == 1 gui file

Posted: Mon Jan 26, 2015 8:24 am
by Davinci
Regarding your initial question, Regstate is hardcoded, so new buttons can't be modded to reflect that highlighted (active) state.
Hey, True the regstate doesn't seem to be designed for this, but shouldn't a true command work as a substitute?

So, what command means or equals true ?

I'm trying everything to bypass the code!

davinci

Re: #regstate == 1 gui file

Posted: Mon Jan 26, 2015 10:47 am
by Davinci
Reb ...

I don't know if this will help you out with this since its been four years since you were dealing with this. I have been working on this for the past six-seven hours trying to figure something out.

I was trying t get the F-Key to hi-light on the Toolbar, nothing special since it already shows up as a Status Icon in the toolbar screen.

So, I tied both of them together by having the game draw a ( wooden F-Key ) first, and then when I press the ( F-Key ) the game will draw a ( Blue- F-Key ) over the brown one.

Once, disabled it turns off the ( Blue ) one, and leaves the brown one showing.

I haven't tried it, but maybe a work around is to first assign more Status_Icons , and then have them hi-light the other keys that are added .
The attachment tb1_2015-01-26.jpg is no longer available
davinci