Is there a way to add more inventory classes on the interface proprieties?

  • #1, by nerdWednesday, 31. October 2018, 13:15 A year ago
    I see main interface/inventory/miscellaneous ect, is there a way to add more?

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  • #2, by afrlmeWednesday, 31. October 2018, 13:31 A year ago
    Yes, via the explorer tool. Can be accessed with ctrl+e or via the main menu.

    Scroll down to the bottom of the list in the explorer tool & you will find eInterfaceClasses, right click on it & create a new interface class. Now expand it & look for the new interface class you just created. Click on it, rename it to something appropriate, then expand it & click on the thing inside & give that the same exact name.


    Quick note: you can use Lua script to hide/show individual interfaces instead of hiding/showing all interfaces linked to a specific class.
    Interfaces["example"].Visible = false -- false to hide, true to show
    1

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  • #3, by nerdWednesday, 31. October 2018, 14:57 A year ago
    Yes, via the explorer tool. Can be accessed with ctrl+e or via the main menu.

    Scroll down to the bottom of the list in the explorer tool & you will find eInterfaceClasses, right click on it & create a new interface class. Now expand it & look for the new interface class you just created. Click on it, rename it to something appropriate, then expand it & click on the thing inside & give that the same exact name.


    Quick note: you can use Lua script to hide/show individual interfaces instead of hiding/showing all interfaces linked to a specific class.
    Interfaces["example"].Visible = false -- false to hide, true to show
    1


    Great! Thank you

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  • #4, by nerdWednesday, 31. October 2018, 15:02 A year ago
    Yes, via the explorer tool. Can be accessed with ctrl+e or via the main menu.

    Scroll down to the bottom of the list in the explorer tool & you will find eInterfaceClasses, right click on it & create a new interface class. Now expand it & look for the new interface class you just created. Click on it, rename it to something appropriate, then expand it & click on the thing inside & give that the same exact name.


    Quick note: you can use Lua script to hide/show individual interfaces instead of hiding/showing all interfaces linked to a specific class.
    Interfaces["example"].Visible = false -- false to hide, true to show
    1


    Btw, I got another question. I assigned a toogle hide/show-interface to a key. The problem is that I don't want this toogle to work during menu scenes. How do I solve it?

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  • #5, by afrlmeWednesday, 31. October 2018, 15:15 A year ago
    create an if lua result action part at the top of the action block & insert this into it...
    return game.CurrentScene.IsMenu
    1
    then add an else action part, followed by the action parts you have already created, then add an end if action part at the bottom.

    what you should end up with is something along the lines of this...

    if lua result ...
    else
    your action parts
    end if

    The lua result code is returning a boolean value (true if scene is a menu or false if scene is not a menu) but because we only need the actions you created to execute if the scene is not a menu then we needed to skip to the else section of the if query wrapper.

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  • #6, by nerdWednesday, 31. October 2018, 18:25 A year ago
    create an if lua result action part at the top of the action block & insert this into it...
    return game.CurrentScene.IsMenu
    1
    then add an else action part, followed by the action parts you have already created, then add an end if action part at the bottom.

    what you should end up with is something along the lines of this...

    if lua result ...
    else
    your action parts
    end if

    The lua result code is returning a boolean value (true if scene is a menu or false if scene is not a menu) but because we only need the actions you created to execute if the scene is not a menu then we needed to skip to the else section of the if query wrapper.
    Thank you

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