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VGUI - Button Custom Hooks (scene script)

VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 21 May 2017, 00:28

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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 21 May 2017, 18:05




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Re: VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 22 May 2017, 08:01

Will try later but on the scene script it's not even printing in the console so it's not running that function, I am thinking it's not possible to use the scene script in this way with the custom hooks?
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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 22 May 2017, 12:35

yes, it works fine as i tested it a couple days ago although i used the onclick event or onmousedown, havent tried the hover personally, but i cant see it being any different :)

I will test again when i have some time free :)



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Re: VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 22 May 2017, 14:54

Added a script to the camera (has a id of 3) it runs thescript but when using the ID "scenescript" it does not work. :)
also does the same on mouseOut.

Its bringing up ERROR: Entity ID [-1] is not valid! for the command lua(3, movecamera, 1)

The Camera has ID = 3
Function = movecamera
Arg = 1

I also tried passing the ID of the camera through as an argument and the error persists.

I also deleted the contents of movecamera function and only left the sky.lprint("Move Camera to Path NEW GAME"); for debugging and it still shows the Error.

If I take the lua(objID, movecamera, 1) command from the custom hooks the error disappears but when put back shows the error..

Hope you understood all that, basically with a empty function called when you mouseOver, mouseOut etc and running the lua(objID, movecamera, 1) command in the custom hooks results in an error.
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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 22 May 2017, 16:43




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Re: VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 22 May 2017, 18:27

This could get messy if you want multiple camera positions on a menu.. lol.. say 1 for 1 menu another for settings another for credits etc.. never mind with think of somethgin else to plod on with lol..

Tried gui.load("file.rml", 0, 0, -9); did not work.. :{
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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 22 May 2017, 20:01

the last argument was for the entity id that would be loaded in an entity script.. sorry, i should have been clearer.
I have 1 bug to sort out tomorrow and ill plan this in directly after that task :)

We will come up with a good way of handling it :)



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Re: VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 23 May 2017, 08:47

Menus like this or in particular the 2nd one..

Just that little touch on the menus make them look and feel so much better.

I think that this is a feature people would use
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Re: VGUI - Button Custom Hooks (scene script)

Postby planetX » 23 May 2017, 12:56

Hi, those menus are totally doable in Skyline right now... you just need to make a model of each menu item, and the camera movement is pretty much what I'm doing in my project, so no secrets there. :)
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Re: VGUI - Button Custom Hooks (scene script)

Postby epsilonion » 23 May 2017, 17:13

I wanted to use paths with a camera but it's not doable with paths instead of having loads of cameras only use one and assign it a path for each movement.. that's how easy using paths could be, having issues with attaching (assining) a path and passing the ID of the camera to the script to assign the path through the visual gui system at the moment, got to test these things lol

Basically lay out a scene the way you want it add a camera, a few paths, a tiny bit of code and a gui via the visual gui editor using custom hooks that's the simplest way I can think of and none of us like things to be hard lol or is that been lazy lol
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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 23 May 2017, 17:39




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Re: VGUI - Button Custom Hooks (scene script)

Postby planetX » 23 May 2017, 18:01

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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 23 May 2017, 18:31

@planetX, yeah, thats a simple way :)



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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 23 May 2017, 22:16




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Re: VGUI - Button Custom Hooks (scene script)

Postby Shando » 03 Oct 2017, 02:57

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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 03 Oct 2017, 10:17

yeah, that naming convention needs looked at lol :P

Will check it out today :)

Edit: "sceneScript" or "scenescript" are the supported tags for that.
I have added "SceneScript" and "-9" lol :P

To target an entity script instead of sceneScript, you can use the tags:
"objid", "objID", "eID" or "eid"

but when loading the GUI in lua, you must pass the id of the entity through the last optional argument of gui.load()



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Re: VGUI - Button Custom Hooks (scene script)

Postby Shando » 03 Oct 2017, 11:47

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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 03 Oct 2017, 11:59

lol :P



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Re: VGUI - Button Custom Hooks (scene script)

Postby SpiderMack » 03 Oct 2017, 12:04

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Re: VGUI - Button Custom Hooks (scene script)

Postby SolarPortal » 03 Oct 2017, 12:42

Probably should be, if not already... will have to look for one lol :P

But the referred bits here are the GUI Editor and the tags that can be used to pass a lua command from GUI click.



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