I have a question about the "mods" option in the menu, what exactly is its feature? I clicked on it in game as i was curios and it had a bunch of folders and stuff in there, what exactly are those?
And will I have to manually update this each patch?
Also i added the command -game menumod to my steam launch options and seems to work find, is this right?
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1903073:date=Feb 14 2012, 04:44 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Feb 14 2012, 04:44 PM) <a href="index.php?act=findpost&pid=1903073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi this mod is amazing im using it now.
I have a question about the "mods" option in the menu, what exactly is its feature? I clicked on it in game as i was curios and it had a bunch of folders and stuff in there, what exactly are those?
And will I have to manually update this each patch?
Also i added the command -game menumod to my steam launch options and seems to work find, is this right?
Thanks, great mod, uwe need to add this.<!--QuoteEnd--></div><!--QuoteEEnd-->
1. I designed my mod to be very modular and is actually made up of about 7 sub mods but in theory you can disable any of the mods in that list and it will keep working but you will lose some features like ServerQueryHelper provides that api the ServerInfo window uses, UIHelper adds some missing api's I needed to add Copy/Paste support to textboxs and Fullscreen windowed support. It also provides safe api to open a explorer window to the mods folder. Other modders could design there mods to be loadable by my mod system but I haven't really documented it and theres 2 completely different ways they could do it
2. In theory my mod is less brittle to game updates than other mods that directly replace files but the last few builds have I've had to post updates to fix things. There have been builds in the past that I didn't need to update things
3. You can do it that way its just if a patch breaks my mod you will have to undo it. which you don't have to do if you create a custom shortcut or use the bat
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1904145:date=Feb 17 2012, 07:00 AM:name=Koss)--><div class='quotetop'>QUOTE (Koss @ Feb 17 2012, 07:00 AM) <a href="index.php?act=findpost&pid=1904145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love this mod, and before I messed it up all on my own it made the game so much more enjoyable.
What I did is accidentally click on the "Return to Paged View" button on the bottom of the screen.
Anything I can do to get it back? Now it just starts up a seemingly old title screen of NS2 without any options being click-able.<!--QuoteEnd--></div><!--QuoteEEnd-->
Is there not a "switch to classic menu" link at the bottom where the switched to page menu was. If there isn't you could check the console for any errors
<!--quoteo(post=1904147:date=Feb 17 2012, 12:10 AM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Feb 17 2012, 12:10 AM) <a href="index.php?act=findpost&pid=1904147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there not a "switch to classic menu" link at the bottom where the switched to page menu was. If there isn't you could check the console for any errors<!--QuoteEnd--></div><!--QuoteEEnd-->
After a computer restart and playing the game without the mod... then going back to launching NS2 with your .bat file it appeared again.
Before I just had that windows busy mouse cursor, and was unable to click on any options on the menu. Now I can.
Also before r_stats never would work in console. They do now... I don't really understand what changed.
Arg, I have this bug now. You can't change from the standard page menu back to the classic one. Now when I run the game with menumod I just get the blue loading circle and I can't use the menu.
Is there anyway I can edit a file to make the game start in classic menu rather than paged layout? That would at least fix this problem temporarily.
Here is the console error: <a href="http://i.imgur.com/jBUBr.jpg" target="_blank">http://i.imgur.com/jBUBr.jpg</a>
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1904215:date=Feb 17 2012, 12:31 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 17 2012, 12:31 PM) <a href="index.php?act=findpost&pid=1904215"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Arg, I have this bug now. You can't change from the standard page menu back to the classic one. Now when I run the game with menumod I just get the blue loading circle and I can't use the menu.
Is there anyway I can edit a file to make the game start in classic menu rather than paged layout? That would at least fix this problem temporarily.
Here is the console error: <a href="http://i.imgur.com/jBUBr.jpg" target="_blank">http://i.imgur.com/jBUBr.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
It seems I did find and fix this bug 5 days ago. it was a place missed when renaming MenuButton for the build 195 fix
just remove the <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <MainMenuClass>PagedMainMenu</MainMenuClass><!--c2--></div><!--ec2--> line from your options file %appdata%\Natural Selection 2\options.xml
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
19/02/2012 Update <ul>Added Drop Cyst commander keybind Fixed a missing config check in Fullscreen windowed mode causing mouse position scaling tobe incorrectly enabled Fixed a missed MenuButton rename in PagedMenu Fixed broken Atmospheric Lights option Fixed showing the other team members location in there chat messages</li></ul>
This is really nice...they should make this default. No offense Unknown Worlds, but your current UI sucks donkey. I know you got other stuff to work on though.
When you change resolution, the cursor isn't actually where the graphic is, but way off the side according to the previous resolution. Can you try to fix this? Affects things like clicking things in the menu, alien evolve menu and armory buy menu. Really frustrating. I want to drop the resolution occassionally to record some footage with fraps.
PS. Seems to fix itself if you go to windowed mode and the back to fullscreen mode. But having to do it every time is still pretty inconvenient.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1906163:date=Feb 23 2012, 07:51 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Feb 23 2012, 07:51 AM) <a href="index.php?act=findpost&pid=1906163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When you change resolution, the cursor isn't actually where the graphic is, but way off the side according to the previous resolution. Can you try to fix this? Affects things like clicking things in the menu, alien evolve menu and armory buy menu. Really frustrating. I want to drop the resolution occassionally to record some footage with fraps.
PS. Seems to fix itself if you go to windowed mode and the back to fullscreen mode. But having to do it every time is still pretty inconvenient.<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems that was a regression on my part fixing borderless config handling in the last patch which was causing borderless state clearing when starting in fullscreen mode
<!--quoteo(post=1906322:date=Feb 23 2012, 06:23 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Feb 23 2012, 06:23 PM) <a href="index.php?act=findpost&pid=1906322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't move the screen anymore as comander if I move the mouse to a side of the screen. Only the arrowkeys work for that.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not seeing this myself, which display mode are you running ns2 in windowed/fullscreen/windowed fullscreen
Yep, you can't build gorge stuff with the new gorge Build Menu with this I believe....this mod and custom Crosshairs are the only mods I have installed...and I doubt it's the crosshairs :P
Awesome mod though, I love it.
edit- also makes the mouse "offcenter" for me... only able to click stuff when my mouse is like a half inch under what I'm trying to click. And it makes it so you can't scroll your screen around with the mouse as Commander :s
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited February 2012
25/02/2012 Added smart lua directory detection for unpacked FullMods Updated input handling for the Gorge build 198 changes Fixed setting the window borderless when starting in fullscreen mode, should fix mouse position being off
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1907053:date=Feb 26 2012, 03:41 AM:name=TahMurda)--><div class='quotetop'>QUOTE (TahMurda @ Feb 26 2012, 03:41 AM) <a href="index.php?act=findpost&pid=1907053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very nice mod thx.
I can't figure out how to bind a second key to the same command. For example i want space and v for jumping, but
<Jump>Space</Jump> <Jump>v</Jump>
doesn't work. is it possible that you add something like this ^^<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah It is kinda on my todo list. the reason why that extra line doesn't work is because config api is only good for retrieving one value at a time and mostly terrible for storing tables
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1907249:date=Feb 26 2012, 09:16 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Feb 26 2012, 09:16 PM) <a href="index.php?act=findpost&pid=1907249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->last weapon key binding just cycles weapons for me, is this by design or a bug?<!--QuoteEnd--></div><!--QuoteEEnd-->
If you mean "Last used weapon" and not "Select previous weapon" then it should only cycle between your current weapon and the last one you selected
<!--quoteo(post=1907334:date=Feb 26 2012, 11:31 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Feb 26 2012, 11:31 PM) <a href="index.php?act=findpost&pid=1907334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you mean "Last used weapon" and not "Select previous weapon" then it should only cycle between your current weapon and the last one you selected<!--QuoteEnd--></div><!--QuoteEEnd--> My apologies, the "Select Previous Weapon" key binding cycles somewhat randomly. <ol type='1'><li>join empty server</li><li>join marines</li><li>spawn as marine</li><li>fire rifle</li><li>switch to pistol</li><li>fire pistol</li><li>hit Q (axe appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (pistol appears)</li><li>hit Q (rifle appears)</li><li>hit Q (axe appears)</li></ol> This is launching via the StartMod bat file.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited February 2012
<!--quoteo(post=1907848:date=Feb 28 2012, 02:30 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Feb 28 2012, 02:30 PM) <a href="index.php?act=findpost&pid=1907848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My apologies, the "Select Previous Weapon" key binding cycles somewhat randomly. <ol type='1'><li>join empty server</li><li>join marines</li><li>spawn as marine</li><li>fire rifle</li><li>switch to pistol</li><li>fire pistol</li><li>hit Q (axe appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (pistol appears)</li><li>hit Q (rifle appears)</li><li>hit Q (axe appears)</li></ol> This is launching via the StartMod bat file.<!--QuoteEnd--></div><!--QuoteEEnd-->
I only switch a bit on and off for that keybind and have no control over its behaviour also I think some of its server side as well. They never did add a keybind entry for it on the flash menu. But this is there main function for handling it <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function WeaponOwnerMixin:SelectNextWeaponInDirection(direction)
local weaponList = self:GetHUDOrderedWeaponList() local activeWeapon = self:GetActiveWeapon() local activeIndex = nil for i, weapon in ipairs(weaponList) do
if weapon == activeWeapon then activeIndex = i break end
end
local numWeapons = table.count(weaponList) if numWeapons > 0 and activeIndex then
local newIndex = activeIndex + direction // Handle wrap around. if newIndex > numWeapons then newIndex = 1 elseif newIndex < 1 then newIndex = numWeapons end
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1908673:date=Mar 1 2012, 12:00 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Mar 1 2012, 12:00 PM) <a href="index.php?act=findpost&pid=1908673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE should implement 90% of ur Mod! Srlsy<!--QuoteEnd--></div><!--QuoteEEnd-->
The TLDR story is they did some investigation into it over <b>9 months</b> ago and turned their noses up to it over some things that I have long since changed, although ControlClass.lua would make Max's eyes roll endlessly, its also the source of the crash bug this build. Also Schimmel still hasn't finished the ones he's making for them after idk how many months he's been working on it
I tried installing the mod both ways, but neither seems to work. If I use the .bat nothing happens and copying the mod files just opens NS2 with the old menu.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1908746:date=Mar 1 2012, 05:35 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Mar 1 2012, 05:35 PM) <a href="index.php?act=findpost&pid=1908746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->its also the source of the crash bug this build.<!--QuoteEnd--></div><!--QuoteEEnd--> <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->BaseUIControls/ControlClass.lua:231: attempt to index a nil value stack traceback: lua/ErrorHandling.lua:59: in function <lua/ErrorHandling.lua:58> BaseUIControls/ControlClass.lua:231: in function <BaseUIControls/ControlClass.lua:226> BaseUIControls/BaseControl.lua:109: in function 'Uninitialize' ScrollableChat/GUIChat.lua:409: in function <ScrollableChat/GUIChat.lua:395> (tail call): ? [C]: in function 'xpcall' [string "Xpcall Dispatcher[1]"]:9: in function <[string "Xpcall Dispatcher[1]"]:6> (tail call): ? BaseUIControls/BaseGUIManager.lua:482: in function 'RemoveFrame' BaseUIControls/GameGUIManager.lua:68: in function 'DestroySingleInstance' menumod/BaseUIControls/GUIManagerEx.lua:104: in function <menumod/BaseUIControls/GUIManagerEx.lua:101> (tail call): ? lua/DispatchBuilder.lua:15: in function 'DestroyGUIScriptSingle' lua/Client.lua:694: in function <lua/Client.lua:679><!--c2--></div><!--ec2--> This one? Happened when the server did a map change.
Comments
I have a question about the "mods" option in the menu, what exactly is its feature? I clicked on it in game as i was curios and it had a bunch of folders and stuff in there, what exactly are those?
And will I have to manually update this each patch?
Also i added the command -game menumod to my steam launch options and seems to work find, is this right?
Thanks, great mod, uwe need to add this.
I have a question about the "mods" option in the menu, what exactly is its feature? I clicked on it in game as i was curios and it had a bunch of folders and stuff in there, what exactly are those?
And will I have to manually update this each patch?
Also i added the command -game menumod to my steam launch options and seems to work find, is this right?
Thanks, great mod, uwe need to add this.<!--QuoteEnd--></div><!--QuoteEEnd-->
1. I designed my mod to be very modular and is actually made up of about 7 sub mods but in theory you can disable any of the mods in that list and it will keep working but you will lose some features like ServerQueryHelper provides that api the ServerInfo window uses, UIHelper adds some missing api's I needed to add Copy/Paste support to textboxs and Fullscreen windowed support.
It also provides safe api to open a explorer window to the mods folder. Other modders could design there mods to be loadable by my mod system but I haven't really documented it and theres 2 completely different ways they could do it
2. In theory my mod is less brittle to game updates than other mods that directly replace files but the last few builds have I've had to post updates to fix things. There have been builds in the past that I didn't need to update things
3. You can do it that way its just if a patch breaks my mod you will have to undo it. which you don't have to do if you create a custom shortcut or use the bat
What I did is accidentally click on the "Return to Paged View" button on the bottom of the screen.
Anything I can do to get it back? Now it just starts up a seemingly old title screen of NS2 without any options being click-able.
What I did is accidentally click on the "Return to Paged View" button on the bottom of the screen.
Anything I can do to get it back? Now it just starts up a seemingly old title screen of NS2 without any options being click-able.<!--QuoteEnd--></div><!--QuoteEEnd-->
Is there not a "switch to classic menu" link at the bottom where the switched to page menu was. If there isn't you could check the console for any errors
After a computer restart and playing the game without the mod... then going back to launching NS2 with your .bat file it appeared again.
Before I just had that windows busy mouse cursor, and was unable to click on any options on the menu. Now I can.
Also before r_stats never would work in console. They do now... I don't really understand what changed.
Is there anyway I can edit a file to make the game start in classic menu rather than paged layout? That would at least fix this problem temporarily.
Here is the console error: <a href="http://i.imgur.com/jBUBr.jpg" target="_blank">http://i.imgur.com/jBUBr.jpg</a>
Is there anyway I can edit a file to make the game start in classic menu rather than paged layout? That would at least fix this problem temporarily.
Here is the console error: <a href="http://i.imgur.com/jBUBr.jpg" target="_blank">http://i.imgur.com/jBUBr.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
It seems I did find and fix this bug 5 days ago. it was a place missed when renaming MenuButton for the build 195 fix
just remove the <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <MainMenuClass>PagedMainMenu</MainMenuClass><!--c2--></div><!--ec2--> line from your options file %appdata%\Natural Selection 2\options.xml
<ul>Added Drop Cyst commander keybind
Fixed a missing config check in Fullscreen windowed mode causing mouse position scaling tobe incorrectly enabled
Fixed a missed MenuButton rename in PagedMenu
Fixed broken Atmospheric Lights option
Fixed showing the other team members location in there chat messages</li></ul>
This is really nice...they should make this default. No offense Unknown Worlds, but your current UI sucks donkey. I know you got other stuff to work on though.
Affects things like clicking things in the menu, alien evolve menu and armory buy menu. Really frustrating.
I want to drop the resolution occassionally to record some footage with fraps.
PS. Seems to fix itself if you go to windowed mode and the back to fullscreen mode. But having to do it every time is still pretty inconvenient.
Affects things like clicking things in the menu, alien evolve menu and armory buy menu. Really frustrating.
I want to drop the resolution occassionally to record some footage with fraps.
PS. Seems to fix itself if you go to windowed mode and the back to fullscreen mode. But having to do it every time is still pretty inconvenient.<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems that was a regression on my part fixing borderless config handling in the last patch which was causing borderless state clearing when starting in fullscreen mode
<!--quoteo(post=1906322:date=Feb 23 2012, 06:23 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Feb 23 2012, 06:23 PM) <a href="index.php?act=findpost&pid=1906322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't move the screen anymore as comander if I move the mouse to a side of the screen. Only the arrowkeys work for that.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not seeing this myself, which display mode are you running ns2 in windowed/fullscreen/windowed fullscreen
I couldnt select cyst or hydra, someone in the server mentioned it was menumod.
Awesome mod though, I love it.
edit- also makes the mouse "offcenter" for me... only able to click stuff when my mouse is like a half inch under what I'm trying to click. And it makes it so you can't scroll your screen around with the mouse as Commander :s
Added smart lua directory detection for unpacked FullMods
Updated input handling for the Gorge build 198 changes
Fixed setting the window borderless when starting in fullscreen mode, should fix mouse position being off
thank you for the update :)
I can't figure out how to bind a second key to the same command.
For example i want space and v for jumping, but
<Jump>Space</Jump>
<Jump>v</Jump>
doesn't work. is it possible that you add something like this ^^
<img src="http://i.imgur.com/47O0p.jpg" border="0" class="linked-image" />
I can't figure out how to bind a second key to the same command.
For example i want space and v for jumping, but
<Jump>Space</Jump>
<Jump>v</Jump>
doesn't work. is it possible that you add something like this ^^<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah It is kinda on my todo list. the reason why that extra line doesn't work is because config api is only good for retrieving one value at a time and mostly terrible for storing tables
If you mean "Last used weapon" and not "Select previous weapon" then it should only cycle between your current weapon and the last one you selected
My apologies, the "Select Previous Weapon" key binding cycles somewhat randomly.
<ol type='1'><li>join empty server</li><li>join marines</li><li>spawn as marine</li><li>fire rifle</li><li>switch to pistol</li><li>fire pistol</li><li>hit Q (axe appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (pistol appears)</li><li>hit Q (rifle appears)</li><li>hit Q (axe appears)</li></ol>
This is launching via the StartMod bat file.
<ol type='1'><li>join empty server</li><li>join marines</li><li>spawn as marine</li><li>fire rifle</li><li>switch to pistol</li><li>fire pistol</li><li>hit Q (axe appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (rifle appears)</li><li>hit Q (pistol appears)</li><li>hit Q (rifle appears)</li><li>hit Q (axe appears)</li></ol>
This is launching via the StartMod bat file.<!--QuoteEnd--></div><!--QuoteEEnd-->
I only switch a bit on and off for that keybind and have no control over its behaviour also I think some of its server side as well. They never did add a keybind entry for it on the flash menu.
But this is there main function for handling it
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function WeaponOwnerMixin:SelectNextWeaponInDirection(direction)
local weaponList = self:GetHUDOrderedWeaponList()
local activeWeapon = self:GetActiveWeapon()
local activeIndex = nil
for i, weapon in ipairs(weaponList) do
if weapon == activeWeapon then
activeIndex = i
break
end
end
local numWeapons = table.count(weaponList)
if numWeapons > 0 and activeIndex then
local newIndex = activeIndex + direction
// Handle wrap around.
if newIndex > numWeapons then
newIndex = 1
elseif newIndex < 1 then
newIndex = numWeapons
end
self:SetActiveWeapon(weaponList[newIndex]:GetMapName())
end
end<!--c2--></div><!--ec2-->
The TLDR story is they did some investigation into it over <b>9 months</b> ago and turned their noses up to it over some things that I have long since changed, although ControlClass.lua would make Max's eyes roll endlessly, its also the source of the crash bug this build.
Also Schimmel still hasn't finished the ones he's making for them after idk how many months he's been working on it
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->BaseUIControls/ControlClass.lua:231: attempt to index a nil value
stack traceback:
lua/ErrorHandling.lua:59: in function <lua/ErrorHandling.lua:58>
BaseUIControls/ControlClass.lua:231: in function <BaseUIControls/ControlClass.lua:226>
BaseUIControls/BaseControl.lua:109: in function 'Uninitialize'
ScrollableChat/GUIChat.lua:409: in function <ScrollableChat/GUIChat.lua:395>
(tail call): ?
[C]: in function 'xpcall'
[string "Xpcall Dispatcher[1]"]:9: in function <[string "Xpcall Dispatcher[1]"]:6>
(tail call): ?
BaseUIControls/BaseGUIManager.lua:482: in function 'RemoveFrame'
BaseUIControls/GameGUIManager.lua:68: in function 'DestroySingleInstance'
menumod/BaseUIControls/GUIManagerEx.lua:104: in function <menumod/BaseUIControls/GUIManagerEx.lua:101>
(tail call): ?
lua/DispatchBuilder.lua:15: in function 'DestroyGUIScriptSingle'
lua/Client.lua:694: in function <lua/Client.lua:679><!--c2--></div><!--ec2-->
This one? Happened when the server did a map change.