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Custom Buttons 2.0.6

$7.50
   (32 reviews)

8 Screenshots

  • 123.7k
  • 2k
  • 119.35 kB

Recommended Comments



Gt403cyl2

Posted

Is it possible to disable the normal in-game commands while creating/editing a button, having keybinds as admin while trying to set this up can lead to some.... headaches.

David

Posted

12 hours ago, Gt403cyl2 said:

Is it possible to disable the normal in-game commands while creating/editing a button, having keybinds as admin while trying to set this up can lead to some.... headaches.

discord message sent

  • Love 1
Friendly Factions

Posted

Can this show a button only when the player opens their inventory? and then hide the button when the player closes their inventory?

BoobleJ

Posted

Ooo, this would be great!

Gt403cyl2

Posted

Also on that note, this is kinda hard to explain but I'll try...

When I either make a new button or make perms changes in-game, the changes don't take effect until I reload the plugin, this is kinda annoying mainly when changing perms, like with most other plugins when you either grant or revoke a perm it's instant with no need to reload the plugin.

Hopefully that makes sense...
Would be nice if that could be sorted out.

Jbird

Posted

22 minutes ago, Gt403cyl2 said:

Also on that note, this is kinda hard to explain but I'll try...

When I either make a new button or make perms changes in-game, the changes don't take effect until I reload the plugin, this is kinda annoying mainly when changing perms, like with most other plugins when you either grant or revoke a perm it's instant with no need to reload the plugin.

Hopefully that makes sense...
Would be nice if that could be sorted out.

The buttons and the permissions have not been added and saved to the configuration until you create them. Most plugins have the permissions already a part of the plugin when it is first loaded. I do not know of any plugins that can instantly accept permissions without being reloaded.

Gt403cyl2

Posted

47 minutes ago, Jbird said:

The buttons and the permissions have not been added and saved to the configuration until you create them. Most plugins have the permissions already a part of the plugin when it is first loaded. I do not know of any plugins that can instantly accept permissions without being reloaded.

No i know that they aren’t created until the buttons are made, and that’s how that is….

but for example, i am working on a server, i copied the cui data file from another server load the plugin, and obviously the perms are created then, but then i go into permissions and want to take grant or revoke a perm for a group and i do so but that perms change still doesn’t take effect until i reload the plugin.

Jbird

Posted

10 hours ago, Gt403cyl2 said:

No i know that they aren’t created until the buttons are made, and that’s how that is….

but for example, i am working on a server, i copied the cui data file from another server load the plugin, and obviously the perms are created then, but then i go into permissions and want to take grant or revoke a perm for a group and i do so but that perms change still doesn’t take effect until i reload the plugin.

I think I understand your issue to be that the permissions do not apply to the plugin immediately which still makes sense in this case. The buttons are generated with the current permissions. Changing the permission may give them access but the buttons were already generated client side with the original permissions if there were any. So I understand that it seems like extra steps, but this requires resetting things client side. The plugin has and knows the information but it needs to push that updated information to all of the clients. This is why there is a need for a reload.

I mean of course you can suggest it to the developer who will read this I'm sure but the thing is that most of us would rather the plugin not require any unnecessary performance drain, it is a great lightweight plugin for the functionality it adds. To do what you are asking the plugin would need to add points to refresh and search for new stuff. Maybe a command could be added to refresh the plugin but at that point, why not just reload it? It takes like 5 seconds.

Fatman

Posted

Is it possible to just make this an extra inventory button ? 

jaybee3

Posted (edited)

Hey David great plugins! Was just wondering if you implemented the text replacement for RP/econ values? Saw you mentioned that it was a simple affair back in Feb. There are a few APIs from other plugins I'd ideally like to pull in that would clear up a lot of the main screen clutter, and hide it away in a nice summary.

Also how does the player.displayName work in a command? I've tried wrapping in braces to no avail.
 

    "panelChatCmd": "givekitto {player.displayName} T-raid",

    "panelChatCmd": "givekitto player.displayName T-raid",


image.thumb.png.c3efa9f5b11b47bbdbe59606878b5fa3.png

Edited by jaybee3
  • Like 1
Kobani

Posted (edited)

temporarily duplicated...

Edited by Kobani
Kobani

Posted

Hi, when are you going to add the feature to use more menu buttons? Would be important to me and even worth a few dollars more.
For example
custombuttonstoggle,
custombuttonstoggle1,
custombuttonstoggle2

LG

  • Like 2
TBG-Dune

Posted

Can you please add permission based buttons?

So only players with the right permissions can see certain buttons.

BasteGK

Posted

A text input field + Button to send with add the command will be great :). like.

 

/clan invite (Button) .......... +(Textinputfield)

siguu

Posted

Is it a bug that if I make it a HUD instead of an Overlay, it no longer functions as a button?

Robis

Posted

Failed to call hook 'OnEntityDismounted' on plugin 'CustomButtons v2.0.5' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.CustomButtons.CreatePartialCui (BasePlayer player, System.Collections.Generic.List`1[T] list) [0x00000] in <f0158086bdc0463297021a0ceff1d389>:0

at Oxide.Plugins.CustomButtons.OnEntityDismounted (ComputerStation entity, BasePlayer player) [0x00012] in <f0158086bdc0463297021a0ceff1d389>:0

at Oxide.Plugins.CustomButtons.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ef8] in <f0158086bdc0463297021a0ceff1d389>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

siguu

Posted (edited)

Hi,
Is there any way to get the custom buttons to display correctly on a standard screen size, but they are misaligned when the screen size is wide or has a different aspect ratio? Also, is there a command to show/hide all buttons at once?

 

Edited by siguu
The Friendly Chap

Posted

Yes, it's likely in the Discussion somewhere, but at 146 posts, I'm frankly too lazy to read it all. 
Can this be made to fire only chat commands, or can it use a console command as well?
 

 

Richkan

Posted

On 9/19/2022 at 9:07 AM, Kobani said:

Hi, when are you going to add the feature to use more menu buttons? Would be important to me and even worth a few dollars more.
For example
custombuttonstoggle,
custombuttonstoggle1,
custombuttonstoggle2

LG

i would love to have that feature, too.

  • Like 3
Kobani

Posted

Am 10.12.2022 um 21:15 sagte Richkan:

das Feature hätte ich auch gerne.

@David Isn't that possible?

David

Posted

On 1/8/2023 at 1:54 PM, Kobani said:

@David Isn't that possible?

ofc it's doable but it's question of having spare time to do it 

Kobani

Posted

Ok then I hope that you will find the time for it at some point. 🙂 As others have already written, I am also willing to donate something. 😉

molokatan

Posted

@David think the easierst way to do that is using your different types -> Panels, buttons.

If you make it possible to assign components to a panel (panel gets the parent) instead of only adding everything to "Hud", "Overlay", and then add a command to toggle a ui by its name, it should be fairly easy to integrate it.

As child components are also placed relative to its parent with CUI, positioning of buttons on panels should be way faster.

What can be a little bit tricky, is to manage the ui state for different players as you need to store which panel is enabled.

 

Overall that would be a huge improvement and makes more complex UI possible for everyone.

 

what else to say: nice plugin for everyone who struggles using CUI or wants an easy solution to use ingame. love it

  • Like 1
Omega

Posted (edited)

Hi,

great tool. A suggestion. You have to press tab to click a button and have to press tab again to close inventory. Would be great when inventory close automatic when press a button. Is that possible?

Edited by Omega
mawaldi

Posted (edited)

hello
here is my button collection.

all buttons can be combined

have fun

 

spacer.png

b01_b39.zip

Edited by mawaldi
  • Like 2

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