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molokatan

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Everything posted by molokatan

  1. Hi. nice plugin and easy to set up. Just got one small request for it. I am using a 32:9 screen and i know that a lot of players (on my server) are running that game with 21:9. When using such screens the whole UI gets stretched. When changing the UI scale, some buttons and icons get scrambled and overlap other parts. (f.e. when choosing items for the containers, or the code lock input screen) And the most important thing on that. When you change the scale of the UI, you expect that it is actually changing. But thats only the case for some parts of it. As your UI is not using full screen pages and is also not exploding on a 1080p screen.... Is it possible to rely less on AnchorMin/AnchorMax (relative positioning) for it and instead use OffsetMin/OffsetMax for the Containers on the screen? That would be awesome and gives a better UX for all. FYI: I already applied those changes for the UI that my players will see on the latest version. (Quick and dirty) took me about 1h. guess the admin screens will take around the same time to fix and some additional overhead for code cleaning. greetings
  2. molokatan

    Welcome Panel

    I think that removing the editor is the biggest pain point here. You actually removed one of your major features and selling points. Yesterday i fiddled around about 3-4 hours to set up my info screen and THIS was pretty handy to get a first impression without reloading the plugin all 30 seconds. While performance might be a case when the UI is settled and just kept running for a while, it doest matter that much when you create it from scratch. So would be awesome to get it back somehow. I also fear the next step into the new version, because i dont know what it might brick. But i guess i find out next weekend... hope i dont waste another 4 hours on that.
  3. can confirm that both Bradleys are spawning and driving around. Maybe nice to know: The Bradley on Launch Site cant be forced to spawn using Automated Events plugin. It cant find the Bradley spawn point for that. But vanilla works fine and i guess thats enough bradley-action for a server. we will now give it a shot on our test server and get it ready for next wipe. TY
  4. sorry that i did not add that to my post before ... a bit stupid to send someone looking for that when i actually know the positions -.- 1) go to center of AA9 and look east to AB9 -> a small gap 2) go to AA12/AA13 also look east -> a wider gap both spots are on the edge of the map and not critical. rest of the map should be fine.
  5. in the water area there are several places where you can dive under the terrain. Would be nice if you can fix that. Also had some issues on our test server where bradley is "camping" the entrance to the under water dome and not moving around. We plan to use that map on our server for one of the next wipes. looking great.
  6. molokatan

    Custom Buttons

    @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
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