How do I make a custom activation group? I want to level up my cockpits with more inputs. I don’t understand how the cockpit wizards do it, and I know it uses variables, but could someone give me a step-by-step? Use a custom missile selection as an example if it helps.
@BluestBoi Sorry I Forgot, I Will Make It, But Tell Me Which Weapons You Wanna Include
@BluestBoi Sorry I'm busy with my SP project
I talked about expanding the code, but in fact you don't need to do it, you can simply use one button for each weapon with a code like this for each button (So you need to create a custom variable for each weapon/button)
@MrCOPTY as many as you can, they were just an example.
@BluestBoi I Mean I Can Do More Than 2 Missile Whit This Selector.
@BluestBoi Only Inferno & Cleaver?
@MrCOPTY ok, you got it
@BluestBoi You Can't Do That Whit Button, But I Have An Idea, Give Me Some Time.
@MrCOPTY one button selects inferno, another selects cleaver. I want it in a cockpit
@BluestBoi Give Me An Example, Where You Wanna Use It
@MrCOPTY I don't want it to just be activated, I want it to be selected
@BluestBoi Take A Switch, Select It And Open XML Window, Add A Line And Write In It:
interactionType : toggle
Now The Switch Will Accept Any Input, Beacon Light For Example:
input : BeaconLight
Take A Light, Select It, Open XML Window And Change This Line:
Input : None
Change It To
Input : BeaconLight
Request To Don't Add Activation Group To This Light.
Start A Level And Toggle This Switch And The Light Will Turn On (Same Thing For Buttons And For Any Part (Rotor, Airbrake...)
@MrCOPTY yes
@BluestBoi Do You Know How To Use XML?
@BluestBoi Well duh, missiles have names. I know that. I'm just saying the "name" value doesn't appear in Overload immediately, which is annoying. I'm sure you would've known, but I guess not. That's fine.
If you want to look at custom values, I already explained that you can type in anything, technically.
As for specifically selecting a weapon, from my understanding you cannot pull that off, although you still can just use "NextWeapon" or the hotkey F.
I'm sure SOMEONE found a way, or not, but that's beyond both of us!
@AnOlympicWalnut Not only do missiles come with a name value, but this isn’t what I asked. I want to make a button SELECT a weapon. Even I, a bronze, know this. You are not adding a custom value or variable, you are just telling the mod where to look in the files.
@BluestBoi From my experience, you can make custom inputs by just typing in a random phrase/code. SP offers plenty of inputs as you may know, such as AG 1-8, LandingGear, ActivateWeapons, etc. Technically, you don't have to follow these.
So let's say you want to have custom missiles. The example I'll give is making an ammo screen so you can see how many, say, "AIM-120" you have. You need:
- Text, to display how much "AIM-120" you have
- Missile, can be any of the missiles given by Jundroo
- An unedited missile, to serve as another selection option
Please note, the AIM-120 nametags that are in quotations are how the game finds the missile selected. The AIM-120 nametag without quotations is what will actually display on the screen/text.
Missiles do not come with the "name" value which is annoying, so that's why we must add them ourselves.
The tricky part is, there's no way to just "select" weapons without technically arming them. What you can do is set all your missiles, bombs, and baguettes to a "combat" group. I always set mine to AG7, which I call "COMBAT MODE."
When you turn on your "combat mode", all your weapons will be switched "on", meaning you'll suddenly be able to select them individually and see their ammo values. However, these weapons will also be arming and tracking targets. No bueno.
When you switch "off" combat mode, you won't be able to see your ammo values, but you won't accidentally chuck a sidewinder into someone's Cessna either...Bueno, I guess?
My NFA-26 is loaded with custom weapons. You can see how I did it here.
@SilverStar can you give me an example? I don't understand
@BluestBoi instead of 1 you put another condition fonction (with another weapon), etc
@SilverStar how do I expand it?
@BluestBoi Yep. The website shows it wrong
Is " ; this: "
@BluestBoi Wait... Yes it would be possible ! But I don't know what is the form of the next weapon input so I can't tell you more
But it would be something like
SelectedWeapon=
"Boom 50
"?1:(Next weapon thing)
And expanding this a bit further and you will be done (I don't know if it works)
@SilverStar is there any way to set a function that uses 'next weapon's until the correct one is selected?
@BluestBoi I don't think so, because selecting weapon is an intern program, there is no FT with for that... so you can only arm a weapon.
Also, with a button, you can select the next weapon (not a precise one), but idk if it can help you.
@SilverStar I want it to select the weapon, not just arm it. Any way to do that?