Cyclone Jack Posted February 9 Posted February 9 I'm working on a Pop Menu for all of the Day Job Temp Powers, and here is what I have for the Monitor Duty Teleporter, which crashes the game. I pulled the Icon and PowerReady information from City of Data 2.0, so its possible that I'm getting something wrong. // Top comment line to make sure 1st line is blank. Menu "MyStuff" { Title "MyStuff" Menu "Day Jobs" { LockedOption { DisplayName: "Monitor Duty Teleporter" Command "powexec_name Monitor Duty Teleporter" Icon "dayjob_teleport" PowerReady "temporary_powers.day_job_powers.rapid_response_member_teleport" } } }
Digirium Posted February 9 Posted February 9 (edited) Try removing the colon after DisplayName AND I think Icon is case sensitive so use i.e. DayJob_Teleport some other stuff you can try is adding a blank line between the top comment line and Menu, removing the inner menu so the LockedOption is part of the outer Menu. Good luck. Edited February 9 by Digirium 1
Cyclone Jack Posted February 9 Author Posted February 9 (edited) I can't believe I missed that colon. 😖 I stared at that thing for hours! 😭 And this is why its always good for every programmer to have a second pair of eyes. 😄 Thanks! Edit: Categorized it: Edited February 9 by Cyclone Jack
Cyclone Jack Posted February 9 Author Posted February 9 So here's a question, when using a powexec_name, what determines which power is used if you have a Day Job Web Grenade, Mayhem/Safeguard Web Grenade, and Devices/Traps Web Grenade, or some other source of Web Grenade?
AboveTheChemist Posted February 9 Posted February 9 Looking at City of Data, all the examples you listed have different internal power names, so I assume that's how one would differentiate which one is used. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 9 Author Posted February 9 Well, the Power Ready names are different, but you don't call those via powexec, right? You just use "powexec_name Web Grenade", right? For example, these two abilities are still just Web Grenade even though the Power Ready is different: temporary_powers.day_job_powers.web_weaver_grenade temporary_powers.temporary_powers.mayhem_web_grenade Or should I be using "powexec_name temporary_powers.day_job_powers.web_weaver_grenade"?
AboveTheChemist Posted February 9 Posted February 9 Ugh, my reading comprehension failed me, and I think you are correct. Sorry about that! Although, it might not hurt to tinker on Brainstorm (or Live, if you have the powers) to see exactly which name formats powexec_name will accept. I don't know offhand that the example you gave in the last sentence wouldn't work. I checked the wiki but there wasn't any indication there. I am far from an expert in the usage of the various powexec commands. 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 9 Author Posted February 9 (edited) So it looks like my initial testing of the Power Ready names were wrong, but also right. 🙂 You want to use just the last part of the Power Ready name: powexec_name web_weaver_grenade powexec_name mayhem_web_grenade I'll need to verify this for sure once I'm able to get duplicate powers with the same name (easier said than done). 😜 Note: I should clarify that using the Power Ready name does work, I just don't have a character currently with both of these powers, or any other duplicates, such as Med Kit or Stun Grenade. Edited February 9 by Cyclone Jack 1
Cyclone Jack Posted February 10 Author Posted February 10 I'm pretty sure I know the answer to this, since I've not seen any mention of it, but I figured I might as well ask just to be sure... There's no way to have a custom hover over tooltip pop up if you mouse over a line for a second or two is there? I'm making this Pop Menu for two reasons, really. One, so I can clean some of these powers off of my tray, as many of them are useful but not used very often. And two, so I can see what I've got and what I've not got. It would be nice to be able to hover over one of these and have a tooltip mention which Day Jobs earn more charges of a Day Job Power, or which Story Mission grants a certain Temp Power (like Divining Rod or Summon Tsoo Sorcerer). If not, no biggie, I'll just have to get more creative. 😉
AboveTheChemist Posted February 10 Posted February 10 17 minutes ago, Cyclone Jack said: There's no way to have a custom hover over tooltip pop up if you mouse over a line for a second or two is there? There is not that I am aware of. Submenus function as a sort of de facto hover tooltip (since submenus appear when you mouse over them), so if you really wanted that functionality you could add another section that creates submenus of each of the powers you list, and the submenu content would display the text of how to earn the power and/or more charges. I can do a little mockup if that explanation isn't clear. 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 10 Author Posted February 10 39 minutes ago, AboveTheChemist said: I can do a little mockup if that explanation isn't clear. Yes, please, that would be very helpful. I'm trying to add a submenu to an existing line and I don't seem to be able to find exactly where to put the Menu line. I'll attach the .mnu so you can see what I've got. MyStuff.mnu
AboveTheChemist Posted February 10 Posted February 10 (edited) Here is the mockup I made. I added my stuff at the end. It should be obvious but I bracketed it with my edit comments just in case. I basically copied a small portion of the top menu (the first two Day Job teleporter powers, to be exact) and set them up in 'helpful text' mode like I typically do in my menus, under a title of 'Acquisiton'. It uses the LockedOption command, and you can see how I set up the syntax. There may well be better ways to do it, of course, but this has worked well for me. I am not at my gaming computer so I couldn't test it in-game to double-check, but my fingers are crossed that I didn't mess up any syntax. Have a look and I'll be around if you have questions. MyStuff.mnu Edited February 10 by AboveTheChemist revised file 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
lemming Posted February 10 Posted February 10 I found that occasionally looking at my log file will turn up some syntax errors in my popmenus wine ~/.wine/drive_c/Games/Homecoming/bin/win64/launcher.exe > ~/down/hclaunch.log 2> ~/down/hclaunch.err Then stuff will show up in the log ERRORLOG FILEERROR: texts/English/menus/MyStuff.mnu File: texts/English/menus/MyStuff.mnu Parser: unrecognized token LockedOption in texts/English/menus/MyStuff.mnu, line 216 Sorry ATC, you just happened to miss one curly bracket... 3
AboveTheChemist Posted February 10 Posted February 10 13 minutes ago, lemming said: Sorry ATC, you just happened to miss one curly bracket... Not it! My stuff was way below line 216. Nice catch though, there is a missing bracket there and I've replaced my upload with a revised version. I'll definitely keep that error log in mind the next time I am troubleshooting a popmenu. 2 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 10 Author Posted February 10 Ah, OK. I see what you are doing. The way I read your comment, it sounded like there was a way to hover over the power and also have a submenu pop out with additional information. What you're doing here is displaying the list of powers in a menu and then each one opens its own submenu with the clickable power as well as additional information. I'll do some testing to see how that looks/feels in practice. Thanks! 😄 Nice find on the missing bracket, Lemming! Thanks! 😄 1
AboveTheChemist Posted February 10 Posted February 10 7 minutes ago, Cyclone Jack said: What you're doing here is displaying the list of powers in a menu and then each one opens its own submenu with the clickable power as well as additional information. I was going more for having the clickable powers in one menu (as you've done, to keep from having to go another menu deep to click the power), and the additional information in a separate menu section, but you could certainly combine both functions into one submenu if that is more to your liking. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 10 Author Posted February 10 I went this route and got the following (image). I tried adding the Command and Icon under the Menu to see if that would work, but it did not seem to like that (didn't crash, but also didn't show up/do anything). It doesn't look like you can have the clickable power also be the menu, you have to have the menu with the clickable item and added descriptions within the menu. Menu "MyStuff" { Title "Temporary Powers" Menu "Day Jobs" { Title "Teleporters" Divider Menu "Monitor Duty Teleporter: Base Teleporter" { LockedOption { DisplayName "Monitor Duty Teleporter: Base Teleporter" Command "powexec_name rapid_response_member_teleport" Icon "DayJob_Teleport" PowerReady "temporary_powers.day_job_powers.rapid_response_member_teleport" } LockedOption { DisplayName "Badge: Monitor Duty" Badge "DJ_Monitor_Duty" } LockedOption { DisplayName "Logout Location: Base Portal" } } } } 1
AboveTheChemist Posted February 10 Posted February 10 17 minutes ago, Cyclone Jack said: It doesn't look like you can have the clickable power also be the menu, you have to have the menu with the clickable item and added descriptions within the menu. Yep, that is a limitation, sorry I didn't point that out. The menu name can only be text. For the 'Badge:' and 'Logout Location:' lines in your last menu, if you want those to show up with the 'bright' text like you have (instead of the darker text like where it says 'Teleport to Wentworth's' in the middle menu), you can just use the normal Option command like so, leaving the command portion empty, and dispense with the LockedOption block: Option "Badge: Monitor Duty" "" 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Cyclone Jack Posted February 10 Author Posted February 10 (edited) I'll have to play with it a bit to see how I like the expanded version, but I think it could be useful to have all sorts of additional information; I'm just not sure if that added information will end up making it too cumbersome for practical use. This is just a simple teleport power, but something like Combat Shield could display a lot more useful information about the power; too bad you can't show current charges or remaining time. 😄 Edited February 10 by Cyclone Jack
BlackSpectre Posted May 31 Posted May 31 @Lemming’s suggestion to look at the log file for syntax errors in a popmenu is very useful. Alternately, you could also activate the Console by using “-console” as a command line parameter in the Homecoming Launcher. This will allow you to see the error reporting in real time without needing to find and open a log file. 1 Black Spectre - A Dark Defender's Home on the Web • The Advanced Bind Guide • The Masters of BAF: A Guide for Leaders and Players • The Wiki List of Slash Commands
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