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The Loot

Hide Command Icons w/o Affecting Script Function

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Is this possible?

 

To simplify things, I was thinking of hiding certain commands, ones that are targeted and don't need the icon to be pressed to be activated. Some examples would be Arrest, DriveAwayPerson, Pickup, EnterCar, EnterHouse, Cool, Extinguish, and so forth.

 

I assume there's a parameter that will hide the command, but I wonder if that will effect the actual use of it.

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It does what it says it does, it groups certain commands. Depending on the conditions of each script, the game will show one or another in the command bar. Because those scripts are grouped, it will never show both scripts in the commandbar simultanously. In case all scripts in a certain group return true or false for its group visibility conditions, the game will pick the script that is set as GroupLeader I think.

 

For example the LightOn and LightOff scripts.They're both grouped 'CGROUP_LIGHT'. The game will show LightOn in the commandbar if condition 'v.IsLightOn' returns false. And it will show LightOff if the same condition returns true. There's similar groups fer commands like draw/holster gun, lift/drop object, attach/detach fire hose and they all have specific conditions for group visibility. 

 

For custom scripts you can use numbers (instead CGROUP blahblah) to group scripts. 21 is usually used for hidden scripts such as dummyscripts which are used to assign certain flags/conditions/traits (whatever) to an object. For example, the siren script, when a siren is activated the game assigns 'DummyHasSiren' to the object. In this case, that's useful because its basically the only way for other scripts to check if the object has enabled its sirens.

 

In theory you can use such a number to hide any script from the commandbar. However, Im not sure if the 'target by mouse click' functionality remains active.

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