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Convert ACE_settings to CBA_settings #4895
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Have that button where "ACE Options" button is current in main menu? Too open and visible? |
Headbug fix and Debug buttons could act like the main menu vanilla buttons do:
where the indented ones show upon clicking the "ACE OPTIONS". Similar to what @commy2 has done to the vanilla menu at CBATeam/CBA_A3#634. |
Conflicts: addons/common/functions/fnc_addSetting.sqf addons/common/functions/fnc_loadSettingsFromProfile.sqf addons/common/functions/fnc_loadSettingsLocalizedText.sqf addons/common/functions/fnc_loadSettingsOnServer.sqf addons/common/functions/fnc_setSettingFromConfig.sqf
This should be mostly usable, @commy2 Looking at CBA's fnc_initDisplayGameOptions.sqf/gui_createMenu.sqf |
Moving to 3.12.0, "CBA Settings" milestone will stay for manual conversion of components from 3.13.0 onwards. |
Only this warning shows at the moment:
|
isNumber (configFile >> "ACE_settings" >> "ace_medical_enableAdvancedWounds") = false
I think it will be ok on the make.py version, in either case the default value ( |
* Convert ACE_settings to CBA_settings * Run Modules Globaly, BWC for SetSetting * Add support for string settings * ACE_ServerSettings warning * Add handler for global setting being changed * Add deprecated and replaced not to Settings Framework doc * Remove options menu UI, Move Debug and HeadBug Fix to Options in Pause Menu * Change modules scope to 1 * Disable debug
Converts ACE_settings to CBA_settings
So old missions should continue to function as before.
I'm sure we'll want to eventually convert them by hand to sqf.
The main downside to this is that SCALAR gets converted to SLIDER, which requires a min/max.
So max needs to be big for a distance in meters, but would make no sense for a bleeding coefficent.
But for now it will let us convert all 275 settings at once.
ToDo:
setSetting
scope = 1
Converting is less than ~100ms; Opening game options with all these settings is ~2 sec lockup.