Ok The new fantastic hidden comms-feature has been in planning stage for a while and I came up with a couple of problems. Maybe some solutions as well, but I'm better at problems.
First of all I'm going to need tabs that only change the content of the comms-tab, they wouldn't appear on the tabs list. That's what we discussed earlier.
However, it would also be useful to have an option to send a key when the player chooses the tab. I have no idea if this is actually already in the program or if it's planned. I just think it would be neat to automatically send the "comms" key to the game when entering the supercomms tab so that the first level of the comms menu is immediately visible when they enter.
More importantly I'm going to need a way to send the "exit comms" -keypress when the user exits the comms-tab. That's probably the only way to syncronize the supercomms properly. When the user goes to some other tab the comms tab will reset its status and so will the comms system in the game.
This would also mean that at least in my configuration there would be a "master tab" and "sub tabs. Only the master tab would be visible in the tabs list. Now when the user exits the special tab its status would either remain as it was on exit or revert back to the master tab default status (like in the comms-menu).
The system could be used for example in an "MFD" -tab, which would have radar, TWS or Weapon subsystems. Or a comms-menu like mine.
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