Quote:
|
Originally Posted by AndyHill
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.
|
Dynamicaly creating tab content is probably not going to happen. Hiding tabs might be possible, but dont hold your breath

It would mean some heavy duty code changes, because the tab system relies on the tab actually being "real" and visible rather that "virtual" and not displayed.
Quote:
|
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.
|
send macro on tab selection? Yeah, thats possible...
Quote:
|
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.
|
send macro on tab exit? Yeah, thats possible too.