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kidego70

Submenus would be helpful

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I know this is not a new subject,but has there been any sucess? because it would nice to all of simgoober's canal set in one submenu and not spred out in the parks menu.

ps I would like to see working post office!!!!
 
 
thanks guys your the best
 
kidego70

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It has been stated previously several times that submenues are not possible. It might be possible to add another menu, but until now, nobody has ever succeeded in creating working menu items in these menues. The BSC is working on something that might help reducing the overcrowded menues, but it's still in early beta stages.

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i hope bsc find something because the overcrowded menu's are one of the most frustrating things on simcity with extra downloads

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submenus would be helpful yes, however posting something in all-caps asking about something that is being worked on generally isn't helpful at all.

I'm currently working on something that will allow you to hide lots in the menu if you're not using that set, but it requires a small conversion on all lots in question, and thus it will take time. As is generally the case with SC4 mods, patience will be rewarded.
 
m'kay?

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As far as I know you can move existing menus into other menus. To do it, it may be go that way:

create a tool exemplar (like on zone tools, network tools etc.)! Use the submenuKey setting there for the SubmenuKey of the mother menu and set the icon and comment parameters! Now, look in the menu UI file where the menu button is placed you're going to move! Look on the properties and note the button ID! Now, go back to the newly created exemplar and change the setting Item button ID to the noted ID. That's it. You can only use zone- and network menus to add submenus because the submenu keys for police, hospitals, scools, fire, landmark and reward menus are still unknown. You can add submenus to the zone menus, network menus and sanitation menus.

We found out that there are two unused menus in SC4. If we add them to an UI file, they're empty. We don't know how to fill them because the submenukeys and occupant groups are still unknown.

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I have been wondering....is it possible to use the tab cycling control like from transit networks with lots? since in NAM they use tab cycling on the road puzzle pieces I was wondering how you do that and if it's possible in other menus.

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Date: 1/17/2006 6:26:56 PM Author: Rymac91 I have been wondering....is it possible to use the tab cycling control like from transit networks with lots? since in NAM they use tab cycling on the road puzzle pieces I was wondering  how you do that and if it's possible in other menus.
quote>

In short: No.

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Date: 1/17/2006 6:58:12 PM Author: GoaSkin We discussed this many times. Please read the forums before asking!
quote>

and where exactly might i find this???

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Just a note Goaskin...saying go read the forums is not helpful at all. If people knew where to find this information, surely they wouldn't have wasted their time or yours to ask the question. Of course this submenu idea is old news for you, but someone offered it up as a suggestion and you threw it in their face by saying go read the forums. I am sure that you were once a newb, too....once until someone showed you the ropes. You say this has been discussed many times, What forum is it in and is it on page 37 or 49? Face it, stuff can be hard to find sometimes, so try not to be too put out when someone brings up something you have hashed over a hundred times. If all you can say is We already answered this one, go find it maybe you shouldn't reply at all.

 
On behalf of kidego70;
 
A Giant thank you to Andreas Roth and Daely for answering the question without hassle.
 
My apologies Goaskin, I missed your first post where you answered the original question.
 
 

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Date: 1/17/2006 6:08:41 PM Author: GoaSkin As far as I know you can move existing menus into other menus. To do it, it may be go that way: create a tool exemplar (like on zone tools, network tools etc.)! Use the submenuKey setting there for the SubmenuKey of the mother menu and set the icon and comment parameters! Now, look in the menu UI file where the menu button is placed you're going to move! Look on the properties and note the button ID! Now, go back to the newly created exemplar and change the setting Item button ID to the noted ID. That's it. You can only use zone- and network menus to add submenus because the submenu keys for police, hospitals, scools, fire, landmark and reward menus are still unknown. You can add submenus to the zone menus, network menus and sanitation menus. We found out that there are two unused menus in SC4. If we add them to an UI file, they're empty. We don't know how to fill them because the submenukeys and occupant groups are still unknown.
quote>

can you or someone else translate this into $%&^! speak, or point me in the direction of a thread or tutorial please

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thx AR, it was worth a shot

btw...are the any threads for moving menus so that i might learn(and yes i know i can search, which i will, but im looking for recommendations)

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If the progress was made and menus could be created, they could just have a 'plugins' menu by each main menu. I have bad overcrowding on my misc. transit menu. mostly from the networkaddon mod.

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Date: 1/18/2006 1:55:57 PM
Author: DStirling
If the progress was made and menus could be created, they could just have a 'plugins' menu by each main menu. I have bad overcrowding on my misc. transit menu. mostly from the networkaddon mod.
quote>

only misc. transit??? 47.gif Except my airport menue (I don't like airports at all!!) all of my menues are crowded, and my Parks&Plaza's would kill me if my mouse hadn't a wheel ...

Bernhard 44.gif

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my game actually lags for a couple seconds when i first enter my parks menu...water transportation is my other menu run amok

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Guys...I know these people should search the forums, but I believe a few of you could be a little more polite to our newer members rather than saying it's in the forums...

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Well, both the answer to the menu question and the answer to the Tabbing question ARE on the exact same viewable page in the forum where this thread is located. Doesnt even require searching, just reading the viewable thread titles.

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Date: 1/17/2006 2:25:36 PM
Author: Daeley

submenus would be helpful yes, however posting something in all-caps asking about something that is being worked on generally isn't helpful at all.



I'm currently working on something that will allow you to hide lots in the menu if you're not using that set, but it requires a small conversion on all lots in question, and thus it will take time. As is generally the case with SC4 mods, patience will be rewarded.




m'kay?
quote>

Haha! So you did decide to go through with it! I wish you the best of luck here. I'm not experienced enough in programming to do it, but I definitely tried.. lol.

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Bad idea but I think it's possible:

We can add dummy icons to any menu with a LTEXT comment containing a list of links (like on advisory messages). You have to hover the mouse over the button and then to click on one of the links to select a building.

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Well if you can actually get it to work, hey why not. But they'd have to be updated manually all the time to fix the links and add new ones, plus you'd have to put in pictures in the hover query...

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I think about using this way for construction kits (for example the PEG stream kit) but as a temporary solution. The goal is to find a better solution.

I will try it out tomorrow evening. I have to do much for my study at the moment.

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Goaskin, I'm currently working on something similar. Each set of lots will have a siple construction lot which when plopped reveals all lots from that set in the menu. Bulldoze the lot and the set goes away again. It actually works, I just need time to put it together on all the lots that need it.
 
Oh and links are not possible in anything but news messages. I've tried many many solutions but I could never get news links to work anywhere else. I don't want to say it's absolutely impossible, but i've searched long and hard so...

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Wow, I also have been working on a very similar idea, except I didn't get into using the actual menus, I thought that was a bit complicated...I just have a persistent Construction Opportunities news item that appears when a lot is placed that contains a list of links to various lots.

Is there anyway to place images in a news box through an LTEXT? Please tell me works somehow...that would be nice...

-qurlix

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I found out that two things are impossible:


1) if you hover the mouse over an icon, it is impossible to click onto the description because it disappears as soon as you leave the icon with your mouse cursor.

2) there is a LUA function to make hidden buildings availlable but no function to make them unavaillable again. A link on a query dialog to make a building availlable with a simple function makes it possible to make them availlable with a mouse click but not to hide them again.


But now, the idea is a bit more-complicated solution.

1.) A construction office LOT will be created with a custom query dialog. On this dialog the mayor can choose different construction kits which should be shown on the menus and not (for the user that means making contracts with construction companies or canceling them). The links in the dialogs change bool LUA variables to 0 (unavaillable) or 1 (availlable).

2.) The LOTs of different kits are declared as reward with hidden icons to be unlocked while a special variable for the construction kit is set to 1.

That way, we can hide large construction kits (like BSC forest or PEG ponds) while the mayor does not order them from the construction office to keep the menus smaller.


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Date: 1/21/2006 2:19:46 PM Author: GoaSkin I found out that two things are impossible: 1) if you hover the mouse over an icon, it is impossible to click onto the description because it disappears as soon as you leave the icon with your mouse cursor. 2) there is a LUA function to make hidden buildings availlable but no function to make them unavaillable again. A link on a query dialog to make a building availlable with a simple function makes it possible to make them availlable with a mouse click but not to hide them again. But now, the idea is a bit more-complicated solution. 1.) A construction office LOT will be created with a custom query dialog. On this dialog the mayor can choose different construction kits which should be shown on the menus and not (for the user that means making contracts with construction companies or canceling them). The links in the dialogs change bool LUA variables to 0 (unavaillable) or 1 (availlable). 2.) The LOTs of different kits are declared as reward with hidden icons to be unlocked while a special variable for the construction kit is set to 1. That way, we can hide large construction kits (like BSC forest or PEG ponds) while the mayor does not order them from the construction office to keep the menus smaller.
quote>

already working on it 2.gif you don't even need news for it 1.gif

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I hope you guys know submenus are easy to make. You just need to know the program the sim city makers used and you can write your own code to make submenus and basicaly anything you want. My friend who is amazing hacker tryed sim city a month ago and in one day he edited it so there was no new ticker but a picture of a inaporiate picture.

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*cough*.....that's hardly the same thing...

You can't just take apart the code like that... Its massive, and the menu code is very deeply engrained... I'm afraid you're misunderstanding what your friend did.

Replacing details of the UI is fairly simple and we can do it without a problem. The feature coding of the menu's is NOT in the UI's and is in the exe and cannot just be changed by simple hacking, not that we even support exe hacking.

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While there is still no solution for custom menus and my consciousness became shpongled when I was tired from reverse-engineering the binary last year (examining the binary and assembler calls makes stupid), in my opinion we should re-organize the existing menus. There is an airport menu for just three LOTs. If we move the airports to the seaports menu (as combined ports menu with new icon), we have a new and empty menu and can use it for something different. For example we can use it for all the lightrail LOTs and keep the original lightrail menu for puzzle pieces, elevated rail and subway only OR use it for any kind of lot category (for example construction kits) OR anyhow. Shall we re-organize the existing airport menu to fill it with anything else?

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