you guys are pethetic
Auto Rejoin
Attempts to re-connect to a server when connection is rejected.
www.reactionismgallery.com/tribes/autorejoin.zip
Edit: Balls.
Does anyone have this file?
Andrew Full Cfg said:$kModule::RedialDelay = 0.75;
Event::Attach(eventConnectionRejected, kModule::Redial);
Event::Attach(eventConnectionAccepted, kModule::StopRedial);
function kModule::ReDial(%reason)
{
Schedule::Add("connect($Server::Address);", $kModule::RedialDelay);
echo("k/os server retry #: " @ $kModule::RedialRetries++);
}
function kModule::StopRedial()
{
$kModule::RedialRetries = 0;
}
function GameBinds::SetMapNoClearBinds( %sae )
{
$GameBinds::CurrentMap = %sae;
$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( %sae );
//ActionMapList::clearBinds( $GameBinds::CurrentMapHandle );
}
//typical hack to insert binds
function ChatDisplay::addBindsToMenu() after GameBinds::Init
{
GameBinds::SetMapNoClearBinds( "actionMap.sae" );
GameBinds::addBindCommand( "ChatHud Size + 1", "ChatDisplay::addLine();", "" );
}
looking good, but don't make ppl overwrite their native things in the base folder, even the gui can be put into config/gui/inventory.gui.cs etc.
e.g: Adding additional binds from scripts works like this:
that's basicly the support function
Code:function GameBinds::SetMapNoClearBinds( %sae ) { $GameBinds::CurrentMap = %sae; $GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( %sae ); //ActionMapList::clearBinds( $GameBinds::CurrentMapHandle ); }
Using such a support function you can add bind from anywhere without touching the original version of "GameBinds::Init()"
like ... in any.cs
Code://typical hack to insert binds function ChatDisplay::addBindsToMenu() after GameBinds::Init { GameBinds::SetMapNoClearBinds( "actionMap.sae" ); GameBinds::addBindCommand( "ChatHud Size + 1", "ChatDisplay::addLine();", "" ); }
... which would make the script act like a plugin that can easily be turned on and off again because it won't mess with the internals.