Hornete Posted August 5, 2019 Share Posted August 5, 2019 So, my problem lies in the screenshots below. I have always used the hud size of 3, and never even remembered other hud sizes when doing this mod. After switching to hud size 6 and 3, my custom container widget just spazzes around and honestly i'm not sure what to do, Is there a way I can make the widget next to the inventory bar at all hud sizes? Any help is apreciated, here's my code Quote local Vector3 = GLOBAL.Vector3 local modparams = {} modparams.shooter = { widget = { slotpos = {}, animbank = "ui_oneslot_1x1", animbuild = "ui_oneslot_1x1", pos = Vector3(525, -395, 50), side_align_tip = 0, }, type = "shooter", } modparams.tracker = { widget = { slotpos = {}, animbank = "ui_oneslot_1x1", animbuild = "ui_oneslot_1x1", pos = Vector3(525, -395, 50), side_align_tip = 0, }, acceptsstacks = false, type = "tracker", } table.insert(modparams.shooter.widget.slotpos, Vector3(0, 0, 0)) table.insert(modparams.tracker.widget.slotpos, Vector3(0, 0, 0)) local containers = require("containers") for k, v in pairs(modparams) do containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, v.widget.slotpos ~= nil and #v.widget.slotpos or 0) end local old_wsetup = containers.widgetsetup function modparams.shooter.itemtestfn(container, item, slot) if not item:HasTag("irreplaceable2") then return true end return false end function containers.widgetsetup(container, prefab, data) if modparams[prefab or container.inst.prefab] and not data then data = modparams[prefab or container.inst.prefab] end old_wsetup(container, prefab, data) end Link to comment Share on other sites More sharing options...
Hornete Posted August 6, 2019 Author Share Posted August 6, 2019 Bump a wump Link to comment Share on other sites More sharing options...
Hornete Posted August 6, 2019 Author Share Posted August 6, 2019 last bump Link to comment Share on other sites More sharing options...
Mobbstar Posted August 7, 2019 Share Posted August 7, 2019 Where are you anchoring the widget? from widgets/controls.lua, this is where the inventory bar is anchored: self.bottom_root = self:AddChild(Widget("bottom")) self.bottom_root:SetScaleMode(SCALEMODE_PROPORTIONAL) self.bottom_root:SetHAnchor(ANCHOR_MIDDLE) self.bottom_root:SetVAnchor(ANCHOR_BOTTOM) self.bottom_root:SetMaxPropUpscale(MAX_HUD_SCALE) Link to comment Share on other sites More sharing options...
Hornete Posted August 7, 2019 Author Share Posted August 7, 2019 Oooh, that does point me a lil closer, thing is. Where do I set/edit the anchor? modparams.shooter = { widget = { slotpos = {}, animbank = "ui_oneslot_1x1", animbuild = "ui_oneslot_1x1", pos = Vector3(525, -395, 50), side_align_tip = 0, }, type = "shooter", } modparams.tracker = { widget = { slotpos = {}, animbank = "ui_oneslot_1x1", animbuild = "ui_oneslot_1x1", pos = Vector3(525, -395, 50), side_align_tip = 0, }, acceptsstacks = false, type = "tracker", } I'm assuming somewhere here possibly? Link to comment Share on other sites More sharing options...
Hornete Posted August 13, 2019 Author Share Posted August 13, 2019 AddClassPostConstruct( "widgets/containerwidget", function(self) if self.owner:HasTag("wheeler_item") then self.bgatlas:SetScaleMode(SCALEMODE_PROPORTIONAL) self.bgatlas:SetHAnchor(ANCHOR_MIDDLE) self.bgatlas:SetVAnchor(ANCHOR_BOTTOM) self.bgatlas:SetMaxPropUpscale(MAX_HUD_SCALE) self.bgimage:SetScaleMode(SCALEMODE_PROPORTIONAL) self.bgimage:SetHAnchor(ANCHOR_MIDDLE) self.bgimage:SetVAnchor(ANCHOR_BOTTOM) self.bgimage:SetMaxPropUpscale(MAX_HUD_SCALE) end end) I tried this but same problem.... Can anyone point me somewhere else? (Also, yes both of my items have the wheeler_item tag) I've also tried self.inst:HasTag but still nothing. Link to comment Share on other sites More sharing options...
Hornete Posted August 15, 2019 Author Share Posted August 15, 2019 I'm really sorry for bothering the forums but does anyone have any ideas? This will be my last post here(For real this time) Link to comment Share on other sites More sharing options...
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