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I think it would be great if we could have more than one button or whatever per field. Basically tables.
To give a concrete example, my mod overrides certain combat mechanics such as dismounts. It's something that became much more complex with the release of the game, and there are now two different "flags" allowing weapons to dismount, with different restrictions. It I want to make everything configurable, I would have to copy paste groups and fields, so instead a table like that would be perfect:
Swing
Thrust
Arms
☒
☒
Legs
☒
☐
The headers could be set by calling ISettingsPropertyGroupBuilder.SetColumnHeaders(string[]) (though I'm not sure if there would be enough room for more than two). Then AddBool for example could be overloaded to take arrays too, I guess. Just an idea.
Would something like that be possible?
The text was updated successfully, but these errors were encountered:
I'll be investigating this, but it might be a ling-term feature!
For now I can only suggest using a dropdown with the pre-defined flag mixes as a workaround, like ArmsSwingThrust|LegsSwing
I think it would be great if we could have more than one button or whatever per field. Basically tables.
To give a concrete example, my mod overrides certain combat mechanics such as dismounts. It's something that became much more complex with the release of the game, and there are now two different "flags" allowing weapons to dismount, with different restrictions. It I want to make everything configurable, I would have to copy paste groups and fields, so instead a table like that would be perfect:
The headers could be set by calling
ISettingsPropertyGroupBuilder.SetColumnHeaders(string[])
(though I'm not sure if there would be enough room for more than two). Then AddBool for example could be overloaded to take arrays too, I guess. Just an idea.Would something like that be possible?
The text was updated successfully, but these errors were encountered: