ModControlPanel

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Author: hades

Last revision: 15 Dec, 2023 at 22:49 UTC (1)

File size: 227.33 KB

On Steam Workshop

Description:
Mod Control Panel

Discord Link[discord.gg]

Mod ID: 1823412793

Version 1.1.5

This mod aims to add a convenient UI widget that supports modules, this will mainly be used as the primary settings HUB for all the mods I develop, although it is possible for any mod developer to add a supporting module.

Officially Supported Mods:

How-To:

The control panel can be opened by pressing Shift+End (this can be disabled in the options) or by entering "DataCmd ModControlPanel" into the console

Developing Supporting Widgets:

Adding your widget to the "Mod Control Panel" UI is relatively easy, you create your widget as you normally would and add it to the UIModule datatable in the normal way.

Once your widget is complete and your datatable is setup we must add some "actor tags" to our mod controller, these are used to determine your widget, how many there are, their name and whether they require admin rights.

We will be using the actor tags as an info structure for our widget, it starts with the "MCP" tag, then we follow the "MCP" tag with our widget structure, there are 2 types of widget structure (see examples below).

UIModuleID (string) – Your widgets UIModule row name.
WidgetName (string) – The name for your widgets button in the control panel.
Rights (string) – whether your widget required admin rights, this should be either Admin or User.
Priority (integer) – Currently not used (default will be 10).

Feel free to start a topic in the discussion area or join the discord for any help or support with developing widgets.

Notes:

There are a few things to consider when creating a supported widget.

  • Your widget must be self contained, any data that requires loaded should be done so in your widgets "Construct" event.
  • The "Vertical" screen space for your widget is, Viewport Height – 150.
  • Since we cannout actually determine whether the widget is loaded via your mod (ActivateUIModule) or the control panel, it’s best to style your widget assuming it will be added to the control panel, then if you load your widget via ActivateUIModule you can call a function in your widget to adjust layout values etc.
  • Some example widgets can be found on GitHub[github.com].

My Other Mod’s

Legal
This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors

Old Version

For those that need the previous version to connect to servers that have not updated yet.
download[drive.google.com]

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.