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Originally Posted by sigmodon
Yes, it confused me at first on the linear mods because the ordered HOs start the first activation where it should be, then the next one jumps to the end. and works it's way backward. I can live with that to get rid of the ugly wheel.
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Ran into that problem with my HO bar, finally got around to fixing it 'cause it was driving me nuts.
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Originally Posted by sigmodon
Also, maybe some of you haven't thought of it yet, but Sony does okay at planning for the future. Did anything ever realize that the two empty spaces could be filled with future sub-class types? In future expansion packs I think we're going to see them fill up the wheel and bring with them some new HO combinations.
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The same thing occurred to me, 'swhy I left all 6 in, just in case.
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Originally Posted by sigmodon
If there was a way to run a 1.2.3.4 instead of a 1.4.3.2 then I would run that mod instead, but for now I'm happy with the wheel being gone.
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As far as I know of, there's no way to do it. Now, here's the rub. If SOE ever does put in counter-clockwise HOs we're going to have to add in dynamic reordering code. Right now all HOs run in 1-6-5-4-3-2 order, but a counter-clockwise HO would run in the (logically) correct order 1-2-3-4-5-6. This works fine on a circular arrangement like SOE's default uses, but on any of our inline mods it we'd end up with blank slots between the first and rest of the icons for one direction or the other. Hm…guess that's one more thing for me to look into.
(And I really should make a version of my HO wheel that doesn't require the 2 1MB BlackMarble background images

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Edit: After a quick look, there doesn't seem to be any way we can cause an order change based on HO direction. It uses a single image with 3 styles, and the style used is determined by the server. The only thing I can think of is to use an OnShow tied to a comparative statement, but I don't think we can compare text strings?