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Hello everyone,

Good morning!  I apologize for asking too many questions. I still think it is a good idea to keep asking questions, so it can provide many answers for the modders here too.

By the way, there is one thing I am wondering about; Is there secondary position in .ini editing? 

For example, Here is the code:

 

[NewCampaignButton]
MenuItemType=HOTSPOT
UseHotSpotImage=FALSE
NormalAnimation=NewCampaignTextAnimation0
MouseOverAnimation=NewCampaignTextAnimation1
MouseDownAnimation=NewCampaignTextAnimation0
SelectedAnimation=NewCampaignTextAnimation2
Position=52,270
ButtonSetting=MenuButtonSetting
InfoTextSetting=InfoTextSetting
//InfoTextStringID=TXT_MENU_NEWCAMPAIGN_INFO
SelectionSound=click.wav
StickySelection=TRUE

See the code:
Position=52,270

It determines the position of the button on screen right?  Is there a way where I can set a secondary position, in other word, use a second position for one of button?  For example,  

Here is an example what I would like to accomplish:

NormalAnimation=Button_Animation0
MouseOverAnimation=Button_Animation1
MouseDownAnimation=Button_Animation2
Position=52,270

SelectedAnimation=Button_Animation3
AlternativePosition=150,270

OR

Is there a way I can add the new codes and use "If SelectedAnimation is ACTIVED, then secondary button would appear on screen?

Edited by Eagle114th

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I don't think you can do this. I'm afraid button types for each screen are hardcoded, you cannot add new ones expecting the game to recognize their function. There's no secondary position function either.

The only way to do this, would be to use animation/hotspot images. Make a bigger bitmap as button animation, so that includes the original background, and add your other button to a new position in the bitmap texture of the animation. Not sure if I have been clear, just experiment with animations. It does have some limitations, so depending on the size of the bitmap of the animation, you may lock other buttons inadvertently.

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16 minutes ago, Menrva said:

I don't think you can do this. I'm afraid button types for each screen are hardcoded, you cannot add new ones expecting the game to recognize their function. There's no secondary position function either.

The only way to do this, would be to use animation/hotspot images. Make a bigger bitmap as button animation, so that includes the original background, and add your other button to a new position in the bitmap texture of the animation. Not sure if I have been clear, just experiment with animations. It does have some limitations, so depending on the size of the bitmap of the animation, you may lock other buttons inadvertently.

Thank you for the advice, as always.  I was afraid of that hardcore limitation.  Hmm I see, as you said, I will keep doing the experiment. Just for the last resort, I will change to switch button used in the campaign screen as shown in my WIP thread.

Edited by Eagle114th
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