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Pop up prompt to user when scripts get enabled on CE trainer

 
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mrally2
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PostPosted: Sat Oct 07, 2023 7:21 am    Post subject: Pop up prompt to user when scripts get enabled on CE trainer Reply with quote

My trainer needs some scripts and addresses to have a hotkey assigned to work properly. Is there a way to pop up the set hotkey menu for each script/address in particular automatically?

I will put a scenario here:
Script 1 [Needs hotkey for toggling the script itself]
Script 2 [Needs hotkey for toggling the script itself]
Script 3 [Needs hotkey that while pressed it changes the value to 0.5; if not pressed it stays at its original value 1.0]
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mrally2
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PostPosted: Sun Oct 08, 2023 12:23 am    Post subject: Reply with quote

no answer... is it because there’s no such thing or because i haven’t explained it properly?
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Dark Byte
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PostPosted: Sun Oct 08, 2023 2:53 am    Post subject: Reply with quote

No GUI for that no. You'll have to apply the hotkeys yourself before releasing it, or load the hotkeys from a userdefined config file (you need to program the parsing of that file yourself)

If you want to program a UI for that: create a dialog with a edit box in there and add an onkeydown event.
in the onkeydown event you can record keypresses (they are virtual keycodes that the hotkey handler supports) and display the current list of keys for that hotkey. (Also add a button to clear the list)

then an ok and cancel button where clicking ok applies the hotkey to the specific script. (e.g using createHotkey or using the memoryrecord hotkey property)

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mrally2
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PostPosted: Mon Oct 09, 2023 9:05 am    Post subject: Reply with quote

Dark Byte wrote:
load the hotkeys from a userdefined config file (you need to program the parsing of that file yourself)

Is there a code template I can use as I basis for this? Seems the same as coding an .asi

Dark Byte wrote:

If you want to program a UI for that: create a dialog with a edit box in there and add an onkeydown event.
in the onkeydown event you can record keypresses (they are virtual keycodes that the hotkey handler supports) and display the current list of keys for that hotkey. (Also add a button to clear the list)

then an ok and cancel button where clicking ok applies the hotkey to the specific script. (e.g using createHotkey or using the memoryrecord hotkey property)


Do you mind posting here a small example? I am not very familiar with coding trainers with CE.
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AylinCE
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PostPosted: Mon Oct 09, 2023 12:24 pm    Post subject: Reply with quote

mrally2 wrote:


Do you mind posting here a small example? I am not very familiar with coding trainers with CE.


https://forum.cheatengine.org/viewtopic.php?t=602091

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mrally2
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PostPosted: Tue Oct 10, 2023 5:33 am    Post subject: Reply with quote

AylinCE wrote:
mrally2 wrote:


Do you mind posting here a small example? I am not very familiar with coding trainers with CE.


https://forum.cheatengine.org/viewtopic.php?t=602091

Bull’s eye! tysm
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mrally2
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PostPosted: Sun Oct 15, 2023 1:21 pm    Post subject: Reply with quote

AylinCE wrote:
mrally2 wrote:


Do you mind posting here a small example? I am not very familiar with coding trainers with CE.


https://forum.cheatengine.org/viewtopic.php?t=602091


Sorry to reopen the thread but I am not sure how to use that script with a trainer started from scratch.

For example, there’s no CHEAT0, CHEAT1... and no tcheat either.
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