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Add a function to 'addSubMenuFor' commands so that the sub menu can be dynamically created when this sub menu option is chosen


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Posted

As it stands you have to pre-populate your submenus, but if you want to populate them with 'live' information, you need to know when that sub menu has been selected to update your sub menu commands.

As this doesn't allow for an OPTIONAL function call, it would be very useful if it did.

 

PLUS work on UNITS rather than GROUPS.

Posted

Or what about drop the menu system entirely, use a flyout wheel that can use top level menu item slots that you can actually keybind to and can be customised!! Imagine having your favourite keys on the menu system supported by your HOTAS as a hot key item? Insane. Program a scripting item even, have it launched from HOTAS. Not only could you get rid of the cumbersome 11 menu item limitation, you could surface some to the level above the F10>Other limitation.

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SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Posted
On 2/7/2023 at 10:48 AM, Pikey said:

Or what about drop the menu system entirely, use a flyout wheel that can use top level menu item slots that you can actually keybind to and can be customised!! Imagine having your favourite keys on the menu system supported by your HOTAS as a hot key item? Insane. Program a scripting item even, have it launched from HOTAS. Not only could you get rid of the cumbersome 11 menu item limitation, you could surface some to the level above the F10>Other limitation.

This should have been a radial menu head tracked like the Jester UI for the last 5 years. 

ED's too slow on this. The crippling limitations of the F10 menu is handicapping mission designers. 

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