Modding:Options: Difference between revisions

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Fix typo
m (Add info about the "Requires" attribute for the <option> tag)
m (Fix typo)
 
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|-
|-
| <code>Type</code>
| <code>Type</code>
| Affects the widget that is rendered for the option, and the values that it can take on. There are multiple types available, including <code>Checkbox</code>, <code>Slider</code>, <code>Button</code>, <code>Combo</code>, and <code>BigCombo</code>. Each of these types has custom attributes that are specific to them; refer to the base game's <code>Options.xml</code> for a reference.
| Affects the widget that is rendered for the option, and the values that it can take on. The following widget types are currently supported:
* <code>Checkbox</code>
* <code>Slider</code>
* <code>Button</code>
* <code>Combo</code>
* <code>BigCombo</code>
Each of these types has custom attributes that are specific to them; refer to the base game's <code>Options.xml</code> for a reference.
|-
|-
| <code>Default</code>
| <code>Default</code>
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}
}
</syntaxhighlight>
</syntaxhighlight>
=== Enabling and disabling XML ===
Options are not natively supported by the game for conditionally enabling or disabling behavior in XML. For example, there isn't a way to configure the game only to merge into an object's blueprint if a given option is enabled. For one possible solution to this problem, check out the [https://github.com/kernelmethod/QudMods/tree/main/SubmoduleManagement submodule-management] mod.


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