Just a friendly suggestion when testing code i find it safe to use a 2nd install of uix so i don't mess up my box
if you deside to do this too remember it will still use the same cache as the default uix install...it helps sometimes to clear this prior to running the
the 2nd uix install
ie: e:\dashboards\UIX.test.copy\
..on with the code
NEW ORB MENU CODE
(IMG:http://members.aol.com/chadg1977/15.jpg)
default.xip/default.xap
STEP #1
find
CODE
DEF theSkinInline Inline
and change this
CODE
DEF theSkinsInline Inline
{
visible false
url "skins.xap"
function onLoad() {
theSkinsInline.children[0].theSkinsMenu.GoTo();
}
function GoToSkins()
{
theSettingsMenuIn.Play();
if( theSkinsInline.visible ) { theSkinsInline.children[0].theSkinsMenu.GoTo(); }
else { theSkinsInline.visible = true; }
}
to this
CODE
DEF theSkinsInline Inline
{
visible false
url "skins.xap"
function onLoad() { theSkinsInline.children[0].theSkinsMenu.GoTo(); }
}
function GoToSkins()
{
theSettingsMenuIn.Play();
if( theSkinsInline.visible ) { theSkinsInline.children[0].theSkinsMenu.GoTo(); }
else { theSkinsInline.visible = true; }
}
DEF theOrbsInline Inline
{
visible false
url "orbs.xap"
function onLoad() { theOrbsInline.children[0].theOrbsMenu.GoTo(); }
}
function GoToOrbs()
{
theSettingsMenuIn.Play();
if( theOrbsInline.visible ) { theOrbsInline.children[0].theOrbsMenu.GoTo(); }
else { theOrbsInline.visible = true; }
}
its just a copy of the DEF theSkinsInline Inline and function GoToSkins() with Skins renamed to Orbs then pasted
This should allow you to set up an orbs directory and get into it.
Then this...
find
CODE
function MainMenuAttract()
look for
CODE
c.Modded_Orb.fade = a;
and under this add
CODE
c.gasorb.fade = a;
now look for
CODE
c.Modded_Orb.SetScale(43,43,43);
under that add
CODE
var OrbName=GetOrbName();
var info = new Settings;
info.file = OrbName + ".xbx";
info.section = "Orb";
var scalex;
var scaley;
var scalez;
scalex = info.GetValue("Scalex");
scaley = info.GetValue("Scaley");
scalez = info.GetValue("Scalez");
c.gasorb.SetScale(scalex,scaley,scalez);
c.Rotating_Large_X.fade = 0.43;
ChangeTheOrb( OrbName + ".xm" );
SAVE CHANGES AND INSERT INTO default.xip
STEP #2
default.xip/orbs.xap
in default.xip
Extract the file - skin.xap and rename that to orbs.xap
Change all instances of Skins to Orbs, Skin to Orb, skins to orbs and skin to orb
WATCH THE CASES!!
After all instances have been changed Continue On..
in
CODE
function initialize()
find
CODE
nCurPlayerMenuItem = 1;
and change to
CODE
nCurPlayerMenuItem = 5;
find
CODE
c.MU_L3_button_no.children[0].appearance.material.name = "FlatSurfaces";
c.MU_L3_button_yes.children[0].appearance.material.name = "FlatSurfaces";
underneath add
CODE
c.MU_L3_button_games.children[0].appearance.material.name = "FlatSurfaces";
c.MU_L3_button_apps.children[0].appearance.material.name = "FlatSurfaces";
c.MU_L3_button_emus.children[0].appearance.material.name = "FlatSurfaces";
c.MU_L3_button_dash.children[0].appearance.material.name = "FlatSurfaces";
find
CODE
c.S_Home_text_no.children[0].appearance.material.name = "NavType";
c.S_Home_text_yes.children[0].appearance.material.name = "NavType";
underneath add
CODE
c.S_Home_text_games.children[0].appearance.material.name = "NavType";
c.S_Home_text_apps.children[0].appearance.material.name = "NavType";
c.S_Home_text_emus.children[0].appearance.material.name = "NavType";
c.S_Home_text_dash.children[0].appearance.material.name = "NavType";
find
CODE
if (nCurPlayerMenuItem == 1)
{
c.MU_L3_button_no.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_no.children[0].appearance.material.name = "Material #133";
}
Change to
CODE
if (nCurPlayerMenuItem == 1)
{
c.MU_L3_button_games.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_games.children[0].appearance.material.name = "Material #133";
}
if (nCurPlayerMenuItem == 2)
{
c.MU_L3_button_apps.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_apps.children[0].appearance.material.name = "Material #133";
}
if (nCurPlayerMenuItem == 3)
{
c.MU_L3_button_emus.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_emus.children[0].appearance.material.name = "Material #133";
}
if (nCurPlayerMenuItem == 4)
{
c.MU_L3_button_dash.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_dash.children[0].appearance.material.name = "Material #133";
}
if (nCurPlayerMenuItem == 5)
{
c.MU_L3_button_no.children[0].appearance.material.name = "GameHilite";
c.S_Home_text_no.children[0].appearance.material.name = "Material #133";
}
in
CODE
function StartOrbMenu()
find
CODE
nCurPlayerMenuItem = 1;
and change to
CODE
nCurPlayerMenuItem = 5;
find
CODE
if (nCurPlayerMenuItem == 1) { ShowOrbInfo(); }
change to
CODE
if (nCurPlayerMenuItem == 5) { ShowOrbInfo(); }
FIND
CODE
DEF theOrbsMenu Level
GOTO
CODE
DEF theOrbsMenu Level
{
archive "Settings_Panel.xip"
children
[
Inline
{
url "Settings_Panel/default3.xap"
function onLoad()
{
StartOrbMenu();
GetOrbs();
UpdateOrbMenu();
}
}
]
AND CHANGE TO
CODE
DEF theOrbsMenu Level
{
archive "Settings_Panel.xip"
children
[
Inline
{
url "Settings_Panel/default4.xap"
function onLoad()
{
StartOrbMenu();
GetOrbs();
UpdateOrbMenu();
}
}
]
go to
CODE
function DoAction()
{
var c = theOrbsMenu.children[0].children[0];
var info = new Settings;
info.file = "A:\\system\\uix.ini";
info.section = "Dashboard Settings";
if (nCurPlayerMenuItem == 5) { ShowOrbInfo(); }
else if (nCurPlayerMenuItem == 0)
{
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Current Orb", OrbMenuList[orbSelect]);
AskQuestion("Orb change will not take full effect until you restart the
dash. Would you like to restart now?", "ReStartDash();", "", 0);
}
change to
CODE
function DoAction()
{
var c = theOrbsMenu.children[0].children[0];
var info = new Settings;
info.file = "A:\\system\\uix.ini";
info.section = "Dashboard Settings";
if (nCurPlayerMenuItem == 5) { ShowOrbInfo(); }
else if (nCurPlayerMenuItem == 0)
{
TellUser("Main Orb has been changed to " + OrbMenuList[orbSelect],"");
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Current Orb", OrbMenuList[orbSelect]);
}
else if (nCurPlayerMenuItem == 1)
{
TellUser("Games Orb has been changed to " + OrbMenuList[orbSelect],"");
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Games Orb", OrbMenuList[orbSelect]);
}
else if (nCurPlayerMenuItem == 2)
{
TellUser("Applications Orb has been changed to " +
OrbMenuList[orbSelect],"");
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Apps Orb", OrbMenuList[orbSelect]);
}
else if (nCurPlayerMenuItem == 3)
{
TellUser("Emulators Orb has been changed to " +
OrbMenuList[orbSelect],"");
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Emus Orb", OrbMenuList[orbSelect]);
}
else if (nCurPlayerMenuItem == 4)
{
TellUser("Dashboards Orb has been changed to " +
OrbMenuList[orbSelect],"");
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
IniFile.SetIniValue( "Dash Orb", OrbMenuList[orbSelect]);
}
find
CODE
function OnLeftThumbMoveLeft()
{
if (nCurPlayerMenuItem == 0) { return; }
else { nCurPlayerMenuItem = 0; }
UpdateOrbMenu();
}
change to
CODE
function OnLeftThumbMoveLeft()
{
if (nCurPlayerMenuItem == 0) { return; }
else { nCurPlayerMenuItem = nCurPlayerMenuItem - 1; }
UpdateOrbMenu();
}
find
CODE
function OnLeftThumbMoveRight()
{
if (nCurPlayerMenuItem == 1) { return; }
else { nCurPlayerMenuItem = 1; }
UpdateOrbMenu();
}
change to
CODE
function OnLeftThumbMoveRight()
{
if (nCurPlayerMenuItem == 5) { return; }
else { nCurPlayerMenuItem = nCurPlayerMenuItem + 1; }
UpdateOrbMenu();
}
SAVE CHANGES AND INSERT INTO default.xip
STEP #3
settings_panel.xip/hard_drive.xap
find
CODE
c.MEM_L1_controller4_panel.children[0].appearance.texture.url = "outline.xbx";
and immediately under that enter
CODE
ChangeOrbs("Apps Orb", c.Controller1Unit1);
ChangeOrbs("Games Orb", c.Controller2Unit1);
ChangeOrbs("Dash Orb", c.Controller3Unit1);
ChangeOrbs("Emus Orb", c.Controller4Unit1);
and then at the very bottom of the routine add this..
CODE
function ChangeOrbs(Section,OrbRef)
{
var OrbName = GetOrbName(Section);
var info = new Settings;
info.file = OrbName + ".xbx";
info.section = "HD Orbs";
var scalex;
var scaley;
var scalez;
scalex = info.GetValue("Scalex");
scaley = info.GetValue("Scaley");
scalez = info.GetValue("Scalez");
if (scalex == "") { scalex = 1.75; }
if (scaley == "") { scaley = 1.75; }
if (scalez == "") { scalez = 1.75; }
OrbRef.SetScale(scalex,scaley,scalez);
OrbRef.children[0].children[0].geometry.url=OrbName + ".xm";
}
function GetOrbName(Section)
{
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
var OrbName = IniFile.GetIniValue( Section );
IniFile.CloseIniFile();
OrbName = "A:\\orbs\\" + OrbName + "\\" + OrbName;
return OrbName;
}
SAVE CHANGES AND INSERT INTO default.xip
STEP #4
settings_panel.xip/default4.xap
copy settings_panel/default3.xap to settings_panel/default4.xip
(extract,rename)
in default4.xip
find
CODE
DEF thePanel1Text Transform
look for
CODE
DEF SkinNames Transform
change to
CODE
DEF OrbNames Transform
also find
CODE
DEF S_Home_text_no Transform
look for
CODE
geometry DEF PanelHeading Text { font "heading" translate false text "Skins" width -12.2 }
and change to
CODE
geometry DEF PanelHeading Text { font "heading" translate false text "Orbs" width -12.2 }
find
CODE
DEF MU_L3_button_yes Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox01-FACES Mesh { url "ChamferBox01-FACES.xm" }
}
]
scale 1.8 1 1
rotation -1.000000 0.000000 0.000000 -1.571000
translation -2.286000 -1.500000 -0.629200
}
DEF MU_L3_button_no Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox02-FACES Mesh { url "ChamferBox02-FACES.xm" }
}
]
scale 1.8 1 1
rotation -1.000000 0.000000 0.000000 -1.571000
translation 2.706000 -1.500000 -0.629200
}
Change to
CODE
DEF MU_L3_button_yes Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox01-FACES Mesh { url "ChamferBox01-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation -4.286000 -0.900000 -0.629200
}
DEF MU_L3_button_no Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox02-FACES Mesh { url "ChamferBox02-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation 2.6000 -2.10000 -0.629200
}
DEF MU_L3_button_games Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox03-FACES Mesh { url "ChamferBox01-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation -1.536000 -0.900000 -0.629200
}
DEF MU_L3_button_apps Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox04-FACES Mesh { url "ChamferBox01-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation 1.214000 -0.900000 -0.629200
}
DEF MU_L3_button_emus Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox05-FACES Mesh { url "ChamferBox01-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation 3.964 -0.900000 -0.629200
}
DEF MU_L3_button_dash Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "GameHilite"
}
texture ImageTexture
{
url "menu_hilight.xbx"
}
}
geometry DEF ChamferBox06-FACES Mesh { url "ChamferBox02-FACES.xm" }
}
]
scale 1 1 0.65
rotation -1.000000 0.000000 0.000000 -1.571000
translation -2.911000 -2.10000 -0.629200
}
NEXT FIND
CODE
DEF S_Home_text_yes Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the1stPlayerTab Text { font "Body" translate true justify "middle" text "Select Orb" }
}
]
scale 0.85 0.85 0
translation -2.264000 -1.685700 0.233100
}
DEF S_Home_text_no Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the2ndPlayerTab Text { font "Body" translate true justify "middle" text "Orb Info" }
}
]
scale 0.85 0.85 0
translation 2.684000 -1.685700 0.233100
}
and change to
CODE
DEF S_Home_text_yes Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the1stPlayerTab Text { font "Body" translate true justify "middle" text "Main" }
}
]
scale 0.85 0.85 0
translation -4.264000 -1.05 0.233100
}
DEF S_Home_text_no Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the2ndPlayerTab Text { font "Body" translate true justify "middle" text "Info" }
}
]
scale 0.85 0.85 0
translation 2.584000 -2.25 0.233100
}
DEF S_Home_text_games Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the3rdPlayerTab Text { font "Body" translate true justify "middle" text "Games" }
}
]
scale 0.85 0.85 0
translation -1.514000 -1.05 0.233100
}
DEF S_Home_text_apps Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the4thPlayerTab Text { font "Body" translate true justify "middle" text "Apps" }
}
]
scale 0.85 0.85 0
translation 1.114000 -1.05 0.233100
}
DEF S_Home_text_emus Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the5thPlayerTab Text { font "Body" translate true justify "middle" text "Emus" }
}
]
scale 0.85 0.85 0
translation 3.764000 -1.05 0.233100
}
DEF S_Home_text_dash Transform
{
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "NavType"
}
}
geometry DEF the6thPlayerTab Text { font "Body" translate true justify "middle" text "Dash" }
}
]
scale 0.85 0.85 0
translation -2.811000 -2.25 0.233100
}
SAVE CHANGES AND INSERT INTO settings_panel.xip
STEP #5
memory.xip/default2.xap
GO TO
CODE
DEF Controller1Unit1 Transform
{
children
[
DEF theImage1 Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MainMenuOrb"
}
texture ImageTexture
{
url "xbox4.tga"
}
}
geometry Mesh { url "Main_pod_backing01-FACES.xm" }
}
]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 0.08000 0.08000 0.08000
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -1.697883 7.146551 0.03574
}
CHANGE TO
CODE
DEF Controller1Unit1 Transform
{
children
[
Waver
{
axis 0 1 0
rpm 5
field 0.392
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MenuCell"
}
}
geometry Mesh { url "OrbCell-FACES.xm" } // applications
}
]
}
]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 1.5 1.5 1.5
scaleOrientation 0.120700 0.716400 0.687200 -0.105500
translation -1.697883 7.146551 0.03574
}
GO TO
CODE
DEF Controller2Unit1 Transform
{
children
[
DEF theImage1 Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MainMenuOrb"
}
texture ImageTexture
{
url "xbox4.tga"
}
}
geometry Mesh { url "Main_pod_backing01-FACES.xm" }
}
]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 0.08000 0.08000 0.08000
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -2.438001 2.828 -0.3863
}
AND CHANGE TO
CODE
DEF Controller2Unit1 Transform
{
children
[
Waver
{
axis 0 1 0
rpm 5
field 0.392
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MenuCell"
}
}
geometry Mesh { url "OrbCell-FACES.xm" } // games
}
]
}
]
rotation 1.993700 -0.098440 0.068970 -1.576000
scale 2 2 2
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -2.438001 2.828 -0.3863
}
GO TO
CODE
DEF Controller4Unit1 Transform
{
children
[
DEF theImage1 Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MainMenuOrb"
}
texture ImageTexture
{
url "xbox4.tga"
}
}
geometry Mesh { url "Main_pod_backing01-FACES.xm" }
}
]
rotation -1.1637 0.12656 -0.03103 -1.576
scale 0.08000 0.08000 0.08000
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation 2.107999 6.324 0.0275
}
AND CHANGE TO
CODE
DEF Controller4Unit1 Transform
{
children
[
Waver
{
axis 0 1 0
rpm 5
field 0.392
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MenuCell"
}
}
geometry Mesh { url "OrbCell-FACES.xm" } // dashboards
}
]
}
]
rotation 1.993700 -0.098440 0.068970 -1.576000
scale 2 2 2
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation 2.107999 6.324 0.0275
}
This post has been edited by t1x2irc2: Jan 27 2005, 07:06 AM
here are a few things i forgot to include
..sorry
THINGS MISSING:
STEP #1
default.xip/settings.xap
Find
CODE
sSettingsMenu[index] = theTranslator.Translate("SKINS");
index = index + 1;
ADD
CODE
sSettingsMenu[index] = theTranslator.Translate("Orbs");
index = index + 1;
Find
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("SKINS")) { SetVideoModeIcon(nCurVideoMode); }
ADD
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("Orbs)) { SetVideoModeIcon(nCurVideoMode); }
Next Find
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("SKINS")) { metaString =
theTranslator.Translate("SKINS"); }
insert
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("Orbs")) { metaString =
theTranslator.Translate("Orbs"); }
Next Find
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("SKINS"))
{
strCurMenu = "SKINS";
GoToSkins();
}
and add
CODE
else if(sSettingsElements[nCurSettingsMenuItem] ==
theTranslator.Translate("Orbs"))
{
strCurMenu = "Orbs";
GoToOrbs();
}
STEP #2
default.xip/orbs.xap
Comment out the remaining 3 lines containing
CODE
theConfig.ChangeOrb(
STEP #3
default.xip/default.xap
Need to add these to the bottom
CODE
function ChangeTheOrb(e)
{
var c = theMainMenu.children[0].children[0];
c.Modded_Orb.visible = false;
c.Stock_Orb.visible = false;
c.gasorb.visible = false;
c.gasorb.children[0].children[0].geometry.url = e;
c.gasorb.visible = true;
}
function GetOrbName()
{
var IniFile = new Settings;
IniFile.SetIniSection( "Dashboard Settings" );
var OrbName = IniFile.GetIniValue( "Current Orb" );
IniFile.CloseIniFile();
OrbName = "A:\\orbs\\" + OrbName + "\\" + OrbName;
return OrbName;
}
STEP #4
The placement of the gasorb function in main_menu.xip may be wrong!
It needs to be:
Find
CODE
}//DEF Modded_Orb Transform
then insert
CODE
DEF gasorb Transform
{
children
[
Spinner
{
rpm 5
axis 0 2 2
children
[
Shape
{
appearance Appearance
{
material MaxMaterial
{
name "MenuCell"
}
}
geometry Mesh { url "gasorb.xm" } //and this
}
]
}
]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 43.000000 43.000000 43.000000
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -54.880000 -15.100000 29.980000
}
The 2 lines after this should read
CODE
]
}//DEF theMainMenuCam Transform
this should be it
with all the code changes in from this topic it should all work just fine.
last bit of code
CODE
****************THANX A MILLION DAZZA!!****************
:P
QUOTE(scimitar116 @ Jan 28 2005, 01:11 AM)
kay....got all of your first two posts complete, and steps 3 and 4 of your things i forgot post complete
as for 1 and 2 of ur update post,
in part1.
i am unable to find any instances of
sSettingsMenu[index] = theTranslator.Translate("SKINS");
index = index + 1;
in fact, i only get two instances of the word skins, both of them near the end of settings.xap
as for part 2,
what exactly do you mean by "comment out the remaining three lines containing theconfig.changeorb("?
#1 in my default.xip\orbs.xap there are only two instances of 'theconfig.changeorb('
#2 how do i 'comment out' something?
For the first thing, Search default.xip/settings.xap for this:
CODE
function StartSettingsMenu()
Just under that you will find the first thing you are looking for.
As for the second thing, just search default.xip/orbs.xap for:
CODE
theConfig.ChangeOrb
There should be 3 or 4 of them in the entire file in these locations if Im not mistaken:
1. In the function DoAction()
2. In the function OnBDown()
3. In the function OnLeftThumbMoveUp()
4. In the function OnLeftThumbMoveDown()
Just scan through the file and look for them...you might have better luck that way and then you will be sure you got them all. As for commenting them out, you can just put two forward slashes right before the line (ie. //) For example:
CODE
//theConfig.ChangeSkin( SkinMenuList[skinSelect] );
theConfig.ChangeSkin( SkinMenuList[skinSelect] );
The top line is commented out, and the bottom is not. You can also just delete the line too but I would only do that when you are sure that the code will work without it. Hope this helps!