ID:2260884
 
Got a game where you use verbs to interact with things? Want to have the ability to right click stuff as well without it triggering verbs?

You can do both. On the client-side. Meaning there will be no frustrating input lag when swapping modes.

Macro setup:

ACTION         COMMAND
SHIFT .winset "map.right-click=false;info.right-click=false;"
SHIFT+UP .winset "map.right-click=true;info.right-click=true;"
The future is truly a dystopia.
(Don't worry. Nobody will ever use it. They are still stuck on TILED_ICON_MAP and DMS for ui customization/macros.)
OooOoooOoo. Thanks for this.
if you want to do this for all modifier keys, would it work correctly if the user presses 1 modifier, than another, and then releases the first? Wouldn't the first modifier's +UP run, re-enabling the context menu?


ACTION         COMMAND
SHIFT .winset "map.right-click=false;info.right-click=false;"
SHIFT+UP .winset "map.right-click=true;info.right-click=true;"
ALT .winset "map.right-click=false;info.right-click=false;"
ALT+UP .winset "map.right-click=true;info.right-click=true;"


If the user presses down on shift, then on alt, then releases shift, it doesn't seem like that would work correctly.

The only client side workaround i can see would be to use 3 hidden interface elements (one for shift/alt/ctrl) and use their enabled attribute in a mess of nested (?:) to check state and only re-enable context menus on the +UP of the last one.