Cycling thru unit selections, control groups or subgroups will keep the inventory/equipment open/closed as chosen by the player. Pressing NumPad1 or NumPad2 will toggle the visibility of inventory containers of any unit, regardless if a unit is selected.
Fixed an issue where one player's unit selection affected the inventory visibility for all other players.
Dead players can now see the inventory of all inventory containers.
Players granted with shared control can now modify Forward Observer's shell limit (as originally intended).
Note: All changes mentioned above (patch notes) and below (details) including that of the forward observer shell limit were directly linked to inventory visibility triggers/functions. It was already in the code to allow players with shared control to modify shell limit. Making the marine dialogs (including shell count) visible to other players correctly grants other players the ability to modify shell limit, provided that the FO's owner granted shared control to that player.
DETAILS:
Sync up with dynamic even registration. (Thanks Arcane!)
Converted "Equipment Open" variable to array. This fixes the problem where one player's unit selection causes all players' inventory to become visible. (Applies to situations where a player desires to keep his inventory hidden.)
Added edit value ("@equipment") to Equipment Button dialog items to eliminate multiple conditions for Equipment Button array as used by the trigger "Open Equipment". (This reduces 8 conditions to 2.)
Moved open inventory container actions into a single function, which will be called from different triggers.
Created a trigger ("Inventory (Key Pressed)") that detects: Tab, Numpad1, Numpad2, 1, 2, 3, 4, 5, 6, 7, 8, 9, and 0 under the premise that the player is toggling inventory containers using Numpad 1/Numpad2, or cycling thru subgroups or control groups. The purpose of this trigger is to show/hide inventory containers and "remember" whether a player wants his inventory/equipment open or closed, upon the incident that the player has tabbed or cycled thru his control groups.
For the rare case that a player accidentally bumps Numpad1, hiding his inventory and does not know what he bumped, a message will be displayed "Inventory Hidden (Numpad 1)". I felt that this message would be necessary since Numpad1 and only Numpad1 will show/hide the inventory with this patch.
DEFINITIONS:
Inventory ~ Inventory Container 1, the inventory container that stores all passive items (ammo, medkits, unused items), which is visible by default. It is opened or closed by pressing Num Pad 1.
Equipment ~ Inventory Container 2, the inventory container that uses all active items (weapon, armor, modifiers), which is closed by default. It is opened or closed either by pressing Num Pad 2 or by clicking the Marine Button.
Marine Button ~ Equipment Button, the button to the right of the Mission Timer, to the Left of the inventory and above the Minimap, which opens and closes Equipment.
PATCH NOTES:
Note: All changes mentioned above (patch notes) and below (details) including that of the forward observer shell limit were directly linked to inventory visibility triggers/functions. It was already in the code to allow players with shared control to modify shell limit. Making the marine dialogs (including shell count) visible to other players correctly grants other players the ability to modify shell limit, provided that the FO's owner granted shared control to that player.
DETAILS:
DEFINITIONS: