Pause Menu - End game and Continue

tightninja

Member
I am using the "Kratus" method for custom pause menus. I have several sub neu and the "tracking" for which native option get lost sometimes.

I there a way to "detect" whether "continue" or "end game" is selected? Is there a way to "force" on or the other to be selected? I have the native menu hidden off screen as well and would have to have it manually visible with the custom menus.

My may issues is that players can accidently end the game because the is no default "Are you sure" prompt. Many times playing with my kids or friends I pause it only to have the other player accidently trigger up or down then someone hits start to pause and accidentally ends the game.

What are some of the solutions everyone has found to mitigate this?
 
Solution
I am using the "Kratus" method for custom pause menus. I have several sub neu and the "tracking" for which native option get lost sometimes.

I there a way to "detect" whether "continue" or "end game" is selected? Is there a way to "force" on or the other to be selected? I have the native menu hidden off screen as well and would have to have it manually visible with the custom menus.

My may issues is that players can accidently end the game because the is no default "Are you sure" prompt. Many times playing with my kids or friends I pause it only to have the other player accidently trigger up or down then someone hits start to pause and accidentally ends the game.

What are some of the solutions everyone has found to mitigate...
I am using the "Kratus" method for custom pause menus. I have several sub neu and the "tracking" for which native option get lost sometimes.

I there a way to "detect" whether "continue" or "end game" is selected? Is there a way to "force" on or the other to be selected? I have the native menu hidden off screen as well and would have to have it manually visible with the custom menus.

My may issues is that players can accidently end the game because the is no default "Are you sure" prompt. Many times playing with my kids or friends I pause it only to have the other player accidently trigger up or down then someone hits start to pause and accidentally ends the game.

What are some of the solutions everyone has found to mitigate this?
@tightninja If you are using my custom pause script, you can detect the "end game" by using the "menuPause" global variable.
Then, in the "playerkeys" part you can add one more step to confirm the "quit" option.

The function that simulate the "end game" effect is the "gameover()". By adding extra conditions before this function is reached, you can put a small "yes/no" selection.
PS: This is really a good idea, I will test it on the SORX too. Thanks :)

1789332472913.png
 
Solution
I attached my update.c that contains the custom pause menu along with the other sub menus (drop player, music select, custom hud, how to plaY)

you can navigate the menu with attack1 and go back with attack 2. I have tried to "track" the i have successfully disabled the start button ending the game in the sub menus for the most part. However, on occasion when returning to the main pause menu, "continue game - press start" actually becomes the native end game.

Since there is no way to resume game without pressing start it is a 50/50 chance game will close if you mess with the sub menus too much. It would be great if there could be an engine update to create a native "Are you sure screen" or allow "continue" with an attack button instead of just start only. But perhaps there is a way with script as I was able to "disable" end game in the sub menus.

shout out to
@MKLIUKANG1
for his jukebox script
 

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you can navigate the menu with attack1 and go back with attack 2. I have tried to "track" the i have successfully disabled the start button ending the game in the sub menus for the most part. However, on occasion when returning to the main pause menu, "continue game - press start" actually becomes the native end game.

Since there is no way to resume game without pressing start it is a 50/50 chance game will close if you mess with the sub menus too much. It would be great if there could be an engine update to create a native "Are you sure screen" or allow "continue" with an attack button instead of just start only. But perhaps there is a way with script as I was able to "disable" end game in the sub menus.
Friend, I looked at your update.c file and it seems that you changed all the structure of the original custom pause menu. In my original code, I didn't have issues with the native "end game" option, so I suppose something may be affecting the correct functionality.

In addition, I don't recommend checking variables using "if (!variable)". Instead, I recommend checking "if (getglobalvar("variable") == NULL())". I experienced some issues with this practice for some reason.

I also saw you are using some "returns", but it's not present in my original code. I saw you are using an extra variable to check if the game is paused, the getglobalvar("wasPaused"), but I strongly suggest using only openborvariants like "game_paused" or "pause".

The best way to avoid any accidental key press in the native pause menu is by using changeplayerproperty(pIndex, "newkeys", 0) like you already did. But if any check fails, this function may fail too.
 
Friend, I looked at your update.c file and it seems that you changed all the structure of the original custom pause menu. In my original code, I didn't have issues with the native "end game" option, so I suppose something may be affecting the correct functionality.

In addition, I don't recommend checking variables using "if (!variable)". Instead, I recommend checking "if (getglobalvar("variable") == NULL())". I experienced some issues with this practice for some reason.

I also saw you are using some "returns", but it's not present in my original code. I saw you are using an extra variable to check if the game is paused, the getglobalvar("wasPaused"), but I strongly suggest using only openborvariants like "game_paused" or "pause".

The best way to avoid any accidental key press in the native pause menu is by using changeplayerproperty(pIndex, "newkeys", 0) like you already did. But if any check fails, this function may fail too.


Thanks for the info, I am going to work on some more of it tonight.
 
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