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GameStar 2006 April
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data_ini_default_commandbutton.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Command buttons are buttons that we place on the in game UI to create the
;context sensitive command sets
;------------------------------------------------------------------------------
; Which fields to use is highly dependant on the nature of the command, but here are all the fields, and an example
;CommandButton Command_NameOfCommand
; Command = The type of the command, from the Enum "TheGuiCommandNames"
; Options = Flags from "TheCommandOptionNames"
; Object = optional ThingTemplate from any ini in Object subfolder
; Upgrade = optional Upgrade from Upgrade.ini
; WeaponSlot = Slot from TheWeaponSlotTypeNamesLookupList
; MaxShotsToFire = Detail for weapon type buttons
; Science = Science prereq from Science.ini
; SpecialPower = Special Power from SpecialPower.ini
; TextLabel = String file label for Tooltip
; DescriptLabel = String file label for pop up description box
; PurchasedLabel = String file label for pop up if upgrade is already purchased
; ConflictingLabel = String file label for pop up if conflict prevents upgrade
; ButtonImage = Image name on control bar
; CursorName = Cursor from cursor.ini to use
; InvalidCursorName = Cursor from cursor.ini to use if action is illegal
; ButtonBorderType = Button border type, from CommandButtonMappedBorderTypeNames
; RadiusCursorType = Name of large radius cursor to use, from TheRadiusCursorNames
; UnitSpecificSound = Sound to play on activation
;End
; Example
;CommandButton Command_DaisyCutter
; Command = SPECIAL_POWER
; SpecialPower = SuperweaponDaisyCutter
; Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
; TextLabel = CONTROLBAR:DaisyCutter
; ButtonImage = SACDaisyCutter
; ButtonBorderType = ACTION
; DescriptLabel = CONTROLBAR:TooltipDaisyCutter
; RadiusCursorType = DAISYCUTTER
; InvalidCursorName = GenericInvalid
;End