No. You didn't get what Kirby said, he's describing the creation of a UI to load SP maps, NOT to automatically load MP ones.
Quote: Before I go fiddling around, as an example, the tag: mp_map_select_list_2.ui_widget_definition has the game data input script thing: mp map list update. I'm assuming this is what controls the mp maps already in all our UIs, lets say we wanted to add stinky.map to the end of the list, how do we replicate that script or make one from scratch?
Wrong. That is not a script, that's a tag. A script is embedded into the scenario tag during compilation. The MP map list update, if it does ANYTHING, would simply look through your MAPS folder. There is no function that adds map items to the MP list properly, it automatically loads all maps located in the MAPS folder and assumes that they are MP maps. Even campaign maps are loaded into the MP map list, and you can even try to load them. If a map doesn't match one of the stock MP maps that comes with the game, it gets treated as a custom map with a ? image and an "unknown location" description. There is no way to change that, it's how the engine is programmed.
But more importantly; you can't script a multiplayer map to play, because it doesn't properly load the gametype. It opens the map as though it was SP, with no gametypes or teams or any of the engine's code that creates the MP environment. Kirby will be an ass and correct me, and show some complex way that you can make UI elements run a script to hold variables that then force a gametype on map load, but that's not important. Even if you could do it, which you
can't, it would be a hacky workaround, and it won't update automatically
The command he gave you is to load SP maps. The UUI does NOT have any special function for multiplayer maps. It loads them normally, using new bitmaps and UI widgets BUT with the same engine loading it. For the SP maps, somebody sat down and made individual UI buttons and screens for EVERY campaign and firefight map they wanted to include. They worked with teams like CMT to add maps that were still under development, so that when those projects were released they would work with the UUI.
If you wanted to add a new SP map, you would have to create an entirely new collection of UI elements, reference them together in the tags, and then add a new script to actually load the SP maps.
BUT NO MATTER WHAT, THERE IS NO WAY TO AUTOMATICALLY LOAD MAPS FROM YOUR MAPS FOLDER AND ASSIGN THEM UI ELEMENTS. There is NO way that you will load stinky.map and have a screenshot of the level and a description. You CAN change the custom map's screenshot from the ?, but the same screenshot will then be used for ALL custom MP maps. You can NOT individually assign these.
The game's been around 15 years now on PC. What you're trying to do has been tried before, and if it WAS possible, it would have been in the UUI already
If you continue down this road, you'll find yourself at a dead end. I don't want to see you quit modding because you dedicate yourself to something that can't be done. Find a different project. Make a new UUI even, that'd be great. But you can't get blood from a stone.
All that said, maybe like Kirby said chimera can do something. If you find 002 I'm sure he'll be able to provide no help with that.