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gizz46

gizz46's squad control Interface

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I introduce you a new way to control your squad and rules of engagement .:yay:

.

this is just a part of the controls becuase this is all an work in progress.

I've decided to make this mod (for me) and for all the people who want an easier and faster way to control their units.

I think that it could be a usefull addition for gamesituiations that require a fastpaste command.

my progress with project is pretty good so i think i can release this in the next few days (hopefully not weeks ;) ).

I appreciate your ideas or tips regarding the design and the key binding of the interface.

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A radial menu (with sublevels) would be brilliant. Very promising start !

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yeah tough about it, too.

otherwise maybe it is better to have all the funtcions at one view.

but thanks this is a greate idea

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Oooh here is an idea. A radial menu, in which a subpart is your action menu!

If you need a beta tester then let me know mate.

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Maybe have some numbers up there - click 2, selects unit 2, click 3 selects unit 3, ALL button selects all etc. It's looking promising though!

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@ kremator

yea i hope i can release a beta version very soon.

@jedra this is a good idea ,

but i think on the other hand it is better to only commands that acquired whole unit.

I've been playing arma 2 for a few years now, but my skripting skills are very low and i'm a newbee at this.

Im trying to implement a Medic button. so I need a command that i can call a medic if im wounded.

how do i do that ??

i hope for your help and supportment and thank you all for your ideas

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For the medic .... DasAttorney had a great function within his AllRoundDefence scripts.

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@Kremator

thanks for the hint there is some usefullstuff in it .:)

i will upload new videofootage with my progress soon.

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here is a new viedeo of the on going progress.

i want also create o button for supressive fire .

i've tried it with this.

{_x suppressFor 60} foreach units player;

but it doesnt work :banghead: i could also use some help for a call medic button.

im also planning to let the player still move around while the display is open. I now it has something todo with cutRSC but i don`t now how to get this work.

i tried it one without afford.

so if anybody knows how to do this pleeaase help me :)

Edited by gizz46

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Looking REALLY good gizz.

Sorry that I'm not a coder and can't help more !

Isn't moving while a dialog open something like MovingEnable =1; ?

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@kremator

Moving enable =1, is only that you can drag the dialog with the mouse

i wished it would be that easy ;) . the internet resources on that moving while dialog open thing are pretty rare.

but im still trying to get it work because i think it is better for the gameflow.

Edited by gizz46

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So now I got it so far that i can walk around whenn the dialog is open.
but now the mouse is not there to click it :(

if anybody knows how to do this it woudl be a greate help

this is what I,ve got

Menu.sqf

player call titleRsc["SpawnText","PLAIN", 0];



descritpion.ext



// Control types
#define CT_STATIC 0
#define CT_BUTTON 1
#define CT_EDIT 2
#define CT_SLIDER 3
#define CT_COMBO 4
#define CT_LISTBOX 5
#define CT_TOOLBOX 6
#define CT_CHECKBOXES 7
#define CT_PROGRESS 8
#define CT_HTML 9
#define CT_STATIC_SKEW 10
#define CT_ACTIVETEXT 11
#define CT_TREE 12
#define CT_STRUCTURED_TEXT 13
#define CT_CONTEXT_MENU 14
#define CT_CONTROLS_GROUP 15
#define CT_SHORTCUTBUTTON 16
#define CT_XKEYDESC 40
#define CT_XBUTTON 41
#define CT_XLISTBOX 42
#define CT_XSLIDER 43
#define CT_XCOMBO 44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT 80
#define CT_OBJECT_ZOOM 81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK 98
#define CT_USER 99
#define CT_MAP 100
#define CT_MAP_MAIN 101
#define CT_LISTNBOX 102

// Static styles
#define ST_POS 0x0F
#define ST_HPOS 0x03
#define ST_VPOS 0x0C
#define ST_LEFT 0x00
#define ST_RIGHT 0x01
#define ST_CENTER 0x02
#define ST_DOWN 0x04
#define ST_UP 0x08
#define ST_VCENTER 0x0C

#define ST_TYPE 0xF0
#define ST_SINGLE 0x00
#define ST_MULTI 0x10
#define ST_TITLE_BAR 0x20
#define ST_PICTURE 0x30
#define ST_FRAME 0x40
#define ST_BACKGROUND 0x50
#define ST_GROUP_BOX 0x60
#define ST_GROUP_BOX2 0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE 0x90
#define ST_WITH_RECT 0xA0
#define ST_LINE 0xB0

#define ST_SHADOW 0x100
#define ST_NO_RECT 0x200
#define ST_KEEP_ASPECT_RATIO 0x800

#define ST_TITLE ST_TITLE_BAR + ST_CENTER

// Slider styles
#define SL_DIR 0x400
#define SL_VERT 0
#define SL_HORZ 0x400

#define SL_TEXTURES 0x10

// progress bar
#define ST_VERTICAL 0x01
#define ST_HORIZONTAL 0

// Listbox styles
#define LB_TEXTURES 0x10
#define LB_MULTI 0x20

// Tree styles
#define TR_SHOWROOT 1
#define TR_AUTOCOLLAPSE 2

// MessageBox styles
#define MB_BUTTON_OK 1
#define MB_BUTTON_CANCEL 2
#define MB_BUTTON_USER 4


///////////////////////////////////////////////////////////////////////////
/// Base Classes
///////////////////////////////////////////////////////////////////////////


class RscTitles
{
class SpawnText
{
duration=10000;
name=SpawnText;
idd=-1;
controlsBackground[]={};
objects[]={};
controls[]={Openfire,holdfire,smoke,Regroup,EXIT,MEDIC,LEFtR OE,RIGHTSQUAD};

class Openfire
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\Openfire.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.210;
w = 0.124;
h = 0.040;
text = pictures\OpenFire.paa;
movingEnable=1;
};
class holdfire
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\holdfire.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.255;
w = 0.124;
h = 0.040;
text = pictures\HoldFire.paa;
movingEnable=1;
};
class smoke
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\smoke.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.305;
w = 0.124;
h = 0.040;
text = pictures\smoke.paa;
movingEnable=1;
};
class Regroup
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\Regroup.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.350;
w = 0.124;
h = 0.040;
text = pictures\Regroup.paa;
movingEnable=1;
};
class EXIT
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\exit.sqf";
color[] = {0.603,0.027,0.027,0.6};
colortext[] = {0.603,0.027,0.027,0.6};
colorActive[] = {0.603,0.027,0.027,0.7};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.455;
w = 0.124;
h = 0.100;
text = pictures\exit.paa;
movingEnable=1;
};
class MEDIC
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\MEDIC.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.438;
y = 0.563;
w = 0.124;
h = 0.040;
text = pictures\MEDIC.paa;
movingEnable=1;
};
class LEFtROE
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\OLR.O.E.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.288;
y = 0.100;
w = 0.157;
h = 0.060;
text = pictures\R.O.E.paa;
movingEnable=1;
};
class RIGHTSQUAD
{
idc = -1;
type = CT_ACTIVETEXT;
style = ST_PICTURE;
action = execVM "formations\ORSQUAD.sqf";
color[] = {0.4,0.392,0.392,0.6};
colortext[] = {0.4,0.392,0.392,0.6};
colorActive[] = {0.4,0.392,0.392,0,1};
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
font = "Zeppelin32";
sizeEx = ;
x = 0.511;
y = 0.100;
w = 0.157;
h = 0.060;
text = pictures\SQUAD.paa;
movingEnable=1;
};

};
};


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I think that is what the problem will be. Maybe if Control was pressed and held it enabled the mouse pointer HOWEVER this would start to interfere with other mods perhaps. Standing still and ordering may have to be the way to go.

Having this control interface do the complicated things will be it's real strengths!

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