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Action Menu - must do better

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Hello there

I too find the menu system a little clunky.

I'd also like something like a dynamic commo rose. Commanding subordinates when one doesn't have the key commands memorised can be a painfully slow process, especially when in the heat of combat.

Commo roses can be multi layered and "easy" to use if implemented well.

If not they can be a bit of a nightmare.

However, I would not like a command line system as vanilla unless it were tied into some form of "simply" customisable GUI.

I would not like a "dumbed down" version though (ie less commands available overall).

Actually, in thinking about it, how often does one need AI to open a door? Perhaps some redundant commands could be removed...hmmm.

It's a tricky one and I'm glad I personally don't have to sort it out, but I would love to see it rethought/streamlined.

Rgds

LoK

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Not a fan of Rose menus, they're basically the same as that scroll menu, just prettier and more limited in the amount of Actions supported.

I think that ACE's approach was right, seperating Self Interaction from World Interaction with several mini menus (selfaction > explosives > place satchel, for example).

That would be a rather small change that could save many lives and explosives aswell as improve overall Gameplay.

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I think the action menu should be strictly a self-management menu, and there should be a separate contextual menu that only appears when the player looks at an interactive object. While interacting with an object the contextual menu would be the only one in focus. Looking at a door, you would get the "open" icon, like now, but the option wouldn't appear in the action menu.

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http://feedback.arma3.com/view.php?id=10815

http://feedback.arma3.com/view.php?id=10816

Here are my tickets for suggesting that we have one interaction button for interacting with whatever we are looking at and one for more consistent action menu.

I mean NO other games ever have ever had this issue ever so clearly the devs are doing something wrong.

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For the door thing the best I've seen is Cinder_City where the creator actually called the doors different things within the structure.. ie: West Door, South Door (actually I think they were called Stair-side door or something)... regardless it meant you could distinguish between the different ones in the scroll menu. Now we just need to convince all map/model makers to follow this regime :p

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Why would you want the AI to open a door anyway? Make it an action when you are pointing to a door and thats it (I forsee even more problems with this...)

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Hello there

If the AI would "stack up" then I can see a reason to be able to order the AI to open doors. ATM it's a little useless.

Rgds

LoK

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For the door thing the best I've seen is Cinder_City where the creator actually called the doors different things within the structure.. ie: West Door, South Door (actually I think they were called Stair-side door or something)... regardless it meant you could distinguish between the different ones in the scroll menu. Now we just need to convince all map/model makers to follow this regime :p

lol

Well, maybe if you're in the building. Ouside on the street? - which building? Imagine you're at a crossroads. The modeller would have to have added numbering & street name to ever door:

"Front door at # 2 Cemetary Avenue"

"Side door at # 1 Abbatoir Alley"

"Back door at # 69 Bordello Boulevard"

"OK Doc, check out that last one"

Oh, and they would also need to add street name signs...

Restricting it to the nearest 3 or four is the only sensible option IMHO

Edited by Orcinus
Posting ststem fubar

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For the door thing the best I've seen is Cinder_City where the creator actually called the doors different things within the structure.. ie: West Door, South Door (actually I think they were called Stair-side door or something)... regardless it meant you could distinguish between the different ones in the scroll menu. Now we just need to convince all map/model makers to follow this regime :p

Except they only open to a certain angle. To say it was made for "CQB" that was a mistake, unless it was an engine/design issue.

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lol

Well, maybe if you're in the building. Ouside on the street? - which building? Imagine you're at a crossroads. The modeller would have to have added numbering & street name to ever door:

"Front door at # 2 Cemetary Avenue"

"Side door at # 1 Abbatoir Alley"

"Back door at # 69 Bordello Boulevard"

Ah but you only get the addAction within a few metres of the door... standing in the intersection you are too far from any doors.

Except they only open to a certain angle. To say it was made for "CQB" that was a mistake, unless it was an engine/design issue.

Well perhaps that is an engine limitation I don't know. There is no better CQB map available however.

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Ah but you only get the addAction within a few metres of the door... standing in the intersection you are too far from any doors.

Oh, sorry - I wasn't specific enough. I was referring to the dismal mess called menu 6 (aka "Action menu"), not the context menu. That will list doors that are quite a bit further away than a few meters.

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I like the menu that is curently used, it's functional. However, like previously mentioned, the order in which some of the options come up needs to be worked on. (I don't want 2 pages of open door before I can order my ai to heal someone)

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Oh, sorry - I wasn't specific enough. I was referring to the dismal mess called menu 6 (aka "Action menu"), not the context menu. That will list doors that are quite a bit further away than a few meters.

Ah ok that makes sense now :p

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And the funny part is that the in-cockpit action system of TOH was pretty good, with the use of 3D icons, it should be used as default in Arma 3.

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he some good ideas! i am used to the action menu till ofp, but yeah, a better way would definitely be welcomed!

and yes, pls leave weapon switch out, pls ;/ (how often i was stucked in a weapon switch animation in middle of stressful actions ;)

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And the funny part is that the in-cockpit action system of TOH was pretty good, with the use of 3D icons, it should be used as default in Arma 3.

I definitively agree with you and Dslyecxi on this, something like:

- 3D button for door, entering vehicule, healing teammates, every object related action

- Progressive openning of door

is definitively a must-have !

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dslyecxi has A very good video and idea about this!

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Here is Dslyecxi's video @TomNL was talking about. I agree, this menu need to be redone. Its so frustrating and way to old of a system, heck its been around since Operation Flashpoint...needs to change period

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The action menu doesn't get any easier than what BF2 had, I am not saying to just copy and paste but it made sense and worked flawlessly. One can bash BF for whatever reason but one point still stands no matter what, these games / menus are intuitively done, making it that easy to be just picked up by anyone.

Basically numbers 1, 2, 3 and 4 allowed to switch between weapons.

#1 switch to your knife

#1 switch to your primary weapon

#2 switch to your side arm

#3 switch to GL, AT launcher

[ #5 medic bag? ]

But since numbers are used also for AI leading, Bf2 had a dedicated key to place markers, like defend, attack, watch and move using commo rose, so that way we could look somewhere and place the marker for AI. It was incredibly intuitive menu and worked fast.

Get in vehicles - one simple key that would always place you in a driver seat ( E in BF2 ) and from there on you could change your position -

#1 Driver

#2 Gunner

#3 Commander

Action menu , open doors, climb ladder - there's no need for anything more than a single key, not to mention that in case of climbing ladders the avatar should automatically get on or out of it without the need for selecting anything.

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I-Ve4PJQhjY



Yep, agreed with most of that video. It's just frustrating.

It could really use a: [Look at object, object highlights, press action key to use] system.

A very different game I know, but Bioshock Infinite had a nice graphical hint on what your where trying to interact with by making the object very slightly glow/ get brighter. We need some thing more intuitive anyway. There are many good examples out there.

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an option for arcade/sim controls mode might help some of us.

Now you see that is where you are making a huge mistake. The Arma franchise has never been an arcade kind of game.

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