OrLoK 20 Posted July 15, 2013 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 Share this post Link to post Share on other sites
mantls 2 Posted July 15, 2013 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. Share this post Link to post Share on other sites
BigBoss 10 Posted July 15, 2013 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. Share this post Link to post Share on other sites
Sneakson 1 Posted July 16, 2013 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. Share this post Link to post Share on other sites
SavageCDN 231 Posted July 16, 2013 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 Share this post Link to post Share on other sites
Smurf 12 Posted July 16, 2013 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...) Share this post Link to post Share on other sites
OrLoK 20 Posted July 16, 2013 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 Share this post Link to post Share on other sites
orcinus 121 Posted July 16, 2013 (edited) 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 July 16, 2013 by Orcinus Posting ststem fubar Share this post Link to post Share on other sites
rye1 21 Posted July 17, 2013 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. Share this post Link to post Share on other sites
SavageCDN 231 Posted July 17, 2013 lolWell, 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. Share this post Link to post Share on other sites
orcinus 121 Posted July 17, 2013 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. Share this post Link to post Share on other sites
spanishsurfer 58 Posted July 17, 2013 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) Share this post Link to post Share on other sites
SavageCDN 231 Posted July 17, 2013 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 Share this post Link to post Share on other sites
Enricksolt 12 Posted July 27, 2013 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. Share this post Link to post Share on other sites
tremanarch 6 Posted July 27, 2013 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 ;) Share this post Link to post Share on other sites
Kable_ 10 Posted July 27, 2013 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 ! Share this post Link to post Share on other sites
TomNL 10 Posted July 27, 2013 dslyecxi has A very good video and idea about this! Share this post Link to post Share on other sites
tsmhicks 1 Posted July 27, 2013 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 Share this post Link to post Share on other sites
Bee8190 10 Posted July 27, 2013 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. Share this post Link to post Share on other sites
-=seany=- 5 Posted July 27, 2013 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. Share this post Link to post Share on other sites
pillpopper123 10 Posted July 27, 2013 I dont know about you guy's but I would like something like this with using the F key. Share this post Link to post Share on other sites
dale0404 5 Posted July 27, 2013 I dont know about you guy's but I would like something like this with using the F key.http://i350.photobucket.com/albums/q437/rc-flights/arma3-2013-07-27-11-28-46-403.jpg With an option to turn it off. Share this post Link to post Share on other sites
pillpopper123 10 Posted July 27, 2013 With an option to turn it off. an option for arcade/sim controls mode might help some of us. Share this post Link to post Share on other sites
dale0404 5 Posted July 27, 2013 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. Share this post Link to post Share on other sites
pauliesss 2 Posted July 27, 2013 I dont know about you guy's but I would like something like this with using the F key.http://i350.photobucket.com/albums/q437/rc-flights/arma3-2013-07-27-11-28-46-403.jpg Actually, thats not a bad idea at all, but the highlighted area should be only barely visible, what you have on your picture is just too much. Share this post Link to post Share on other sites