Guest Posted October 10, 2014 Thanks for sending us the new version again :cool: Release frontpaged on the Armaholic homepage. UIcorrections v1.3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted October 10, 2014 New update v1.3 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
singleton 22 Posted October 10, 2014 Does this addon work with the UnusedAnimations mod? The old NoIdleAnimations mod didn't seem to work with UnusedAnimations (which got rid of that annoying pimp walk where apparently you can hold a 20 lb saw with one hand). Share this post Link to post Share on other sites
beazley 34 Posted October 10, 2014 (edited) Beazley could you remove the red line and coordinates in visual map?? Do you mean the grid lines and numbers from the in-game map? Yeah, they could be removed, but why would you ever want to? Does this addon work with the UnusedAnimations mod? The old NoIdleAnimations mod didn't seem to work with UnusedAnimations (which got rid of that annoying pimp walk where apparently you can hold a 20 lb saw with one hand). Without looking at their config, I'm going to say yes. Certainly there's no reason why it shouldn't. Most incompatibility between mods is because the addon author redefines lots of things that they don't need to at all; I make sure that I don't. As long as they've not copy-pasted large swathes of the vanilla config and left it as-is, our mods will work fine in conjunction with each other. Edited October 10, 2014 by Beazley Share this post Link to post Share on other sites
A.Cyprus 16 Posted October 10, 2014 Do you mean the grid lines and numbers from the in-game map? Yeah, they could be removed, but why would you ever want to?. I reckon he means the square red mouse cursor on the map, which displays a dynamically updated grid reference as you move it about. Disabling the grid reference on that would force people to actually read coordinates from the map itself. Perhaps a realism improvement or just a training tool? I'd upvote that feature. Share this post Link to post Share on other sites
beazley 34 Posted October 10, 2014 I reckon he means the square red mouse cursor on the map, which displays a dynamically updated grid reference as you move it about.Disabling the grid reference on that would force people to actually read coordinates from the map itself. Perhaps a realism improvement or just a training tool? I'd upvote that feature. Ahh, of course, that makes sense. I'll have a look. I'm not sure how magic things like the constantly updating grids are done. By the way - nice mod Cyprus. Very good idea. Share this post Link to post Share on other sites
BL1P 35 Posted October 10, 2014 If your gonna remove the map crosshair grids. might be worth "thinking" about removing the top bar of the GPS and the vehicle and gun Radar grid ref. If you are looking at making people actually read and understand where they are :) Share this post Link to post Share on other sites
beazley 34 Posted October 10, 2014 I'm not sure I even can yet ;) It does make sense that the GPS tells you where you are; that is the whole point of them after all. They're accurate to what, 5m in real life? Share this post Link to post Share on other sites
A.Cyprus 16 Posted October 10, 2014 (edited) Reading a map grid ref isn't always to find out where you are yourself. You may want to relay coordinates other than your own location for any number of reasons, such as reporting an enemy sighting, calling in CAS or artillery support, designating a safe LZ, waypoint or POI. The server or mission maker could remove GPS from load outs if they wanted to go that far. I don't see any mileage in stripping the grid ref from that. By the way - nice mod Cyprus. Very good idea. Thanks :) Edited October 10, 2014 by ACyprus Share this post Link to post Share on other sites
miller 49 Posted October 11, 2014 Thanks Beazley ArmA3.de Mirror updated: UIcorrections Suite (v1.3) by Beazley Kind regards Miller Share this post Link to post Share on other sites
Muecke 114 Posted October 11, 2014 (edited) Hi, thanks for the nice mod. Just the key dont work. Edit: Key works fine (was my fault);) Edited October 15, 2014 by Muecke Share this post Link to post Share on other sites
das attorney 858 Posted October 11, 2014 I'm not sure I even can yet ;)It does make sense that the GPS tells you where you are; that is the whole point of them after all. They're accurate to what, 5m in real life? Here you go - stops user from getting position from that annoying button. I'm using it for a mod I'm doing but it's cool to share: class RscControlsGroup; class RscActiveText; class RscDisplayMainMap { access = 1; class controls { class TopRight: RscControlsGroup { class controls { class ButtonPlayer : RscActiveText { onbuttonclick = "((findDisplay 12) displayCtrl 1202) ctrlSetTooltip '..then you would know where you are.'"; style = 48; color[] = {1, 1, 1, 0.7}; idc = 1202; text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa"; x = "13.5 * (((safezoneW / safezoneH) min 1.2) / 40)"; y = "0.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[] = {1, 1, 1, 0.7}; colorActive[] = {1, 1, 1, 1}; tooltip = "If only you could move map to player position..."; }; }; }; }; }; Share this post Link to post Share on other sites
beazley 34 Posted October 11, 2014 Hi, thanks for the nice mod. Just the key dont work. Just tested this on our servers and the key works fine. Might be an issue at your end? Share this post Link to post Share on other sites
BL1P 35 Posted October 11, 2014 Here you go - stops user from getting position from that annoying button. I'm using it for a mod I'm doing but it's cool to share: class RscControlsGroup; class RscActiveText; class RscDisplayMainMap { access = 1; class controls { class TopRight: RscControlsGroup { class controls { class ButtonPlayer : RscActiveText { onbuttonclick = "((findDisplay 12) displayCtrl 1202) ctrlSetTooltip '..then you would know where you are.'"; style = 48; color[] = {1, 1, 1, 0.7}; idc = 1202; text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa"; x = "13.5 * (((safezoneW / safezoneH) min 1.2) / 40)"; y = "0.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[] = {1, 1, 1, 0.7}; colorActive[] = {1, 1, 1, 1}; tooltip = "If only you could move map to player position..."; }; }; }; }; }; I don't think he was talking about the move map to player pos button. I think he was talking about the map crosshair grid numbers at center of crosshair on map ? Could be wrong though, Usually am :) PS. We use this from Larrow to do what your doing above but yours is funnier :) h = [] spawn { disableSerialization; while {true} do { waitUntil { visibleMap }; _display = uiNamespace getVariable "RSCDiary"; _ctrl = _display displayCtrl 1202; _ctrl ctrlEnable false; _ctrl ctrlsettextcolor [0,0,0,0]; _ctrl ctrlSetTooltip ""; _ctrl ctrlCommit 0; waitUntil { !visibleMap }; }; }; Share this post Link to post Share on other sites
A.Cyprus 16 Posted October 11, 2014 I don't think he was talking about the move map to player pos button.I think he was talking about the map crosshair grid numbers at center of crosshair on map ? Correct. Remove the 6 digit grid ref but allow the elevation display. Might have a look at this myself when I have time. Share this post Link to post Share on other sites
beazley 34 Posted October 11, 2014 Here you go - stops user from getting position from that annoying button. I'm using it for a mod I'm doing but it's cool to share: class RscControlsGroup; class RscActiveText; class RscDisplayMainMap { access = 1; class controls { class TopRight: RscControlsGroup { class controls { class ButtonPlayer : RscActiveText { onbuttonclick = "((findDisplay 12) displayCtrl 1202) ctrlSetTooltip '..then you would know where you are.'"; style = 48; color[] = {1, 1, 1, 0.7}; idc = 1202; text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa"; x = "13.5 * (((safezoneW / safezoneH) min 1.2) / 40)"; y = "0.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[] = {1, 1, 1, 0.7}; colorActive[] = {1, 1, 1, 1}; tooltip = "If only you could move map to player position..."; }; }; }; }; }; Oh shit...I remember seeing this button and getting frustrated at it in the alpha, but I'd completely forgotten about it. I think I'll go for: class RscDisplayMainMap { access = 1; class controls { class TopRight : RscControlsGroup { class controls { delete ButtonPlayer; }; }; }; }; I could then move the other UI elements over so there's not a button-sized blank space, but I'm not sure it's worth it. No, I don't think the guy was talking about this originally - but it's definitely still a step in the right direction for ArmA. Share this post Link to post Share on other sites
das attorney 858 Posted October 12, 2014 That's much cleaner than what I put up :) Share this post Link to post Share on other sites
beazley 34 Posted October 12, 2014 Well feel free to use that if you prefer. I do quite like the sarky button though ;) Share this post Link to post Share on other sites
BL1P 35 Posted October 12, 2014 I have been looking into something else and I thought that you might be interested in it for Uicorrections. The problem :- When all group Icons (the hexagons) are disabled on a server. Some vehicles still show the leader hexagon and distance to Leader under the hexagon when you are driver/pilot. This happens even when you disable everything in difficulty settings on Elite. So far my approach has been to remove all group hexagons, which I have done after looking how st_gi worked. but I can't figure out how to remove the distance numbers below the Leader. I was thinking you might have a more elegant approach than me or know how to remove the distance numbers as well. Heres the code snippet so far. class CfgInGameUI { class Cursor { select = "#(argb,1,1,1)color(0,0,0,0)"; leader = "#(argb,1,1,1)color(0,0,0,0)"; }; }; Share this post Link to post Share on other sites
beazley 34 Posted October 13, 2014 The above is essentially why I'm not sure how to/whether I can get rid of the printed grids by your cursor on the map screen. I have absolutely no idea how ArmA does its constantly-updating text fields like those. I did start to have a look, but I confess I got distracted by the markers for explosives; I've been meaning for a while to get rid of those, along with the placement sound, the 'minefield' marker on the map when they're placed with Zeus, and an icon on the map whenever someone of your side spots them. Share this post Link to post Share on other sites
redarmy 422 Posted October 13, 2014 Beazly... would it be possible in a future update to remove the door open/door symbol icon? Was in a building yesterday which resembled a dormitory(not sure from what object pack,but arma2) and there was a hallway,at least 10doors about a meter away from each other,the entire time i had that god awful open door message in my face and a symbol of a door pop up every two seconds. BIS im not blind ok? Share this post Link to post Share on other sites
A.Cyprus 16 Posted October 13, 2014 The above is essentially why I'm not sure how to/whether I can get rid of the printed grids by your cursor on the map screen. I have absolutely no idea how ArmA does its constantly-updating text fields like those. They're updated via a "mousemoving" ctrlEventHandler. So in theory, you could redefine that and return true to override the default behaviour. Edit: looks like you also need to include the below, else the initial grid and contour level gets stuck on the map. _map = _this select 0; _text = (ctrlparent _map) displayctrl 1016; _text ctrlsetfade 0; _text ctrlenable false; _text ctrlcommit 0; Alternatively, you can update your code example above like this: class RscDisplayMainMap { access = 1; class controls { delete CA_MouseOver; class TopRight : RscControlsGroup { class controls { delete ButtonPlayer; }; }; }; }; Both the above methods would remove both grid and contour figures from the cross hair. Tired now, so going to bed, but should be able to use the EH to include just the contour level. Disclaimer: I'm still new to all this, so take what I say with a grain of salt. Share this post Link to post Share on other sites
Muecke 114 Posted October 15, 2014 Just tested this on our servers and the key works fine. Might be an issue at your end? Yep you are right. Key works fine. :j: Share this post Link to post Share on other sites
beazley 34 Posted October 15, 2014 Not sure if that's sarcastic or not, but - using a just downloaded version: Share this post Link to post Share on other sites
Muecke 114 Posted October 15, 2014 Nope Iam sorry. Was not sarcastic but my fault. I used the old key before forgot to change it with the new one on the server.... Everything is fine plus thank you for sharing this with us. Share this post Link to post Share on other sites