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ussrlongbow

[ProofOfConcept] Smart action menu instead of vanilla mousewheel menu

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As far as I read Arma 3 related forums I see people are really annoyed with default action menu, accessible through scrolling the mousewheel, while searching some inspiration for UI designs and approaches for my RWT script toolset, I have found an old Dslyecxi post about action menu - http://dslyecxi.com/arma-3-fixing-the-action-menu/

So this night I gave it a try and seems I have something to show you.

So as per Dslyecxi's idea of using a single context-driven smart key, I obviously selected Left-Win, ok lesser words more deal :)

As Arma 3 does not provide an obvoius way to detect a double tap, had to play with KeyUp and KeyDown EHs.

Logic:

Ctrl + Smart Key - Self-interaction menu (check you gear, mount IR strobe to shoulder, check your wounds, apply bandage and so on) - for everything you do with yourself in most cases regardless of circumstances.

Single tap on Smart key - Primary action - against object you are looking or close too (drag/drop friendly body, kick enemy who came too close, open/close door, break window) - for cases when immediate response is required.

Double tap - Secondary action - auxillary action for less demanding actions (drop from vehicle, open ammobox, check dead body's gear)

Holding smart key - for advanced interaction menu with the object you are facing.

All logic fell under 65 lines of code (including comments :) )

As parameters (double tap delay time, single tap sensitivity, hold key time) are kept in missionNamespace variables, initialized at mission start you may provide users a way to alter these values and keep personalized settings in their profileNamespace (check RWT\rwt_config.sqf for that)

This is a short video to demonstrate

Sample mission (28 Kb) - https://drive.google.com/file/d/0ByH1ReASWkRFYjFOOXVxYi1YS2c/view?usp=sharing

hope you enjoy =)

PS will add this to my RWT toolset asap.

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Doesn't seem to do anything for me.

Single tap produces an error unknown variable and double tap does nothing other than tell me I've double tapped.

Ignore I wasn't pressing CTRL.

The big downside is that it stops player movement, the menu does need sorting in general.

Edited by F2k Sel

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F2k Sel , thank for trying it out, current dialog is just a placeholder for quick nightly prototype, I will work on it thoroughly

Primary task was to show that such smart key approach is possible and it can be further researched.

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Further research results, example of how self-interaction menu can look and be operated

This is currently static defined action set, working on context-enabled action set (changes dynamically depending on objects and their selections near us)

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Decided to revive this post, still Smart Action menu is still WIP

 

Progress:

- get rid of action for double tapping smart key

- menu is now built dynamically, and have max 9 items

- added gestures

 

Every item in menu consist of four parts:

1. Description

2. Code to find appropriate icon

3. Code to execute

4. Condition code to check item availability

 

couople of videos to demonstrate:

 

General

Lights

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That is a really nice action menu, I was looking for something similar when I saw your updated post. If I can be of any help (testing or whatever) lemme know. +1 follow

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