Electricleash 133 Posted July 8, 2017 Really love the new mine detection system and how it taps into the custom panels! Really makes minefields a genuine threat to progress, where before they were fairly easy to avoid/deal with. Probably out of scope of the Custom panels topic; but giving the player the option of placing a limited number of small, red, mine warning flag objects in the world for persons in player/AI groups not equipped with a GPS devices (civilians for example) Could be a nice enhancement, maybe an optional editor module. 1 Share this post Link to post Share on other sites
SuicideKing 233 Posted July 12, 2017 On 7/1/2017 at 1:10 PM, SuicideKing said: Active radar symbol persists on display, after radar source has been destroyed Seems to be related to enabling datalinks on the emitting vehicle. Source: https://feedback.bistudio.com/T125977 Updated my ticket accordingly. Share this post Link to post Share on other sites
jone_kone 158 Posted July 13, 2017 On 8.7.2017 at 1:04 PM, Electricleash said: Really love the new mine detection system and how it taps into the custom panels! Really makes minefields a genuine threat to progress, where before they were fairly easy to avoid/deal with. Probably out of scope of the Custom panels topic; but giving the player the option of placing a limited number of small, red, mine warning flag objects in the world for persons in player/AI groups not equipped with a GPS devices (civilians for example) Could be a nice enhancement, maybe an optional editor module. Agree, droppable flags or other item needed for minefield clearing. Lightsticks are not visible in high grass so a squad really has no way to follow the "sweeper" through a minefield. Share this post Link to post Share on other sites
R3vo 2654 Posted July 24, 2017 Anyone else thinks that the new beep sound of the mine detector should be a bit faster, especially when close to a mine? Share this post Link to post Share on other sites
dr. hladik 231 Posted July 25, 2017 On 7/12/2017 at 2:33 PM, SuicideKing said: Seems to be related to enabling datalinks on the emitting vehicle. Source: https://feedback.bistudio.com/T125977 Updated my ticket accordingly. Should be fixed in 142439 3 Share this post Link to post Share on other sites
dr. hladik 231 Posted July 25, 2017 Quote Active radar symbol persists on display, after radar source has been destroyed Could you please check if it is still happening? 3 Share this post Link to post Share on other sites
teabagginpeople 398 Posted July 25, 2017 19 hours ago, R3vo said: Anyone else thinks that the new beep sound of the mine detector should be a bit faster, especially when close to a mine? Ideally yes. Share this post Link to post Share on other sites
SuicideKing 233 Posted July 25, 2017 7 hours ago, dr. hladik said: Could you please check if it is still happening? I can't be on dev branch, unfortunately - but i can ask people to check. Thanks for the fix! Share this post Link to post Share on other sites
KiTooN 63 Posted July 25, 2017 10 hours ago, dr. hladik said: Could you please check if it is still happening? 3 hours ago, SuicideKing said: I can't be on dev branch, unfortunately - but i can ask people to check. Thanks for the fix! Looks good to me : Thanks, Hladik ! 2 Share this post Link to post Share on other sites
Matthew10_28 4 Posted July 27, 2017 On 12/16/2016 at 1:03 PM, oukej said: Alongside our planned Jets DLC platform upgrades, we needed moar UI. But quite a big part of the ingame screen is already taken by various elements and gadgets. We realize that, despite our goal to be more 'minimalistic' with UI, we have quite a lot going on in there. We've decided to put some elements into 'generic containers'. Together with Weapon and Vehicle Info, we now have a system called 'Custom Info'. It's 'Custom' because it allows you to pick which ones you want to have displayed in game. Custom also because creates a framework for modders to use - more about that later on wiki. Is there any way to get the MFD display to work on a second & third monitor? Are their any plans for this? The screen is quickly filling up with overlays and allowing this type of data to be viewed on another monitor would go a long way in minimizing the UI for non-critical or "glanced at" information like this. I imagine most users are going to leave these on all the time which eats screen space. The ultimate desire would be to push this portion of the display to a smaller set of monitors along with Thrustmaster MFD Cougar sitting over each. Share this post Link to post Share on other sites
camelith 0 Posted September 8, 2017 On 5/17/2017 at 0:42 PM, shadow69th said: For mission makers, how to remove this.. I'm willing to call this a bug. These action menu selections are always present even if you have no relevant device in your inventory. A naked player with an empty inventory will still have the actions for the right panel, which clearly shouldn't be the case. Share this post Link to post Share on other sites
teabagginpeople 398 Posted September 9, 2017 12 hours ago, camelith said: I'm willing to call this a bug. These action menu selections are always present even if you have no relevant device in your inventory. A naked player with an empty inventory will still have the actions for the right panel, which clearly shouldn't be the case. As far as I'm aware the panel options only appear in the action menu if in your control options you DO NOT HAVE IT BINDED TO A SET KEY. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted September 9, 2017 17 hours ago, camelith said: I'm willing to call this a bug. These action menu selections are always present even if you have no relevant device in your inventory. A naked player with an empty inventory will still have the actions for the right panel, which clearly shouldn't be the case. bind them to keys, or set default 2 Share this post Link to post Share on other sites
shadow69th 1 Posted September 11, 2017 On 9/8/2017 at 11:17 PM, camelith said: I'm willing to call this a bug. These action menu selections are always present even if you have no relevant device in your inventory. A naked player with an empty inventory will still have the actions for the right panel, which clearly shouldn't be the case. you can fix that by binding the key in your game controls, you will find the name is panel Share this post Link to post Share on other sites
oukej 2910 Posted September 17, 2017 On 9/8/2017 at 11:17 PM, camelith said: I'm willing to call this a bug. These action menu selections are always present even if you have no relevant device in your inventory. A naked player with an empty inventory will still have the actions for the right panel, which clearly shouldn't be the case. It is :) However not an easy one to fix. Unless we remove the action from the menu altogether, even if the action is unbound (which we may do...) 3 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted September 17, 2017 1 hour ago, oukej said: It is :) However not an easy one to fix. Unless we remove the action from the menu altogether, even if the action is unbound (which we may do...) Did someone say, remove the action menu altogether? 4 Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 9, 2017 Is there a way to make custom display to show some information? Share this post Link to post Share on other sites
R3vo 2654 Posted October 9, 2017 1 hour ago, Devastator_cm said: Is there a way to make custom display to show some information? You probably need to create your own display and define everything in the vehicles's class. https://community.bistudio.com/wiki/Arma_3_Custom_Info#Modules @Devs The Arma 3 Components wiki page is still WIP. Any update ? https://community.bistudio.com/wiki/Arma_3_Components Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 9, 2017 Wiki is not helpfull is it? :/ so there is an example and one of the class is following one class CustomDisplayXY //Custom display using custom resource { componentType = "CustomDisplayComponent"; resource = "RscCustomInfoMyCustomRadModule"; }; what is componentType? What is resource? How to define them? I see no information in page and also not in google.. Share this post Link to post Share on other sites
R3vo 2654 Posted October 9, 2017 49 minutes ago, Devastator_cm said: Wiki is not helpfull is it? :/ so there is an example and one of the class is following one class CustomDisplayXY //Custom display using custom resource { componentType = "CustomDisplayComponent"; resource = "RscCustomInfoMyCustomRadModule"; }; what is componentType? What is resource? How to define them? I see no information in page and also not in google.. componentType only shows the engine that it's a custom component I believe. And resource should be a simple display you create. However, if there are any special requirements for that display I don't know. Share this post Link to post Share on other sites
oukej 2910 Posted October 10, 2017 Correct. If you want to use custom display resource then you have to have componentType = "CustomDisplayComponent"; in that specific panel component. There are no specific requirements for the linked display resource. You can start by checking e.g. class RscCustomInfoMineDetect Some useful links regarding UI https://community.bistudio.com/wiki/Category:Dialogs 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 10, 2017 thanks for help but I am strugling as there is no real example which I can check to learn... RscCustomInfoMineDetect has only following stuff as far as I see fadeEnd = 1.25; fadeStart = 1; iconMineUnknown = "\a3\UI_F_Orange\Data\Displays\RscCustomInfoMineDetect\iconMineUnknown_ca.paa"; idd = 320; onLoad = "[""onLoad"",_this,""RscCustomInfoMineDetect"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; onUnload = "[""onUnload"",_this,""RscCustomInfoMineDetect"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; scriptName = "RscCustomInfoMineDetect"; scriptPath = "IGUI"; sizeMine = 1.5; sizeMineUnknown = 4; I created now a dialog which is based on RscPicture. To do that I used Defines.hpp and Dialog.hpp together with description.ext. So now in order to make this as right panel picture, I need to create a mod where I use component class. How will I refer to the hpp files then? resource = "RscCustomInfoMyCustomRadModule"; What is the RscCustomInfoMyCustomRadModule based on my case? :/ Do I need to create a new class in config.cpp, i.e. RscDevas? What I need to fill inside to use my two hpp files? Does anybody has any custom panel example which I can use as base so I can understand how the thing is working? Share this post Link to post Share on other sites
oukej 2910 Posted October 11, 2017 2 hours ago, Devastator_cm said: RscCustomInfoMineDetect has only following stuff as far as I see There's also few sub-classes with different UI controls. 2 hours ago, Devastator_cm said: What is the RscCustomInfoMyCustomRadModule based on my case? :/ Exactly "RscCustomInfoMyCustomRadModule" class in the config root. Share this post Link to post Share on other sites
oukej 2910 Posted October 20, 2017 23 hours ago, bis_iceman said: Added: Limited resizing of info panels (GPS, Radar...). (Resize right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889) 4 Share this post Link to post Share on other sites
jone_kone 158 Posted October 20, 2017 1 hour ago, oukej said: Wow! Awesome! ... sorry to keep asking about this. :) But while you are working on the panels. How about a manually zoomable gps view (in and out)? Namely the autozoom is pretty anoying at times when coming in for a landing in a helo. It zooms in with lower speeds and any relation to distances and relational speed is lost. Share this post Link to post Share on other sites