Jump to content
HazJ

[Abandoned] [Release] Notification System

Recommended Posts

!!! THIS PROJECT HAS NOW BEEN ABANDONED !!!

!!! SUPPORT WILL BE LIMITED AND NO NEW VERSIONS WILL BE RELEASED FOR THE FORESEEABLE FUTURE !!!

 

https://github.com/HazJ/notificationSystem.VR

 

Notification System for ArmA III

ZBVeGta.jpg

 

Installation

1) Copy notificationSystem folder to your mission root
2) Copy contents from init.sqf to your mission
3) Copy contents from description.ext to your mission (if you already have class RscTitles then please only copy the #include part inside your existing RscTitles)
4) Configure config options in notificationSystem\config\config_master
5) Execute function where ever needed

 

Usage examples

["New notification", "This is a notification!", [0, 0, 0, 1], [1, 1, 0, 1]] spawn Haz_fnc_createNotification;
["<img size='1' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification;
["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification;
["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> Rank Promotion", "Good work!", [1, 1, 1, 1], [0.12, 0.63, 0.94, 1]] spawn Haz_fnc_createNotification;

 

Config options

0 = FALSE
1 = TRUE

debugMode = 0; // If set to 1 then debug mode will be enabled (used for DEV purposes only)
defaultTitleTextColour[] = {1, 1, 1, 1}; // Default title text colour (used if you don't pass custom argument to function)
defaultTitleBgColour[] = {"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.13])", "(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.54])", "(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.21])", 1}; // Default title text colour (used if you don't pass custom argument to function)
maxNotificationsOnScreen = 4; // Maximum number of notifications to show on screen at once (4 is the currently the max - if you try to set higher then it will revert to 3)
positionOnScreen = "RIGHT"; // Where to position notifications on the screen - "LEFT" or "RIGHT"
expandShrinkToggle = 1; // Enable player to expand/shrink notifications
expandShrinkKey = "help"; // The key which is used to expand/shrink notifications - https://community.bistudio.com/wiki/DIK_KeyCodes (you can also use action key names: https://community.bistudio.com/wiki/Category:Key_Actions)
showNotificationsQueue = 1; // Show notification queue count in bottom left corner of screen

 

Changelog

0.3.1

   * Fixed expand/shrink positioning when using RIGHT config option (thanks to Tankbuster for reporting)

   * Added config option for expand/shrink key

   * Minor code tweaks

0.3

   * Added load save fix (thanks AZCoder)

   * Added functionality for the inactive customisable config options that were added last version (for example: positionOnScreen)

   * Fixed the bug with the key press toggle (expand/shrink control elements)

   * Fixed queue counter

0.2
   * Added customisable config options
   * Added key press toggle which expands/shrinks the control elements out to show more/less information (inspired by BIS_fnc_advHint)
   * Added RscStructuredText styling support for title
   * Added option to pass arguments directly to the function
   * Added text which shows total number of notifications in the queue
0.1
   * Initital release

 

Known issues

   None known

 

Credits

   Haz

 

Contributors

   Thank you to everyone who provided suggestions, bug-reports and overall feedback!

   Sa-Matra
   AZCoder - Load save fix

 

Notes

   If you change values in config_master then you may need to reload the mission (not just restart). Please do not remove my name from file(s) - Give credit where due!

 

Useful information

   https://community.bistudio.com/wiki/DIK_KeyCodes

   https://community.bistudio.com/wiki/Category:Key_Actions

Edited by HazJ
Project has now been abandoned
  • Like 10
  • Thanks 7

Share this post


Link to post
Share on other sites

super handy script! neat idea mate thanks :D

  • Like 2

Share this post


Link to post
Share on other sites

That's nice, Harry. Good job.

Is it possible to an image along with the text, either as a background or a title?

  • Like 2

Share this post


Link to post
Share on other sites

Awesome script.

 

What would be the best way to use once a trigger is fired. For example, a player find a piece of intel, or destroys a tank, or gets to a certain position on the map?

 

Also, does the script change the amount of time the notification is on the screen before it goes away, based on how much text is written in the notification. Meaning does it add so many milliseconds or seconds for each additional line of text added to the box.

 

I can see a short message being fine with the default time its displayed, but a paragraph may not have enough time to be completely read.

 

Thanks,

Reed

  • Like 1

Share this post


Link to post
Share on other sites

erwhgfrehnfrjfe

Just got in and find all these questions and requests! MOTIVATION! :hyper:

In order:

@Tankbuster - You can use formatting in the text area (I will add icon to the title bar as an option too in the next update). RscStructuredText - Styling examples on here: https://community.bistudio.com/wiki/parseText

(as you probably know)

Unless I have misunderstood you?

@Grumpy Old Man - Will be added in the next update. There is no queue limit at the moment so just show number of notifications in queue?

@Jnr4817 - Example on GitHub, if you are using it in trigger in-game just add 0 = before the [params] etc... At the moment it is one set time. Maybe in the near future I will add config option for that. Can't promise it will be the next update though.

0 = ["New notification", "This is a notification!"] spawn Haz_fnc_createNotification;

TODO list in first post updated!

  • Like 2

Share this post


Link to post
Share on other sites

Releasing update within next 24 hours (just to be safe) - most likely sooner.

["New notification", "This is a notification!", [0, 0, 0, 1], [1, 1, 0, 1]] spawn Haz_fnc_createNotification;
["<img size='1' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification;
["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification;
["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> Rank Promotion", "Good work!", [1, 1, 1, 1], [0.12, 0.63, 0.94, 1]] spawn Haz_fnc_createNotification;

noOEuVN.jpg
7Jgnd2A.jpg
Z5uDg6y.png
0luTgpo.png

 

  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites

Beautiful looking. We had an advanced notification function in Arma 2 that I was missing in 3, and what you did looks far better! Thanks.

  • Like 2

Share this post


Link to post
Share on other sites

Super nifty, HazJ! I love scripts that enhance the Arma experience in this way.

 

Is there any way to resize or auto-size the text box?

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, HazJ said:

@Tankbuster - You can use formatting in the text area (I will add icon to the title bar as an option too in the next update). RscStructuredText - Styling examples on here: https://community.bistudio.com/wiki/parseText

(as you probably know)


0 = ["New notification", "This is a notification!"] spawn Haz_fnc_createNotification;

 

 

I think you got my question right on. There's a good chance that, with your permission, I'll be ditching my hint queueing system in favour of this!

  • Like 1

Share this post


Link to post
Share on other sites
35 minutes ago, Harzach said:

Super nifty, HazJ! I love scripts that enhance the Arma experience in this way.

 

Is there any way to resize or auto-size the text box?

At the moment, only if you do it manually. I have plans for easy user adjustments on positioning in future though.

@Tankbuster - Yes, of course mate. The only thing I ask, is that people do not remove my name / credit where due. That is everyone though. I shouldn't have to say/ask but some people just don't care and rip/steal whatever. Most respect work though, it is just that odd few. Anyways, I'm going way off-topic ha. I wanted to release the update very very soon but have come across a slight issue that needs to be fixed. You can see the issue here in the video. I know the cause but just trying to think of the best way to resolve it. Since the key EH is for all controls and not each one, it affects all and messes it up.

 

  • Like 5

Share this post


Link to post
Share on other sites

Okay, update pushed. Major changes:

0.2
    Added customisable config options
    Added key press toggle which expands/shrinks the control elements out to show more/less information (inspired by BIS_fnc_advHint)
    Added RscStructuredText styling support for title
    Added option to pass arguments directly to the function
    Added text which shows total number of notifications in the queue

Expect an hotfix update in the next few days. Please read the GitHub page (readme). A lot has changed!

https://github.com/HazJ/notificationSystem.VR

Key is set to LastHelp (check controls). I will add config option for this (forgot earlier) when I push next hotfix update.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
11 hours ago, HazJ said:

Will be added in the next update. There is no queue limit at the moment so just show number of notifications in queue?

 

Yeah, no idea if it makes sense at all, might be neat to see how many popups in the queue to expect, so a simple display of current queue position and items in queue would look fine.

 

Cheers

  • Like 1

Share this post


Link to post
Share on other sites

Yeah. That is what it does now @Grumpy Old Man except it shows current on screen, didn't realise until after I pushed the update. Will be fixed in the hotfix update along with a few other things. It can be turned off in the config as well.

Share this post


Link to post
Share on other sites

If I wanted to change the length of time the notification appears on screen, how could I do that, and would you mind if I did?

 

Thank you for an awesome tool for Arma 3.

 

Reed

Share this post


Link to post
Share on other sites

Sure. For your own copy. Open fn_createNotification.sqf and go to line 129:

sleep 7; // change this

Take into account the second sleep though.

sleep 1;

 

  • Like 1

Share this post


Link to post
Share on other sites

Awesome Thanks, changed to 10 and makes a world of difference.

 

Reed

Share this post


Link to post
Share on other sites

Just an update to all who are interested in this:

I have not forgotten about this, or any other projects. I have just been extremely busy with work, etc... Oh and Netflix. :grinning:

I also plan to update my other projects:

Download Data

Respawn Menu

In the future, I plan to release more.

  • Like 3

Share this post


Link to post
Share on other sites

I have been using these notifications for a couple weeks and found that if I load a previous save, the notifications no longer work in that mission.  The error log shows:


18:53:44 String STR_notification_title_example not found
18:53:44 String STR_notification_message_example not found

Those seem to be default parameter values.

Share this post


Link to post
Share on other sites

Uhh. Are you using the stringtable.xml which is included? If you are then... Not sure about saving stuff. Will need to look into it.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×