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Summary
This clientside mod shows a compass in the bottom middle of you screen and a list of people in your current squad. It is made with SQF commands which recently have been added to Arma3 and where not available back in the days of Arma2 or early Arma3. Meaning no weird workarounds with map elements are needed anymore which just eat more frames.
A strong point of this UI is its customizability and its many features are all settable with CBA settings. This mod is made as an alternative to STHUD (not the full STUI suite).

 

Screenshots

https://imgur.com/a/oNYnMAg

 

Features
Scaling
Rescale the UI elements in CBA settings, text can be rescaled on its own as well!

 

Font
Choose which font is used in the UI

 

Icon Styles
Choose which icon style should be used

 

Color Schemes
Choose the colors that are used throughout the UI

 

Compass Styles
Choose how your compass should look like

 

Choose which UI elements should be shown
Enable or disable the Compass or Namelist on the fly, both or individually. Keybind to hide the UI is included

 

Show the Bearing On Top Of The Compass
Or don’t, you choose. Also possible to show milradians!

 

Adjustable Compass Range
Change the range of the compass on the fly either via CBA settings or keybindings

 

Compass Refresh Rate
Do not want to update the compass every frame? Choose the refresh rate of it!

 

Compass Unit Occlusion
Time to get lost in the jungle again!

 

Namelist Text Size
Change the size of the text of the squad name list. Smaller means more units will fit into one column!

 

Buddy System
Designate someone in your squad as your buddy, they will get their own icon so you will always find each other

 

Show Unit Ranks
SQL just died? No problem, Keybind included to see who is the next in rank

 

Make your own styles
Color, icon and compass styles on mission level are supported!

 

Translations

Currently English, French, Czech, German, Korean, Japanese, Polish and Portuguese are supported. You can help expand this list or fix things up!

 

ACE3 Support
Playing with ACE3? Support in terms of unit classes and ACE interactions have been added!

 

ACRE and TFAR (1.0 beta) Support

Additional support for popular radio mods, such as indicators when someone is speaking

 

And more in the future!

 

Special Variables
DUI has a special variable mission makers can use.

 

diwako_dui_special_track
Array of objects in missionNamepace. Every unit or vehicle in this array will be tracked on compass. Be aware that this might be a performance issue if too many objects are added. Be also aware that you do not add a unit that is already in your squad, or else you have 2 icons for that unit.

 

 

FAQ
Q: What does DUI mean?
A: I leave that up to you 😉

 

Q: Possible more icon, color or compass styles in the future?
A: Sure, I am very open for suggestions and people helping to make some

 

Q: I found a bug, where do I report it?
A: Best post that to the GitHub page, makes things easier to organize

 

Q: Can you add this feature?
A: Head over to the GitHub page and request it in the issue tracker

 

Q: Hey, I am from server XYZ can we use this mod?
A: Sure! Keep the license in mind tho

 

Q: How do I use the buddy system?
A: Be in the same squad with your person of choice, look at them and be close to them. It will appear in your scroll wheel menu. If you use ACE3 however, you have to ACE interact with that person!

 

Q: The namelist cuts off early, cannot see the last name in a column, is this a bug?
A: I consider it not really being a bug as you can change the scaling for the namelist in CBA settings. Scale the text up or down under category "Namelist".

 

Q: Does the namelist support more than 12 people
A: Yup, not sure why you have that many people in one squad, but yeah. As long as your screen has width.


Q: Can I move the UI elements around?
A: Yes! You can edit it in the layout editor! Best refer to the bottom of this post 

 

Downloads

GitHub

Steam Workshop

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Well done diwako and congratulations for the release !  :thumb:

 

The in game setting , is also a great addition !

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Who would’ve thought the ShackHud would ever see an upgrade!!! 

 

Youve basically gone where BI refused to go and with a lot of options and customizations!

 

Great work and look forward to testing it!

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Congrats on the release Diwako! 

 

-k

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Been testing this for a few weeks now, it's super light and really customisable. Great job Diwako.

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i cannot change settings during mission on dedicated server. 

in fact i can change everything in the cba-settings UI, but when i click "OK", all changes are set to default again.

only the client-settings work, but i can't overwright them via server-settings.

 

AH, i think that's because the mod was running clientside.?

Edited by madpat3

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41 minutes ago, madpat3 said:

i cannot change settings during mission on dedicated server. 

in fact i can change everything in the cba-settings UI, but when i click "OK", all changes are set to default again.

only the client-settings work, but i can't overwright them via server-settings.

Are you using a CBA settings file to force these things? The HUD is meant to be client side only, thus none of the CBA settings are meant to be global.

 

If you use the settings file, you can use "force force" to completely force the settings.

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i use no settings file.

i just changed settings mid-mission in the server tab and overwrite clients and clicked ok. nothing had changed.

only when i do changes in the client tab. but i want to do settings for all client.

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1 minute ago, madpat3 said:

i use no settings file.

i just changed settings mid-mission in the server tab and overwrite clients and clicked ok. nothing had changed.

only when i do changes in the client tab. but i want to do settings for all client.

Global changes mid session are not really supported.

For performance reasons you have to set 2 variables as well globally or else most scaling changes will not apply.

Those two are

diwako_dui_setCompass = true;
diwako_dui_setNamelist = true;

I strongly recommend setting settings before hand and not mid mission. Or maybe none at all due to the nature of this mod being client side only.

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Thank you so much for this, I was just ranting in our units Discord the other day about issues I had with ShackTac and you come along and fix pretty much all of them <3

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On 1/28/2019 at 8:59 PM, diwako said:

Q: Can I move the UI elements around?
A: Yes! Currently there is no user friendly way to do so

I'm not shure, but i think you must configure it like this:

class CfgUIGrids
{
	class IGUI
	{
		class Presets
		{
			class Arma3
			{
				class Variables
				{
					Classname_grid[]=
					{
						
						{
							"((0.69) * safezoneW + safezoneX)",
							"((0.56) * safezoneH + safezoneY)",
							"((6) / 16 * safezoneW)",
							"((6) / 9 * safezoneH)"
						},
						"((0.6) / 16 * safezoneW)",
						"((0.6) / 9 * safezoneH)"
					};
				};
			};
		};
		class Variables
		{
			class Classname_grid
			{
				displayName="blabla";
				description="blabla";
				preview="\pathTo_ca.paa";
				saveToProfile[]={0,1,2,3};
				canResize=0;
			};
		};
	};
};

 

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9 minutes ago, madpat3 said:

I'm not shure, but i think you must configure it like this:


class CfgUIGrids
{
	class IGUI
	{
		class Presets
		{
			class Arma3
			{
				class Variables
				{
					Classname_grid[]=
					{
						
						{
							"((0.69) * safezoneW + safezoneX)",
							"((0.56) * safezoneH + safezoneY)",
							"((6) / 16 * safezoneW)",
							"((6) / 9 * safezoneH)"
						},
						"((0.6) / 16 * safezoneW)",
						"((0.6) / 9 * safezoneH)"
					};
				};
			};
		};
		class Variables
		{
			class Classname_grid
			{
				displayName="blabla";
				description="blabla";
				preview="\pathTo_ca.paa";
				saveToProfile[]={0,1,2,3};
				canResize=0;
			};
		};
	};
};

 

Thanks, commy also commented on a similar suggestion. it is something I wanted to look into for the next few updates.

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Already lots of great options to customise but how difficult would it to be to have an option that restricts what angle the radar can show?

E.g. would it be possible to limit what the radar shows to just the 'front hemisphere' i.e. only anything within 90 degrees of the view direction vector?

So like an occlusion controlled by an angle setting (from view direction vector.)

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make the compass visible, only when you're in a group. otherwise it's just a compass, that is always shown and we already have a compass from bohemia.

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37 minutes ago, madpat3 said:

make the compass visible, only when you're in a group. otherwise it's just a compass, that is always shown and we already have a compass from bohemia.

I'll consider adding an option for this. The feedback that I've gotten so far was everyone liked having the compass show up despite not being in a group with someone else.

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Amazing work as always diwako!

 

PS: Can we get one radar as close as possible to what the Frontline mod (https://www.frontline.frl/) has:

 

749807135535f25845ee4facdd84dd6633ce9abe

 

See, the 102 is the bearing he is looking at.

 

Here is a video: 

 

 

Also, just if you can... have an alternative script version of your mod, even if it does not has as many features, would be great for us mission makers.

 

Thanks and keep it up!

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33 minutes ago, LSValmont said:

Amazing work as always diwako!

 

PS: Can we get one radar as close as possible to what the Frontline mod (https://www.frontline.frl/) has:

 

749807135535f25845ee4facdd84dd6633ce9abe

 

See, the 102 is the bearing he is looking at.

 

Here is a video: 

 

 

Also, just if you can... have an alternative script version of your mod, even if it does not has as many features, would be great for us mission makers.

 

Thanks and keep it up!

You mean in terms of features?

Right now you can (almost) make the compass as huge and scale down the icons. Just no waypoint system is implemented, and i doubt that I will, but that is only because I never use waypoints for player squads.

 

Script only version? Yeah at the moment it is possible, tho I got no time. Right now you could almost copy paste all of it into a mission and all you have to change are custom paths to paa's and scripts. Should run even on the same performance level I assume.

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1 hour ago, diwako said:

You mean in terms of features?

 

What about the bearings in numbers?

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2 minutes ago, LSValmont said:

 

What about the bearings in numbers?

That's already in? By default it only shows while being in a vehicle, you can set it to be always on.

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Update released

 

Fixed:
Namelist cutting off vertically on displays larger than 1080p in height
Custom Code call passing nil for compass control

Added:
New compasses:
	Classic
	Mil. Interface
	Xeno (red,green,blue)
New colors:
	Wargame colors
	Color blind friendly colors
Cone based vision for occlusion feature
Ability to hide compass and/or player icon when alone in group
Customize range when distance warning color should be shown on compass
Japanese, French, Czech, Polish Translations

Download:

https://github.com/diwako/diwako_dui/releases/tag/1.2.0

https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685

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Just a heads up. I will be implementing support for the Arma Layout editor. Meaning if you set the position for your UI elements already you will lose those settings! Sorry about that.

Current dev branch can be tested here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729
GitHub Branch here:
https://github.com/diwako/diwako_dui/tree/arma_ui_editor

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One of the features that I really like about ShackTac's radar is the ability to remove/hide the vanilla "squad bar" (bottom left corner) and instead use the radar's name list to select subordinates. This feature helped clean up the HUD and thus improved immersion. 

 

Would it be possible to develop this feature for your mod as well?

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18 minutes ago, a_killer_wombat said:

One of the features that I really like about ShackTac's radar is the ability to remove/hide the vanilla "squad bar" (bottom left corner) and instead use the radar's name list to select subordinates. This feature helped clean up the HUD and thus improved immersion. 

 

Would it be possible to develop this feature for your mod as well?

STUI has that? I know that ACE3 has an option to hide/disable these ui elements.

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