Piloto_Spyke 14 Posted February 20, 2020 Hello, I am trying to make a TreeView dialog that allows me to select units (in fact what I would like is exactly the same treeView of the Eden Editor) and I have been making filters and using the configClasses but I just did not like the result. Anyone know how I could get something like that? I'm using this to filter, but it doesn't seem to be a good approach I think, because some strange units still appear fn_load.sqf _cntrlTree = (findDisplay 1500) displayCtrl 0; _ManList = ("configName _x isKindOf 'Man' AND configName _x isKindOf 'SoldierWB' AND (getText (_x >> 'faction')=='BLU_F') AND (getText(_x >> 'editorSubcategory')=='EdSubcat_Personnel')" configClasses (configFile / "CfgVehicles")); { _text = getText(configFile >> "CfgVehicles" >> configName _x >> "displayName"); _text0 = getText(configFile >> "CfgVehicles" >> configName _x >> "editorSubcategory"); _cntrlTree tvAdd [[],_text]; _cntrlTree tvSetTooltip [[_forEachIndex], configName _x]; } forEach _ManList; _cntrlTree tvSort [[], false]; The following is in case someone serves as I am doing the treeVIew, although to solve the problem it may not be necessary. Quote MainGUI.hpp class A3UDMG_main { idd=1500; movingEnable = false; enableSimulation = true; fadein=0; duration = 1e+011; fadeout=0; onLoad = "params ['_displayorcontrol']; [_displayorcontrol] spawn A3U_DMG_ui_fnc_load;"; controlsBackground[]={}; objects[]={}; class Controls { class RSC_Tree_0: RscTree { idc = 0; text = "" //--- ToDo: Localize; x = 0; y = 0; w = 0.4; h = 1; colorBackground[] = {0,0,0,0.5}; onTreeSelChanged = "params ['_control', '_selectionPath']; [_control,_selectionPath] spawn A3U_DMG_ui_fnc_Change;"; } class RscPicture_130: RscPicture { idc = 130; text = ""; x = 0.5; y = 0; w = 0.15 * safezoneW; h = 0.15 * safezoneH; }; }; }; fn_Change.sqf params ["_control", "_selectionPath"]; _display = ctrlParent _control; _className = _control tvTooltip _selectionPath; _imagePath = getText (configfile >> "CfgVehicles" >> _className >> "editorPreview"); _display displayCtrl (130) ctrlSetText _imagePath; Thanks for the help. Share this post Link to post Share on other sites
Larrow 2820 Posted February 21, 2020 17 hours ago, Piloto_Spyke said: some strange units still appear Add... getNumber( _x >> "scope" ) == 2 ...to your filter. Only classes designed to be spawned. 2 Share this post Link to post Share on other sites
Piloto_Spyke 14 Posted February 21, 2020 Thank you very much Larrow you are my hero. Share this post Link to post Share on other sites