gc8 981 Posted March 9, 2021 Hi can you change the formation direction somehow using zeus? thx Share this post Link to post Share on other sites
RCA3 593 Posted March 10, 2021 Left shift drag? https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Zeus#Editing Share this post Link to post Share on other sites
gc8 981 Posted March 10, 2021 6 hours ago, RCA3 said: Left shift drag? https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Zeus#Editing ty for that but it only works inside editing area and it instantly sets the new direction. I need this outside the editing area and not instant but instead the soldiers should walk to new formation position Share this post Link to post Share on other sites
RCA3 593 Posted March 10, 2021 You can select the leader and Lshift drag, the group will move by walking. For outside editing area I tried Zeus Enhanced and you can execute code (_this setFormDir <direction>) on group leader and they will also walk. 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted March 11, 2021 I know where you're going with this gc8. If zeus enhanced doesn't do it for you, maybe a combination of getMousePosition and screenToWorld, used with a UI event handler for mouseButtonDown/Up to get the direction you want then to face, like you would any normal RTS when clicking and dragging to set formations and directions. Seems a little unnecessarily complex though 😁 so hopefully there's a better way. 1 1 Share this post Link to post Share on other sites
gc8 981 Posted March 11, 2021 yep trying to use zeus for RTS... will see if I can figure some good way to rotate those squads , setFormDir was just what I was looking for not sure if zeus enchanted is for me because I need to disable some of the features already for RTS 1 Share this post Link to post Share on other sites
gc8 981 Posted March 11, 2021 I'm planning to implement this so that when you click on ground the group will face the position you clicked. This works well, except I cant seem to override the default zeus move on right click. I tried this: finddisplay 312 displayAddEventHandler ["MouseButtonDown", { true } ]; tried "MouseButtonUp" too and with display 46 / 313 but to no avail Share this post Link to post Share on other sites
beno_83au 1369 Posted March 11, 2021 What about using a shortcut key instead of mouse click? Share this post Link to post Share on other sites
gc8 981 Posted March 12, 2021 11 hours ago, beno_83au said: What about using a shortcut key instead of mouse click? I was thinking that too but mouse click would be better IMO. maybe I use both 🙂 Share this post Link to post Share on other sites
gc8 981 Posted March 12, 2021 (edited) It seems that the zeus does not use onMouseButtonDown etc EH but the calls to CuratorWaypointPlaced etc come straight from the engine (addEventHandler). I was able to get the squad rotation to work but had to use inputaction "curatorRotateMod" (Shift) because I couldnt get KeyDown to fire (but KeyUp does!) Code that I couldn't get to work: _display = finddisplay 312; _display displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; systemchat format["DOWN %1 %2", _key,_shift]; }]; Any ideas/workaround to get the keyDown to work? Edited March 12, 2021 by gc8 addEventHandler Share this post Link to post Share on other sites
pierremgi 4912 Posted March 12, 2021 Perhaps some hints here: Share this post Link to post Share on other sites
gc8 981 Posted March 13, 2021 @pierremgi thx for the link but I just cant get KeyDown EH to work... Nvm I had another KeyDown EH which seems to have the priority 😄 got it working now... Edit: I don't know why I cant have two KeyDown EHs but I guess I'll just put the code to one EH Edit2: Got two Keydown EH working now, not sure what I did lol 1 1 Share this post Link to post Share on other sites
pierremgi 4912 Posted March 14, 2021 As side note: For these EHs (keydown , keyUp but also inGameUISetEventHandler ) , it's important to end the code by FALSE (for added behavior) or TRUE (overriding the key binding) Best example. Share this post Link to post Share on other sites
gc8 981 Posted March 21, 2021 On 3/14/2021 at 3:03 PM, pierremgi said: As side note: For these EHs (keydown , keyUp but also inGameUISetEventHandler ) , it's important to end the code by FALSE (for added behavior) or TRUE (overriding the key binding) Best example. I have tried to override some of the zeus camera behaviour by using "MouseMoving" & "MouseButtonDown" EHs and returning true from them but to no avail. is zeus unmodifiable then in this case? Share this post Link to post Share on other sites
gc8 981 Posted March 30, 2021 still trying to do this (override zeus cam turning), I have this code running: { (finddisplay _x) displayAddEventHandler ["MouseMoving", { true }]; } foreach [0,12,46,312,313]; But zeus still turns the camera when holding right mouse button down and moving. any tips of what to try? Share this post Link to post Share on other sites