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-SONAF-Rebel

Action menu interface

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My suggestion would be to change the interface of the action menu to something like more user friendly - I`ll explain what I mean here exactly a bit later.

My point is: When I would like to change my weapon, or interact with the environment, it takes about 5-7 seconds - which is too long in my opinion, especially in a firefight, if we can make this time shorter - till I scroll down to the desired action, not to mention when some other action becomes available at the moment when I have finally chosen what I want, and then I realize that I suddenly chose something else, because the action menu list has changed.

Have you ever thought about changing this Action Menu Interface to something like in Crysis? I`ll press a key, then the optional actions pop up in a circle (the circle is split to pieces) which is in the centre of the screen (in the circle everything has its place, with this we can avoid choosing different commands if the action menu gets refreshed just when we have chosen the command). This method is more transparent, easier and quicker to pick your desired command and also can shorten the communication time (by 70%) between the PC and the player.

Once again. The action menu circle pops up, there are the optional commands... (while you are pressing the key, the mouse movement is limited within the circle), so you just have to move the mouse to that direction, where your desired action is.

The circle`s backround could be transparent green - just like the current action menu, - while the text is white.

Tell me what do you think!

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I like being able to pre-select an action I know I'm going to need shortly, while still being able to move and look around etc. So I don't entirely like the idea of an interface that interferes with that. The faster selection time would help mitigate this though.

The other problem is that the game has many, many actions. Scripts can add actions. Being near objects gives different actions (open/close doors, UAV control, 'gear', dragging, healing, many MP missions have a flagpole you get a 'paradrop' option from or areas where you can spawn vehicles, etc.). So having a set place for every action isn't very viable. Even without the custom actions that scripts can add, you'd end up with very tiny slices that would be hard to select from.

I don't hate the idea, and I have had the same thought before, but the drawbacks haven't gotten me completely convinced.

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Did you try and look at sticky threads or use the search feature? http://forums.bistudio.com/showthread.php?t=26377

Did you try to look + change your keys in controller options?

Why should someone like to see his view cluttered with consolish circles and signs?

Interface should be simple and intuitive - not disturbing and annoying.

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Did you try and look at sticky threads or use the search feature? http://forums.bistudio.com/showthread.php?t=26377

Did you try to look + change your keys in controller options?

Why should someone like to see his view cluttered with consolish circles and signs?

Interface should be simple and intuitive - not disturbing and annoying.

Yep... I have seen that forum, but I think that interface topic is about something else so I decided to open this one.

Have you played with Crysis? Why do you think its Interface is cluttered? Do not you agree with me that the current action menu could be more simple and transparent?

---------- Post added at 09:31 AM ---------- Previous post was at 09:04 AM ----------

I like being able to pre-select an action I know I'm going to need shortly, while still being able to move and look around etc. So I don't entirely like the idea of an interface that interferes with that. The faster selection time would help mitigate this though.

The other problem is that the game has many, many actions. Scripts can add actions. Being near objects gives different actions (open/close doors, UAV control, 'gear', dragging, healing, many MP missions have a flagpole you get a 'paradrop' option from or areas where you can spawn vehicles, etc.). So having a set place for every action isn't very viable. Even without the custom actions that scripts can add, you'd end up with very tiny slices that would be hard to select from.

I don't hate the idea, and I have had the same thought before, but the drawbacks haven't gotten me completely convinced.

Most of the time there are 2-6 options in action menu, and in my opinion 8 slices from the circle could be enough - and still transparent and simple. In case there are more alternatives, of course you can make one slice called Other actions which are not so common, or for any other commands.

I am not sure you did get me right. Everything has its place means that when you are close to a car, or want to give a first aid, take weapon etc. you will find the same actions in the same slice of the circle (just like in case of the current action menu), which could vary depending on the situations you are in. So one slice can be (for instance): get in a car, disembark, first aid ... its all depending on the given situation.

Edited by [SONAF]Rebel

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I did get you right and while it sounds good in theory, in practice I think there'd be problems. For example, 'get in a car' and 'heal wounded soldier' aren't necessarily exclusive actions, i.e. there can be a wounded soldier near the car. And this applies for lots of the actions, so coming up with a "safe" set of mutually-exclusive actions that are important enough to be given their own slice would be tricky.

Probably the best way to implement such an interface would be to use multiple levels, so one slice might be for 'vehicle' actions, another for 'healing' actions, etc; which when activated replace the pie with new slices (which position to get into in the vehicle, for example).

I would like to try an interface like this in Arma, as I don't feel I can really judge it without actually trying it for a while and getting used to it. The current one certainly isn't perfect so there's likely a better solution out there, but I'm not convinced if the pie interface is 'it'.

I have played Crysis and didn't think the interface was all that great to be honest; it felt like it was just what they did to make it accessible to console users and kept the same interface on the PC.

Also note that some common actions can have their own direct keybindings, so you might want to look into that. Switching to your secondary weapon is one of those you can customise, so if you do find you often need to switch to your secondary in a hurry you might want to bind something to that. I use semicolon (;) quite often for switching to the sidearm - I think this is a default bind.

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I don't mind the current system but Crysis's or OFP DR's system would be better.

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That the game allows you to add custom action with custom text.

How would the circle handle these?

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That the game allows you to add custom action with custom text.

How would the circle handle these?

The same way it is possible at present? As I imagined, you would be able to add that sort of commands... like a slice of the circle can be named Custom commands (move the mouse on this slice, click) and all the Custom commands show up here.

In my opinion it could be more transparent and simple like this compared to scrolling method.

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Ah, so instead of scrolling through the menu now I'd have to move through the circular menu and then scroll around?

Hardly an improvement :p

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Well, there could always be both a radial menu and the old action menu at the same time, but it would allow separation of commands.

Take for example 'Weapon M136 Launcher'. Instead of having it clutter the action menu it could be 'left' in the radial menu to have your weapon options, and leave stuff as entering a vehicle in the standard action menu.

Decluttering things is quite important in my eyes, since some missions can have VERY many items in the action menu at the same time during certain occasions. Moving several of them to a radial menu or radial submenu would do wonders.

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Ah, so instead of scrolling through the menu now I'd have to move through the circular menu and then scroll around?

Hardly an improvement :p

Two mouse clicks would be enough to reach every possible action - no need to scroll around... and you do not have to search on the action menu list

---------- Post added at 02:23 PM ---------- Previous post was at 02:22 PM ----------

Well, there could always be both a radial menu and the old action menu at the same time, but it would allow separation of commands.

Take for example 'Weapon M136 Launcher'. Instead of having it clutter the action menu it could be 'left' in the radial menu to have your weapon options, and leave stuff as entering a vehicle in the standard action menu.

Decluttering things is quite important in my eyes, since some missions can have VERY many items in the action menu at the same time during certain occasions. Moving several of them to a radial menu or radial submenu would do wonders.

Thats another alternative. It would be handy when you flying with a jet, you do not need to search for Flaps up, down, gear etc.

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Imho such interfaces maybe ok if you are playing sci-fi games/shooters but for Arma2 it would break the overall combat feeling.

There are keys (which are configurable) so you can switch from primary to secondary weapon, switch binocular or NVGs, switch flaps and gear etc.

No need to obstruct the screen and natural view with consolish interface and signs.

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How the *beep* would a more efficient user interface break the combat feeling? o0

I know that I *can* bind everything and its mother to single presses and double-taps (yet for some reason I can't put 'hold breath' anywhere else than the LMB or RMB, which are the last two buttons I want it at), but I also know that it takes a long, long time to actually remember where everything is. Especially the stuff that's more rarely used.

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I didnt say I have anything against a efficient and non-obstructing interface.

If you cant remember those few keybindings - you should train moar/harder. :p

LMB, MMB/SMB, RMB has not much to do with interface - thats controller configs.

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The reason my keyboard isn't smack full of keybinds is because I don't use all keybinds that *can* be used.

But say... Have you ever tried getting into a helicopter under stress in a mission that adds 6 actions to you when you are close to the helicopter in addition to the standard ones?

I agree it's not good design to have something like that, but without coding an ADDITIONAL graphical interface for those controls there is nowhere else to put them than into that über-crappy action menu.

If addActions can be put in some other default control interface (like a radial menu) things would be 1000x easier.

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I am not saying that I want to change the current Action Menu right now, and no way to step back.... but we could try this Circle idea and see how it performs

We should give it a try...

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I thought about that in past but seriously. I dont think I can handle much more key binds. My keyboard is pretty much full. Sure some will say there is space for one more and it is but then it soon comes to +5 new keys. You need to leave few keys free too for mods. When this "move over" (default "V") action apeared it pretty much ruined my config from A1. Luckely "Mouse 5" works now in A2 so I re-did whole setup.

I know this scrolling system isnt the best but all of them have their advantages and disadvantages.

Another thing is that you need to learn to use thing or two at current menu. For instance: if you want to get in helicopter quickly you shouldn't get too close to it, becouse then it shows all the action for heli and not just "get in as pilot". This is important when going into huey or something that has a lot of options. Same thing for ground vehicles. They made it even better for armed vehicles in A2. On left side icon apears for driver and on the right for gunner and commander. Although it would be nice if icon that apears for commander would be different to gunners'.

Anyway, once you get used to it you can operate with it quite fast.

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I thought about that in past but seriously. I dont think I can handle much more key binds. My keyboard is pretty much full. Sure some will say there is space for one more and it is but then it soon comes to +5 new keys. You need to leave few keys free too for mods. When this "move over" (default "V") action apeared it pretty much ruined my config from A1. Luckely "Mouse 5" works now in A2 so I re-did whole setup.

I know this scrolling system isnt the best but all of them have their advantages and disadvantages.

Another thing is that you need to learn to use thing or two at current menu. For instance: if you want to get in helicopter quickly you shouldn't get too close to it, becouse then it shows all the action for heli and not just "get in as pilot". This is important when going into huey or something that has a lot of options. Same thing for ground vehicles. They made it even better for armed vehicles in A2. On left side icon apears for driver and on the right for gunner and commander. Although it would be nice if icon that apears for commander would be different to gunners'.

Anyway, once you get used to it you can operate with it quite fast.

jeez.. there are 101 keys and few of them are used twice. You can`t say its easy to handle :) . Maybe that could be one reason why this game is not so popular.

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I'd like the action menu to remove commands that have key presses associated with them like "switch weapon" or "binoculars" or "get out" or "eject" or "gear" etc. Why clutter up the action list with commands when we don't need them in the list? We have dedicated keys for it.

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I'd like the action menu to remove commands that have key presses associated with them like "switch weapon" or "binoculars" or "get out" or "eject" or "gear" etc. Why clutter up the action list with commands when we don't need them in the list? We have dedicated keys for it.

Quite a good point there. If the action has been keybound it should be removed from the menu. Or at least have a Game Option for 'Hide keybound actions'

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As much as I am not a fan of the kinda clunky action menu I actually think its relatively good at being subtle enough not to take away the combat feeling over the options choosing. I would hate the crysis circle HUD style menu. I think something like subdued tabs at the bottom of the screen would be a better system, perhaps a tab system like below, featuring the same dialogue look as the rest of the game, that organises all the relevant functions to their specific tab. The tabs would fade like the normal action menu but be brought up by a turn of the mouse wheel. Maybe also have an action tab that comes up when looking at vehicles or doors that will then open up a list of options?

GUI.jpg

@Clayman, hope its ok for me to use this image, i can't take screenshots :(, if not i'll take it down.

Edited by Callsign

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The thing I do not really understand if we talk about keyboard configuration ... when we drive a truck, why we need the control keys of an aircraft on the keyboard, or the reload key etc., those keys while we are in the truck are useless.

Or when I fly a chopper, why I can`t set the space button as a fire button .. because its already set to high command menu, which I do not and can not use while flying.

So, if not the Circle method.. but we should do something else to solve the action menu problem.

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