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Posts posted by Kingsley1997
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This is about the only other mention of those commands I'm finding.
Here's the feedback ticket for it: https://feedback.bistudio.com/T116695
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When hard-coding items (as shown below), they appear as expected, but not with menuAdd.
class Items { items[] = {One,Two,Three}; class One { text = "One"; data = "One"; value = 0; }; class Two { text = "Two"; data = "Two"; value = 1; }; class Three { text = "Three"; data = "Three"; value = 2; }; class Default { text = "Empty"; data = "Empty"; enable = 0; }; };
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class MARS_gui_ctrlMenu: ctrlMenu { colorBorder[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; colorText[] = {COLOR_TEXT_RGBA}; colorSelect[] = {0,0,0,1}; colorSelectBackground[] = {COLOR_ACTIVE_RGBA}; colorDisabled[] = {COLOR_TEXT_RGB,0.25}; colorPicture[] = {1,1,1,1}; colorPictureSelect[] = {0,0,0,1}; colorPictureDisabled[] = {1,1,1,0.5}; arrow = "\a3\3DEN\Data\Controls\ctrlMenu\arrow_ca.paa"; class Items { class Default { text = "Empty"; data = "Empty"; enable = 0; }; }; };
private _display = (findDisplay 46) createDisplay "mars_editor_interface"; private _control = _display ctrlCreate ["MARS_gui_ctrlMenu", 123456]; _control ctrlSetPosition [ getMousePosition select 0, getMousePosition select 1 ]; private _path = _control menuAdd [[], "Option 1"]; _control ctrlCommit 0; systemChat str (_control menuSize []);
"Option 1" is never added and menuSize remains 0.
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Hmm so does that mean they're only usable inside the Eden display?
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There's a bunch of menu commands (listed below) that have no documentation on the wiki. Are these commands discontinued or still a work in progress? Currently unable to get these to work. They would be very useful for a mod I'm making.
menuAdd menuData menuSetData menuText menuPicture menuSetPicture menuAction menuSetAction menuCollapse menuExpand menuDelete menuEnable menuEnabled menuHover menuSetCheck menuSetValue menuURL menuValue
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Fixed. Ignore.
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If I alt-tab from the game, wait 5 minutes, tab back into the game and re-open the camera/drawing handlers it works.
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When the player character respawns in a multiplayer game, drawIcon3D breaks. drawLine3D works however and when I log the array of data for drawIcon3D, it's all correct.
Note that prior to respawning, there is a camera object that lets the player move around like in Zeus for example. When this camera object is created, both the onFrame drawing stuff is created and a killed event handler is created which will destroy the camera and remove the onFrame handlers. After respawn, if you open up the interface again, the camera is created as expected as well as the onFrame stuff - however only drawLine3D in that handler works, drawIcon3D does not.
By "drawIcon3D not working" I mean I cannot see it (and yes the colour has the correct alpha value, and yes the position is correct).
Anyone know why this is happening?
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Thanks for the help :D
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_position set [0, (_position select 0) + (_controlGroupPos select 0)];
_position set [1, (_position select 1) + (_controlGroupPos select 1)];
_position set [3, (_position select 2)];
_ctrlMap ctrlSetPosition _position;
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Are there any commands to convert a controls relative position to its group to screen coordinates?
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Could be caused by the fact that maps cannot be in controls groups. Engine treats them a bit differently because of how complex they are.
Omitting the control group param in ctrlCreate still produces the same problem.
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I'm creating a map control using ctrlCreate but it's not positioning correctly, at least not visually. The orange box is a static background control with the same position the map control is given. So the position is correct, but the map doesn't work with it :S
Source code:
https://github.com/marseditor/mars/blob/master/addons/attributes/functions/fnc_ctrlMap.sqf
https://github.com/marseditor/mars/blob/master/addons/common/UI/Controls/ctrlMap.hpp
Reference images:
https://gyazo.com/1761760aa373b896e72a0d5367be22d4This in particular is interesting. It's technically positioned correctly, but not the image...
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Post is here, might as well just link it rather than copying it: https://forums.bistudio.com/topic/189818-units-becomes-naked-driver-jumps-out-on-ownership-change/
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Naked Bug
When a units' ownership changes their loadout is forgotten. This is odd behavior because it happens randomly and sometimes not at all.
Repro:
- Connect to a dedicated server - your client machine must not be the server.
- Enter Zeus
- Place some groups of units (CSAT assault squad for example)
- You can also Ctrl+Place them to have them join the same group
- Wait until the ownership of the group/units change to the server/headless client
- Inspect each unit and see if some of them are naked (no uniform, vest etc.)
Driver Bug
Similar to the bug above, however this one causes the driver of a vehicle to disembark. This also happens when the ownership of the unit changes to the server/headless client. This is also random and doesn't always happen.
Repro:
- Connect to a dedicated server - your client machine must not be the server.
- Enter Zeus
- Place a bunch of vehicles such as IFVs or tanks
- Wait until the ownership of the group/units change to the server/headless client
- See if the driver jumps out
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Sweet!... helps to communicate a bit.
Do you have a clue on how to turn the colours off from the radar also? Radas could work as they know do, but without the automatic colorcoding pilots would have to confirm targets visually or through groundforces.
Not sure. There's some other radar images in the configs somewhere but I didn't see anything to do with colors.
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Meh each to their own.
Documentation for menuXXX comands
in ARMA 3 - MISSION EDITING & SCRIPTING
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Awesome :D
Any update on T116695?