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Rotation Menu System: A fluid external action menu system
tacticalnuggets posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Project NEMESI5 presents the Rotation Menu System AUTHOR: Goschie VERSION: v1.2.10.9 DOWNLOAD: https://drive.google.com/open?id=0B61D4bNCvEl9ZVZkdl80eTRvcjg STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=640835448&searchtext=Rotation+Menu+System REQUIREMENTS (FOR MOD ONLY): - CBA A3 (http://www.armaholic.com/page.php?id=18767) What is it? - The Rotation Menu System is a context based action menu, designed for external interaction with other objects. - Any object, door, ladder, or hatch with a RTMS menu attached to it will present with a menu icon. If it's expandable, a fluid rotatable menu will appear for easy interaction - All default external actions are already apart of the system, which means get in gunner, driver, ect, are all included. - The Rotation Menu System is fully expandable and modifiable for any user, with an infinite menu structure. What this basically means is that a sub sub menu is always possible for any menu item. (see part 3 in tutorial). - The system seems to work better than arma 3's action menu, especially for doors, gates, and other once confusing obstacles. Occlusion also seems to be better. - Making menus (see part 1,2 in tutorial) is relatively easy and powerful, and will allow object and class based custom menus. - There may be some missing actions for special kinds of objects in the game, but hopefully through user feedback any bizarre special cases will be remedied. - The system is fully script based, with no additional addons (besides CBA for the mod version), or dialogs, or strange initialization requirements; this means its vanilla (I have made it into a addon/mod as well) - For the mod/addon version, you can still add and remove all your own menus at runtime. Basically, you have no loss of functionality besides adding/removing menus during RTMS's init process. - NOW WORKS ON NON ARMA 3 MAPS! (AiA/CUP included) - NOW HAS KEYBINDINGS FROM CBA! - NOW HAS PERSONAL MENU AND QUICK BUTTON! - NOW HAS INCREMENTAL DOORS! Controls? - Enabling scroll override by opening up your personal menu with tab, will allow you to use your mouse to navigate through menus. (https://www.youtube.com/watch?v=SOpAz217iow) - Use the 4 arrow keys on bottom right of your keyboard. Up selects -> expands -> activates menu items. Down closes the menu in the opposite order. The side arrow keys flip through the different object icons around you, but then you have expanded an icon, the left and right arrow keys will spin the menu around. - Use the space bar as your "quick button". Lets you quickly open/close doors and hatches, climb ladders, and call whatever main script you add to your own menus - Hold the tab key to open up your personal menu, and then scroll and use the quick button to select an item in your personal menu - While holding the quick button on a door, scroll to incrementally open/close the door for "sneak and peak" style action Previews! Updated: Tutorials! part 1: part 2: part 3: Change Log -------------------------------------- Version 1.2.10.9 (latest) Bug Fixes - A potential floating point error was fixed to prevent breaking during a major arma 3 engine update Version 1.2.10.8 Minor Changes - RTMS Options are saved to profile - Added disabling/enabling option of vehicle menus, and specifically menus on people/wildlife. Version 1.2.8.8 Bug Fixes - Fixed doors not opening due to bad BIS update of door config statements Version 1.2.8.7 Bug Fixes - No more freezing at beginning of game as cache system optimizes itself - Cache distance grows for classes added at runtime (like large buildings) - Particular buildings that lack important door selection names fixed (you can now use them) Version 1.2.8.4 Bug Fixes - Issue with changing vehicle seats on dedicated servers (MP), would spit you out of vehicle Version 1.2.8.3 Minor Changes - Added mouse/scroll override to personal menu in RTMS Options - Mouse/scroll override will allow you to use mouse buttons 4, 5, and scroll wheel to control the rotation menus - Quick weapon switch disabled while mouse/scroll override enabled Bug Fixes - Fixed more rpt errors linked to personal menu state - Fixed bug where hitting down menu key would reselect if menu went out of view then came back into view - Disassemble was still accessible on static weapons while gunner was taken Version 1.2.5.8 Bug fixes - Hotfix was incomplete, causing selection to be in the wrong place. Patch should be stable now. Apologies. - last hot fix inadvertently caused the personal menu to break when you get out of a vehicle without personal menu being held on - rpt spam related fix Version 1.2.5.5 HOT FIX Bug fixes - fixed rpt error zero divisor Version: 1.2.5.4 Major Changes - Added rotation menu to personal menu and all default menus show up in your personal menu upon entering vehicle Minor Changes - Menus now correct with zoom - Menus now have two new parameters, _conditionHideIcon and _isInternal - Menu with _isInternal set to true will add it to your personal menu upon entering vehicle - Cache distance now adapts to largest "class style menu" _distance setting, where the object size is used when set to _distance = "ADAPT" - Default menus now put vehicle seats in "Vehicle Positions" sub menu to be clean Bug Fixes - Adding lots of menus using SendRequest, on the same frame, would cause ProcessRequest to bug out (menus would not be added properly) - If a direct object menu was attached to an object already being used by a class menu, the cache distance would still override an object supposed to be displayed - Terrain would cause rotation menus to deform - Small objects/vehicles that would think you were not close enough to an excessive degree Version: 1.1.10.8 Bug fixes - Green circle for quickbutton/possible selection no longer gets confused when lots of icons are cramped together - No longer tries to cache hidden buildings for selection icons such as doors - Includes all static classes for doors/ladders/hatches, a lack of this was causing things like ladders on radio towers or walls to not get displayed properly - Occlusion drastically improved for buggy doors, thus allowing the doors that were not getting displayed on AiA/CUP/Custom maps to finally be displayed - Really small vehicles like quads and go-karts were disabling get-in sub menus if you were really really close, this was fixed so its not disabled Version: 1.1.10.4 Major Changes - Personal Menu, Quick Button, and door incremental scrolling Minor Changes - Door system now works on AiA/CUP or any other maps that have buildings using the term "door" in there UserActions config at all - CBA Keybinds - Scrolling to incrementally Open/Close doors and hatches - Quick button can activate the main script of menus without selecting them (opening doors, hatches, and ladders when using quick button by default) - Occlusion no longer uses vegetation - Occlusion improved by using center of mass - Slightly improved performance when sub menu open - "ADAPT" distance type added for menu making (use "ADAPT" for the _distance variable when you wont know how close you should be to make it appear) - Default menu for vehicles now adapt to the vehicle size when displaying main icon - Default sub menus for vehicles are now disabled if too far from actual object model (no more cheating by jumping in the object while far) Bug fixes - Fixed memory leaks in object uninstalling (some variables not deallocated) - Fixed memory leak for RTMS_DeleteMenuObject (condition namespace not being removed/deleted) - Fixed bug where object main icon would appear twice if multiple direct object menus attached by no class menu attached - Fixed bug where menus created for building structures would conflict with doors/ladders/hatches default menus Version: 1.0 - Added @RTMS mod to the download, so you can run the system in addon/mod form (no need to add to every mission, but wont be vanilla) - QUICK FIX 8:46pm PST 9/24/2015 Accidentally uploaded @RTMS with the wrong paths. It will actually work now lol. RE-DOWNLOAD IF YOU GOT BEFORE THIS TIME