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diwako_dui's Issues

Show Rank Button Feature

When pressing a keybind the ranks of all units in the group are being shown until the key is not pressed anymore.

Feature - Use ACE nametag colors

There is a color style for ACE, but it would be nice to actually pull the colors from ACE nametags if it is present. Only thing standing in the way right now is the use of hex colors, some minor rewriting would need to be done.

Buddy feature

People can choose a buddy either by walking up to someone in your squad and selecting "Set as squad buddy".
This feature will work either with mouse wheel action or ace interaction.

The Buddy will be highlighted and yourself will be highlightend with an unused color out side the squad base colors.

This action will set the buddy on the player as variable and the player as variable on the buddy

Compass/Bearing reset position when loading saved game

When playing singleplayer and loading a saved game, the compass and bearing indicators will return to their default positions, despite of what the UI editor shows:
107410_20190206193044_1
107410_20190206193109_1
In the screenshots above you can see the HUD was supposed to be in the lower left corner, but only the names were moved.

Additional caching

Instead of writing the icon styles into global vars and reading them with params use CBA name spaces instead.

Example from commy2

// preInit
commy_rankIcons = [] call CBA_fnc_createNamespace;
commy_rankIcons setVariable ["PRIVATE", _rank_private];
commy_rankIcons setVariable ["CORPORAL", _rank_corporal];
commy_rankIcons setVariable ["SERGEANT", _rank_sergeant];
commy_rankIcons setVariable ["LIEUTENANT", _rank_lieutenant];
commy_rankIcons setVariable ["CAPTAIN", _rank_captain];
commy_rankIcons setVariable ["MAJOR", _rank_major];
commy_rankIcons setVariable ["COLONEL", _rank_colonel];

// script
private _icon = commy_rankIcons getVariable [rank _unit, _rank_private];

Feature โ€“ Hold-To-Show / Hide

First -- awesome, amazing, perfect script. Love it.
Could we get a setting that has the compass off by default, but shows it on button hold? There's already a "toggle" button that can be bound, but I'm interested in eventually having one button I can use to check my entire UI (think Rising Storm) and, other than that, the UI is entirely hidden.

If I get time next weekend I may very well just pull a feature like that myself. Trying to get my unit (COALITION) to implement this awesome radar over old, stale STHUD.

Feature - ACE3 Unit classes

The support for ACE3 unit classes is awkward in certain scenarios. We will sometimes set everyone to "ace_medical_medicClass" and "ace_isEngineer". This is useful when portraying special forces or when circumventing gameplay limitations.

In DUI this turns every icon into medic (or engineer) icons. Greatly lessening the utility of DUI. Perhaps a CBA setting or custom variable could be added?

Feature - Predefined icon per unit

Is it possible to have the get_icon function look for a variable on the unit that could be used to store a default icon.
This would prevent the case where a different icon is required than automatically assigned by DUI. For example, a TL with the ACE medic property enabled is currently given a medic icon, not a team lead icon.

Feature - Change indicator size based on distance (bonus: FoV?)

Little QoL change that could be as simple as
"_size = ( GVAR(size) / (player distance target) ) max GVAR(min_size)"
Note that distance2D would not work for obvious reasons.

This would avoid nasty-looking scenarios in which the hexagons / circles / squares are larger than the unit they are rendered on.

Bonus: Modulate it by FoV, too, and have the indicators essentially scale as if they actually existed. Much prettier! (Ugly as hell) example code here:

https://github.com/Quailsnap/WHA-Nametags/blob/master/wha_nametags.Stratis/wha/nametags/functions/fn_drawUnit.sqf#L93

Feature - Suggestion: Omnipresent units

Suggestion: Add the ability to mark certain units to always appear in all DUI radars.

This is particularly useful for Officers or platoon sergeants. Roles which generally operate near but external to squads.

I suggest the pink or purple colour be ressurected. :)

Bug - Namelist cannot hold 5 rows on higher resolutions

Bug - UI visible in ACE Arsenal

Shouldn't be visible there. Possible solution is to check for missionnamespace "ace_arsenal_camera" not being null to detect it.

Bug - UI Elements beneath ACE NVG overlay

Commy2 suggested changing Rsc creation and destruction lines similar to these

// creation
"diwako_dui_compass" cutRsc ["diwako_dui_RscCompass","PLAIN", 0, true];

// destruction
"diwako_dui_compass" cutText ["","PLAIN"];

Translation progress

Translation Guide
Total number of keys: 240

Language Missing Entries Relevant Modules % done
English 0 - 100%
French 185 main, indicators, nametags 23%
Czech 185 main, indicators, nametags 23%
German 1 main 100%
Korean 100 main, indicators, nametags 58%
Japanese 13 main, nametags 95%
Polish 96 main, indicators, nametags 60%
Portuguese 85 main, indicators, nametags 65%
Spanish 74 main, indicators, nametags 69%
Russian 9 main, nametags 96%
Chinesesimp 19 main, nametags 92%
Chinese 19 main, nametags 92%
Turkish 8 main, nametags 97%

Unable to force the indicators off on a dedicated server.

In the cba settings of the dedicated server I have "force force diwako_dui_indicators_show = false;" yet, when one connects to the server it shows the default settings. Not sure why. The vanilla indicators are turned off.

The mod is running client side, has settings on the server, but is not running server side currently. Till now we didn't need to run it on the server.

Feature Req - Row Width

I'm a big fan of six names in one column as a "clean" look. If I make text size as small as possible, I can fit, at most, five names to a column, but they're not very readable due to small size. If possible, will you add a way to ensure six names can be fit into one column like with adjustable row widths?

Bug - Custom Compasses do not work

With the release of GM a new compass was introduced, as it has another class name DUI does not see it as compass.

Ideas for a fix:
Use assignedItems array, check for second and then first entry of the resulting array if unit has a compass or not. assignedItems array is not fixed and missing items will be omitted, hence you still need to check for additional compasses!
Additional compass whitelist written in a global variable, so people can append the list if needed (custom mods etc).

TODO:
Collect compass classes, do some mods even have custom compasses?

Feature - Adjustable size of bearing

It would be really nice to be able to adjust the size of the bearing (I run with the UI scale set to 2.0, and the bearing becomes ridiculously big).

Modularity - Splitt buddy into own addon

It would be nice if diwako_dui had full modularity, where any combination components could be removed and the others would still work.

Right now indicators can be removed without a problem. radar can't because of a call in indicators.

I think the buddy system should be move to main or common (or even buddy to allow the buddy system to be removed entirely from the mod?). Then from that point on everything should be kept fully modular.

Issue - Mod Name may be Long

Traditionally Arma addon authors have kept their names condensed: ( "@ace", "@CBA_A3", "@Stui" ) because the -mod parameter is constrained by a character limit. Many groups have to coalesce mods into their own "packs" (ie: coalition throws their maps into "@COALITION_MAPS" or something like that) to ensure they don't go over the character limit (or an unrelated but also-present mod limit).

There are alternatives that most places have started using now (steam workshop, running a .bat instead of a modified .exe, etc) that go around this limitation, but it's still present for many, and most mod authors still keep their @name very short as a consequence.

Perhaps @DUI_HUD?

Bug - Keep losing my bearing numbers

Even with "Always show bearing" turned on there were numerous times tonight when the bearing above the compass would just disappear. Sometimes you could get it back by turning the squad radar off and on again via the keypress (thank you so much for this) but eventually it disappeared for good.

Base Occlusion Distance

When a unit is occluded or behind the player they should still be visible within a small radius, maybe 3 or 5 meters?

diwako_dui_compass_hide_blip_alone_group shows no player marker which there are objects in diwako_dui_special_track

  • Set diwako_dui_compass_hide_blip_alone_group to True
  • Have no other squad members
  • Add an object/unit to diwako_dui_special_track
  • Object/unit blip appears in compass by player blip remains hidden

This could be seen as expected behavior since the object in diwako_dui_special_track is, by design, never a member of the squad.
I think though that any time you have a blip for another object/unit then you should be able to see your own blip as well.

Feature Req - Other Spectate Modes

Currently, my community uses potato spectator, found here:
https://github.com/BourbonWarfare/POTATO/tree/master/addons/spectate

This is a rewritten version of ace spectator and doesn't use the ace_spectator_isSet variable that is detected in fnc_canHudBeShown.sqf.

The issue right now is that DUI hides itself when the player dies and then reinitializes when the player enters spectate. I wrote a quick hotfix that detects whether the player is in a spectator unit and hides the compass, but it doesn't hide the name list. If you find some time, I'd greatly appreciate this!

Occlusion Feature

Add Occlusion feature, units that are out of sight for too long will vanish from the hud

Feature - Hide names when group leader

I'd like there to be an option for hiding names whenever you are the squad leader, as I prefer to have the vanilla group interface when I'm commanding as opposed to the DUI names list.

Minor thing, but hey.

Feature - Hide option to hide vanilla squad bar when ACE Interface module is detected

Hide the DUI option to show or hide the vanilla squad bar if ACE Interface module is loaded. Reason: Option is in ACE and ACE is the master in this case, what ever option is set in it wins.

There are a few reports of people saying that option does not work, turns out ACE was loaded through all those cases.
To not confuse people hide the option when the ACE module is detected.

Distance Calculation

Not sure if this is intended or not but the radar is using distance2d instead of distance here. This means that a paratrooper 2km in the air above the player will appear on the radar.

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