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View Code? Open in Web Editor NEWA UI showing unit positions and names of units in your squad
License: Other
A UI showing unit positions and names of units in your squad
License: Other
When pressing a keybind the ranks of all units in the group are being shown until the key is not pressed anymore.
Request from SW:
The ability to change the transparency of the central HUD would be a nice touch.
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.
Like the title says, a setting for how many seconds it takes for a unit icon to fade away when that unit is outside the occlusion cone.
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
As title, gun dir is used and not commander dir when in commander seat
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];
The compass is a fixed 128x128 element, at higher resolutions (examples screenshots @ 4k) the compass is very small and hard to read.
As discussed in Slack might be worth getting the height of the resolution (getResolution) and scaling the element to 10% of the screen height for higher resolutions.
If a unit or object has no icon
config entry and error pops up and no icon is displayed in the compass.
I noticed this when adding an object to special tracking that, it turned out, does not have an icon.
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.
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?
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.
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:
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. :)
In general, the higher the screen in height the larger the text, needs a modifier to make them hold more.
https://steamuserimages-a.akamaihd.net/ugc/957480811946446251/B6F9BC93929A61A28310504AC8E2AED6FCB7965E/
https://steamuserimages-a.akamaihd.net/ugc/957480811946293456/183CE7748DD7DB8B164CEB5E769761A3135C7849/
https://steamuserimages-a.akamaihd.net/ugc/957480811946293665/EF7F134E83844D487EC2179C9763AA2921B6CDBA/
https://steamuserimages-a.akamaihd.net/ugc/957480811946294405/F0684B145F0D4B51466C26B3AF029E854EB4E75C/
https://steamuserimages-a.akamaihd.net/ugc/957480811946231603/1ECE44F9B29AACD63E1E49D018EAA5CCDD81E4D2/
Fov should be shown by 2 bars on compass.
https://cbateam.github.io/CBA_A3/docs/files/common/fnc_getFov-sqf.html
This could be used, needs benchmarking tho. the 2 bars should also have one texture which is mirrored between them.
Shouldn't be visible there. Possible solution is to check for missionnamespace "ace_arsenal_camera" not being null to detect it.
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 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% |
Missing >
before key STR_dui_namelist_size
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.
Similar to ShackTac's optional minimalist mode for their mod, provide the option to remove the vanilla squad bar and instead have the radar's name list act as a substitute. See here for better explanation: https://youtu.be/inpqadPEVVs?t=75
During an OP with UAG. The compass image/UI became stretched and warped. I havent got an image right now but I'll update with one.
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?
As per title, would be nice for minimal hud use on foot but with a bit more details in vehicle, as discussed on Slack.
done with 7d30966
Right now any icon on the compass turns orange when you are withing 3 meters in 2d space. Someone asked me if they could customize that.
Should be easy enough.
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?
https://drive.google.com/open?id=11_Cixlk09Vm-mT3iPBICR4B4QDEaAZzb
Hello) Thanks for the great mod and great work. I wish you success and wanted to make a small contribution for Russian-speaking players. Best wishes,
[ATP] TopDen [ARMATOP]
Title
The order in which the namelist is sorted for JIP players can apparently differ from how the rest of the group sees it.
From SW:
The border of the text or shadow, is a bit overwhelming when reducing the scale, may be a option to turn off shadow or some form of outline control of the text will help.
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).
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.
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?
Ability to reduce the range as it gets darker
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.
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
to Truediwako_dui_special_track
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.
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!
Add Occlusion feature, units that are out of sight for too long will vanish from the hud
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.
Set a degree you can "see" units. E.g. set it to 90 so you can only "see" units 45ยฐ to your left and right.
Milestone reminder issue
Right now diwako_dui_special_track icons for diwako_dui_special_track objects are bright pink, it would be nice if that colour (and other non-team colours) could be a setting.
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.
see title, reminder issue for release notes
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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