DialogControls-Objects

From Bohemia Interactive Community
(Redirected from CT OBJECT CONTAINER)
Jump to navigation Jump to search
TokenNames common to most controls, such as x, y, w, h, text, idc... are not listed here.

CT_OBJECT=80

Properties
Name Type Remark
scale float
selectionArrow float compass object only
direction array
up array
shadow integer
model string path to p3d
selectionDate1/2 strings watch object only
selectionDay string watch object only
x/y/zBack float
inBack boolean
enableZoom boolean
zoomDuration float
scale float
waitForLoad boolean
Animations class
Animations class type 80 only
Areas class type 82 only


  • Example Config:
class MyWatch
{
	idd = -1;
	class objects
	{
		class Watch/*: RscObject*/
		{
			access = 0;
			shadow = 0;
			idc = 101;
			type = 80;
			model = "\core\watch\watch.p3d";
			selectionDate1 = "date1";
			selectionDate2 = "date2";
			selectionDay = "day";
			x = 0.7;
			xBack = 0.7;
			y = 0.12;
			yBack = 0.12;
			z = 0.22;
			zBack = 0.22;
			inBack = 0;
			enableZoom = 0;
			direction[] = { 0, 0, 1 };
			up[] = { 0, 1, 0 };
			zoomDuration = 1;
			scale = 0.7;
			waitForLoad = 0;
			class Animations
			{
				class WatchHour
				{
					type = "rotation";
					source = "clockHour";
					selection = "hodinova";
					axis = "osa";
					memory = 1;
					animPeriod = 0;
					angle0 = 0;
					angle1 = "rad 360";
				};
				class WatchMinute
				{
					type = "rotation";
					source = "clockMinute";
					selection = "minutova";
					axis = "osa";
					memory = 1;
					animPeriod = 0;
					angle0 = 0;
					angle1 = "rad 360";
				};
				class WatchSecond
				{
					type = "rotation";
					source = "clockSecond";
					selection = "vterinova";
					axis = "osa";
					memory = 1;
					animPeriod = 0;
					angle0 = 0;
					angle1 = "rad 360";
				};
			};
		};
	};
};

CT_OBJECT_ZOOM=81

Properties
Name Type Remark
model string path to model
selectionArrow string
position array
direction array
up array
positionBack array
inBack integer
enableZoom boolean
zoomDuration float


  • Example Config:
class MyCompass
{
	idd = -1;
	class objects
	{
		class RscCompass /*: RscObject */
		{
			idc = -1;
			type = 81;
			scale = 1;
			shadow = 0;
			model = "\core\compass\compass.p3d";
			selectionArrow = "arrow";
			position[] = { 0.026, 0.047, 0.2 };
			direction[] = { 0, 1, 1 };
			up[] = { 0, 0, -1 };
			positionBack[] = { 0.0749, -0.059, 0.315 };
			inBack = 1;
			enableZoom = 0;
			zoomDuration = 0.5;
			class Animations
			{
				class Pointer
				{
					type = "rotation";
					source = "compassPointer";
					selection = "kompas";
					axis = "osa kompasu";
					memory = 1;
					animPeriod = 0;
					minValue = "rad -180";
					maxValue = "rad 180";
					angle0 = "rad -180";
					angle1 = "rad 180";
				};
				class Arrow
				{
					type = "rotation";
					source = "compassArrow";
					selection = "arrow";
					axis = "osa kompasu";
					memory = 1;
					animPeriod = 0;
					minValue = "rad -180";
					maxValue = "rad 180";
					angle0 = "rad -180";
					angle1 = "rad 180";
				};
				class Cover
				{
					type = "rotation";
					source = "compassCover";
					selection = "vicko";
					axis = "osa vicka";
					memory = 1;
					animPeriod = 0;
					angle0 = 0;
					angle1 = "rad -81";
				};
			};
		};
	};
};

CT_OBJECT_CONTAINER=82

  • Example Config:
class MyDrink
{

	idd = -1;
	movingEnable = 0;
	enableSimulation = 1;
	
	class Objects
	{
	
		class Can
		{
		
			onObjectMoved = "systemChat str _this";
			
			idc = -1; 
			type = 82;
			model = "\A3\Structures_F\Items\Food\Can_V3_F.p3d";
			scale = 1;
			
			direction[] = {0, -0.35, -0.65};
			up[] = {0, 0.65, -0.35}; 
			
			//position[] = {0,0,0.2}; optional
			
			x = 0.5;
			y = 0.5;
			z = 0.2;
			
			//positionBack[] = {0,0,1.2}; optional
			
			xBack = 0.5;
			yBack = 0.5;
			zBack = 1.2;
			
			inBack = 1;
			enableZoom = 1;
			zoomDuration = 0.001;
			class Areas
			{
				class Something1
				{
					selection = "Area_1";
					// game will expect "Area_1 TL", "Area_1 TR", "Area_1 BL" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls

					// Only controls are supported (no object in object)
					class Controls
					{
					};
				};
				// Multiple areas are supported
				class Something2
				{
					selection = "Area_2";
					// game will expect "Area_2 TL", "Area_2 TR", "Area_2 BL" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls
					class Controls
					{
					};
				};
			};
		};
	};
};


For an object with selections one can use user texture. For example "\A3\Misc_F\Helpers\UserTexture1m.p3d" has selections: usertexture, usertexture TL,usertexture TR, usertexture BL
x, y, z params are x - left/right, y - up/down, z - forward/backward. The same is true for direction[] and up[]. Direction vector of [0,0,1] means it is facing forward and up vector of [0,1,0] means it is facing up