Communication Menu – Arma 3

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(added more info about submenus from 'ShowCommandingMenu' page)
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=== Submenu ===
=== Submenu ===
submenu = "#USER:MENU_COMMS_1"; {{codecomment|// 'MENU_COMMS_1' is just a global variable, can name it anything}}
submenu = "#USER:MENU_COMMS_1"; {{codecomment|// 'MENU_COMMS_1' is just a global variable, can name it anything}}
<pre>ShowCommandingMenu '#USER:MENU_COMMS_1';  // if you wanted to show your custom menu on a keydown event or something</pre>
[https://community.bistudio.com/wiki/showCommandingMenu] ShowCommandingMenu


<pre>
<pre>
MENU_COMMS_1 =
MENU_COMMS_1 =
[
[
    // Name, context sensitive
// First array: "User menu" This will be displayed under the menu, bool value: has Input Focus or not.
    ["MenuName",false],
// Note that as to version Arma2 1.05, if the bool value set to false, Custom Icons will not be displayed.
    // [Item name, shortcut, submenu, -5 (do not change), expression (_target=CursorTarget,_pos=CursorPos), show, enable, cursorIcon]
["MenuName",false],
    ["Teleport", [2], "", -5, [["expression", "Player SetPos _pos;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
// Syntax and semantics for following array elements:
    ["Kill Target", [3], "", -5, [["expression", "_target SetDamage 1;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
// ["Title_in_menu", [assigned_key], "Submenu_name", CMD, [["expression",script-string]], "isVisible", "isActive" <, optional icon path> ]
    ["Disabled", [4], "", -5, [["expression", ""]], "1", "0"],
// Title_in_menu: string that will be displayed for the player
    ["Submenu", [5], "#USER:MENU_COMMS_2", -5, [], "1", "1"]
// Assigned_key: 0 - no key, 1 - escape key, 2 - key-1, 3 - key-2, ... , 10 - key-9, 11 - key-0, 12 and up... the whole keyboard
// Submenu_name: User menu name string (eg "#USER:MY_SUBMENU_NAME" ), "" for script to execute.
// CMD: (for main menu:) CMD_SEPARATOR -1; CMD_NOTHING -2; CMD_HIDE_MENU -3; CMD_BACK -4; (for custom menu:) CMD_EXECUTE -5
// script-string: command to be executed on activation. (_target=CursorTarget,_pos=CursorPos)
// isVisible - Boolean 1 or 0 for yes or no, - or optional argument string, eg: "CursorOnGround"
// isActive - Boolean 1 or 0 for yes or no - if item is not active, it appears gray.
// optional icon path: The path to the texture of the cursor, that should be used on this menuitem.
["Teleport", [2], "", -5, [["expression", "Player SetPos _pos;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
["Kill Target", [3], "", -5, [["expression", "_target SetDamage 1;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
["Disabled", [4], "", -5, [["expression", ""]], "1", "0"],
["Submenu", [5], "#USER:MENU_COMMS_2", -5, [], "1", "1"]
];
];


MENU_COMMS_2 =
MENU_COMMS_2 =
[
[
    // Name, context sensitive
["Submenu",false],
    ["Submenu",false],
["Option 1", [2], "", -5, [["expression", "Hint 'Option 1';"]], "1", "1"],
    // [Item name, shortcut, submenu, -5(do not change), expression (_target=CursorTarget,_pos=CursorPos), show, enable, cursorIcon]
["Option 2", [3], "", -5, [["expression", "Hint 'Option 2';"]], "1", "1"],
    ["Option 1", [2], "", -5, [["expression", "Hint 'Option 1';"]], "1", "1"],
["Option 3", [4], "", -5, [["expression", "Hint 'Option 3';"]], "1", "1"]
    ["Option 2", [3], "", -5, [["expression", "Hint 'Option 2';"]], "1", "1"],
    ["Option 3", [4], "", -5, [["expression", "Hint 'Option 3';"]], "1", "1"]
];
];
</pre>
</pre>

Revision as of 01:47, 20 November 2014


Communication menu and icons

Communication menu is a commanding menu where support or mission requests are placed.

The player can access it using following means:

  • Open the quick command menu ('~' by default) and select "Communication" item
  • Press 8-1 (Reply - Communication)

Available items are announced upon adding by a Notification and remain visualized as icons next to the commanding menu.

Configuration

Config

Communication menu items can be defined in config - global Config.cpp, campaign Description.ext or mission Description.ext (searched in this order, the latter has the highest priority).

Preview and path for icons
class CfgCommunicationMenu
{
    class myArtillery
    {
        text = "Artillery Strike"; // Text displayed in the menu and in a notification
        submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.)
        expression = "player setVariable ['BIS_SUPP_request', ['Artillery', _pos]];"; // Code executed upon activation
        icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_ca.paa"; // Icon displayed permanently next to the command menu
        cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected
        enable = "1"; // Simple expression condition for enabling the item
        removeAfterExpressionCall = 1; // 1 to remove the item after calling
    };
};

You can also preview pre-defined items using the config viewer.

Adding

Use following functions to add the item in your mission or system:

Number of slots is limited to 10, no pagination is implemented. Larger number is an edge case, no mission should need as many supports.

Expression Arguments

Following arguments are passed into the expression field:

[caller,pos,target,is3D,ID]

Submenu

submenu = "#USER:MENU_COMMS_1"; // 'MENU_COMMS_1' is just a global variable, can name it anything

ShowCommandingMenu '#USER:MENU_COMMS_1';  // if you wanted to show your custom menu on a keydown event or something

[1] ShowCommandingMenu

MENU_COMMS_1 =
[
	// First array: "User menu" This will be displayed under the menu, bool value: has Input Focus or not.
	// Note that as to version Arma2 1.05, if the bool value set to false, Custom Icons will not be displayed.
	["MenuName",false],
	// Syntax and semantics for following array elements:
	// ["Title_in_menu", [assigned_key], "Submenu_name", CMD, [["expression",script-string]], "isVisible", "isActive" <, optional icon path> ]
	// Title_in_menu: string that will be displayed for the player
	// Assigned_key: 0 - no key, 1 - escape key, 2 - key-1, 3 - key-2, ... , 10 - key-9, 11 - key-0, 12 and up... the whole keyboard
	// Submenu_name: User menu name string (eg "#USER:MY_SUBMENU_NAME" ), "" for script to execute.
	// CMD: (for main menu:) CMD_SEPARATOR -1; CMD_NOTHING -2; CMD_HIDE_MENU -3; CMD_BACK -4; (for custom menu:) CMD_EXECUTE -5
	// script-string: command to be executed on activation. (_target=CursorTarget,_pos=CursorPos)
	// isVisible - Boolean 1 or 0 for yes or no, - or optional argument string, eg: "CursorOnGround"
	// isActive - Boolean 1 or 0 for yes or no - if item is not active, it appears gray.
	// optional icon path: The path to the texture of the cursor, that should be used on this menuitem.
	["Teleport", [2], "", -5, [["expression", "Player SetPos _pos;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
	["Kill Target", [3], "", -5, [["expression", "_target SetDamage 1;"]], "1", "1", "\A3\ui_f\data\IGUI\Cfg\Cursors\iconcursorsupport_ca.paa"],
	["Disabled", [4], "", -5, [["expression", ""]], "1", "0"],
	["Submenu", [5], "#USER:MENU_COMMS_2", -5, [], "1", "1"]
];

MENU_COMMS_2 =
[
	["Submenu",false],
	["Option 1", [2], "", -5, [["expression", "Hint 'Option 1';"]], "1", "1"],
	["Option 2", [3], "", -5, [["expression", "Hint 'Option 2';"]], "1", "1"],
	["Option 3", [4], "", -5, [["expression", "Hint 'Option 3';"]], "1", "1"]
];