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Initial nou menu commit. #63

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wants to merge 9 commits into from
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Initial nou menu commit. #63

wants to merge 9 commits into from

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NouberNou
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Still fucking around with stuff, no merge request right now.

@NouberNou
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Can someone clue me in on the specifics for the other interaction config values? Mainly the exceptions and disabled stuff.

@nicolasbadano
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Can someone clue me in on the specifics for the other interaction config values? Mainly the exceptions and disabled stuff.

@NouberNou, I added canInteract (including exceptions) and canInteractWith to conditions.

b6dbd8d

These are basic checks that ensure the unit is capable of interacting (alive, not unconscious, not prisoner, etc, etc). This basic conditions are defined in config like this: https://github.com/KoffeinFlummi/ACE3/blob/master/addons/interaction/config.cpp#L67-L80

As for the rest of the conditions regarding actions, its all in this file: https://github.com/KoffeinFlummi/ACE3/blob/master/addons/interaction/functions/fnc_GetActions.sqf#L68-L99

The things we are still missing are (we may not want to keep them all BTW):

  • priority: a number with which to order the actions when drawing them
  • showDisabled: if this action should always be drawn on the menu, even if it's condition evaluates to false. If condition == false the action is drawn but greyed out
  • conditionShow: confuses me. It's related to actions that you may want to either showDisabled or not but dinamically (?). Better ask @commy2 about the details.
  • enableInside: only for CAMan self interactions; indicates if this actions should be presented inside vehicles too.

From these, I think priority and showDisabled would be nicest to have.

@NouberNou
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I can't really figure out how to do priority... I mean what constitutes priority when all of them are equal distance apart around a circle?

@commy2
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commy2 commented Jan 20, 2015

conditionShow: confuses me. It's related to actions that you may want to either showDisabled or not but dinamically (?). Better ask @commy2 about the details.

Condition ... has to be true for the action not to be greyed out
ConditionShow ... has to be true for the action to be shown at all (greyed out or not)
showDisabled ... If 0 then hide a greyed out action (Condition becomes another ConditionShow effectively)
Priority ... Order in which the actions are drawn. Highest priority at the 12o'clock position, then descending clockwise around the center.

When drawing the actions in 3D, priority can be ignored I think.

@commy2
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commy2 commented Jan 20, 2015

Usage of the hidden conditions:
https://github.com/KoffeinFlummi/ACE3/blob/master/addons/weaponselect/XEH_postInit.sqf#L10-L12

ace_common_fnc_canInteract is a function that checks for some basic global conditions if you can interact. (E.g. not swimming, unconscious, dragging a body).
The argument when calling the function are the exceptions of what conditions to ignore. E.g. you still want to keep that drop body action when you are dragging someone.

If fnc_canInteract returns false, the action is hidden (not greyed out)

@nicolasbadano
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fnc_canInteract returns false, the action is hidden (not greyed out)

Wel that depends on showDisabled and stuff. BTW, it's ace_common_canInterract for some reason (cause it's generated on the fly from config).

This was referenced Jan 24, 2015
@KoffeinFlummi KoffeinFlummi deleted the interact_menu branch January 28, 2015 06:30
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4 participants