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chief_wiggum

Chief Wiggum's Actionmenu

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Chief Wiggum's Actionmenu



mod24lm5260d8h.jpg

CURRENT VERSION: 0.2

!WORK IN PROGRESS!

What is it?

It's a simple actionmenu that allows scripters to add entrys with assigned actions to it.

If you have your own medic-system for example, and you don't want to create a whole new GUI for it, you can simply add an entry call "MEDIC SYSTEM" to the menu.

As you can see in the picture above, the menu consists of 2 listboxes. The right listbox won't be displayed until a main entry of the left listbox has been clicked.

But not just scripters can use it. It's also a cool tool for mission-builders.They can add entrys like "ENSURE DATA FROM LAPTOP".

How to use it?

Usage as player:

After you've downloaded and installed it like any other mod, you can open the menu ingame by pressing STRG+SHIFT+J.

The shortcut can be changed by using the CBA-Keybinding Menu in the options.

Note: If there aren't any entrys added, you will only see a transparent box.

Usage as scripter/mission-builder:

An entry is added using the fnc_cw_gui_templates_menu_addEntry function.

And this is how it works:

Add an entry:

[
"MAIN ENTRY 1", //NAME OF THE MAIN ENTRY
"cw_ActionMenuEntry1", //UNIQUE ENTRY CLASSNAME
[ //ARRAY WITH ALL SENCONDARY ENTRYS THAT BELONG TO THE MAIN ENTRY
["SECONDARY ENTRY 1","execVM ""Scipts\entry1.sqf""","player == vehicle player"], //NAME OF THE SECONDARY ENTRY(STRING),ACTION(STRING),CONDITION(STRING)
["SECONDARY ENTRY 2","execVM ""Scipts\entry2.sqf""","damage player > 0.3"],
["SECONDARY ENTRY 3","execVM ""Scipts\entry3.sqf""","cursorTarget == MyUnit1"],
["SECONDARY ENTRY 4","execVM ""Scipts\entry4.sqf""","player != vehicle player"],
["SECONDARY ENTRY 5","execVM ""Scipts\entry5.sqf""","MyGlobalVariable == ""TEST"""],
["SECONDARY ENTRY 6","execVM ""Scipts\entry6.sqf"""],
["SECONDARY ENTRY 7","execVM ""Scipts\entry7.sqf"""],
["SECONDARY ENTRY 8","execVM ""Scipts\entry8.sqf"""] //<--THERE IS NO ,
       //YOU CAN ADD AS MUCH SECONDARY ENTRYS AS YOU WANT TO.
],
"MAIN ENTRY 1 HEADER", //THE HEADER OF THE RIGHT LISTBOX
"player != vehicle player" //CONDITION OF MAIN ENTRY
] call fnc_cw_gui_templates_menu_addEntry;

Delete an entry:

["MAIN_ENTRY_CLASSNAME"] call fnc_cw_gui_templates_menu_deleteEntry;

Thanks to:

Larrow - String Condition

DOWNLOAD:

Version 0.1 - DOWNLOAD (Dropbox)

Version 0.2 - DOWNLOAD (Dropbox)

news_download_a3_3.png

Remarks:

I would really appreciate it, if you post some feedback and it would also be cool to see some future projects supporting this.

And please remember: This is still WIP, so there might be a few bugs.

Please give me feedback concerning the dialog, because a friend had problems with shifted elements in my last GUI.

~Chief:chef:

Edited by AWC_Chief_Wiggum

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New mod 0.1 available at withSIX. Download now by clicking:

banner-420x120.png

@AWC_Chief_Wiggum;

You are now able to manage your own promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and follow the quick and safe claim procedure to get connected to your work.

For now you can send new content or releases our way by using any filesharing service and add your notification at getsatisfaction.withsix.com.

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Cool. Will look into this over the weekend. Might save me some work for my SpookWarCom project.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Sorry my friend but where and how exactly do we add the entrys? And you scripted ctrl + shift + j to open the box not shift +j. Your explanation is a bit confusing for me..

Shouldn't it be easier for an example mission that makes it all clear for all?

[

"MAIN ENTRY 1", //NAME OF THE MAIN ENTRY

"cw_ActionMenuEntry1", //UNIQUE ENTRY CLASSNAME

[ //ARRAY WITH ALL SENCONDARY ENTRYS THAT BELONG TO THE MAIN ENTRY

["SECONDARY ENTRY 1","execVM ""Scipts\entry1.sqf""","player == vehicle player"], //NAME OF THE SECONDARY ENTRY(STRING),ACTION(STRING),CONDITION(STRING)

["SECONDARY ENTRY 2","execVM ""Scipts\entry2.sqf""","damage player > 0.3"],

["SECONDARY ENTRY 3","execVM ""Scipts\entry3.sqf""","cursorTarget == MyUnit1"],

["SECONDARY ENTRY 4","execVM ""Scipts\entry4.sqf""","player != vehicle player"],

["SECONDARY ENTRY 5","execVM ""Scipts\entry5.sqf""","MyGlobalVariable == ""TEST"""],

["SECONDARY ENTRY 6","execVM ""Scipts\entry6.sqf"""],

["SECONDARY ENTRY 7","execVM ""Scipts\entry7.sqf"""],

["SECONDARY ENTRY 8","execVM ""Scipts\entry8.sqf"""] //<--THERE IS NO ,

//YOU CAN ADD AS MUCH SECONDARY ENTRYS AS YOU WANT TO.

],

"MAIN ENTRY 1 HEADER" //THE HEADER OF THE RIGHT LISTBOX

] call fnc_cw_gui_templates_menu_addEntry;

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Hey Vinni,

sry for the hotkey fail.

Here's the example mission: https://www.dropbox.com/sh/91y8z8sdoi0tpk2/AADSimpii4N5mQt2vn0qrlk4a?dl=0

Just preview, scroll your mousewheel, and hit "call addEntrys.sqf".

Also take a look at the picture in the mission file.

And make sure to use Notepad++ SQF Syntax Highlighting if you aren't already.

~Chief

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Ha Ok.. it's getting more interesting with the minute ... i'll do more testing next week (sunday) , check on this and let you know

Thanks Chief

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I don't really know anything about scripting, so please excuse me if this is really obvious or not at all related to your addon :P

Is it possible to make a main entry (and all its sub-entries) not appear unless a condition is met? Reason being is that I'm working on a training map with multiple ranges, each range having multiple sectors that control different areas of popup targets, and having like 30 range main entries would get out of hand quickly. Thanks.

Awesome addon by the way. I hate using the scroll menu for things (training stuff, utility scripts) that could be moved to something like this. :)

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Hey Jaaxxxxon,

for now you can only add conditions for sub-entrys.(see the example mission above)

Conditions for main-entrys and an option to remove a main-entry are planned for V0.2, which should be released next weekend.

~Chief

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Version 0.2 is out now.

Changelog:

-added: condition for main entry

-added: "delete main entry"-function

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Guest

Thanks for informing us about the updated version :cool:

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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