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Thread: Comms and Custom menues

  1. #1

    Comms and Custom menues

    Hi,

    I would like to be able to add one or more custom entries in the player communication/custom menu (0-8, 0-9) via script.

    I just found the function BIS_FNC_createmenu and the scripting command showCommandingMenu wich respectively creates and shows an user custom menu.

    I found 3 other functions: BIS_fnc_commsMenuCreate, BIS_fnc_commsMenuToggleAvailability, BIS_fnc_commsMenuToggleVisibility. These functions are probably used by SecOps and Warfare modules to hide or unhide certain communication menu entries.

    Actually it's not clear to me if is possible and eventually how to edit 0-8 and 0-9 menues, any help would be appreciated.
    Last edited by dfear; Aug 6 2009 at 14:46.

  2. #2
    The easiest thing to do is create a radio trigger, and rename it by typing whatever you want in the text field. I'm sure there are other things you could do...

  3.   This is the last Developer post in this thread.   #3
    Code:
    BIS_MENU_GroupCommunication = [
    	//--- Name, context sensitive
    	["User menu",false],
    	//--- Item name, shortcut, -5 (do not change), expression, show, enable
    	["Not active", [2], "", -5, [["expression", "player setdamage 1"]], "1", "0"],
    	["Active", [3], "", -5, [["expression", "player setdamage 1"]], "1", "1"]
    ]; 
    showCommandingMenu "#USER:BIS_MENU_GroupCommunication";
    'BIS_MENU_GroupCommunication' is where 'Communication' leads to.
    Last edited by Moricky; Aug 6 2009 at 15:06.
    Alpha is alpha.

  4. #4
    Private First Class
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    Author of the Thread
    I'm actually using a scripted radio trigger as you suggests. On activation it shows a previously created menu to manage communications with Air Command for CAS purpose.

    My intention is to realize a more portable and better configurable CAS/Air strike script than the one included in SecOps. Having these comms options in the 0-9 menu makes things easiest for the player and radio triggers could be available for other mission editing purposes..

    ---------- Post added at 03:16 PM ---------- Previous post was at 03:05 PM ----------

    Seems like the data structure of a menu.
    Thanks for the code Gaia =)

  5. #5
    What's the story behind the -5, and why can't we change it?
    VBS2 Designer

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    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?

  6. #6
    Private First Class
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    Author of the Thread
    SOM scripts use the -5 parameter too, I don't know what it stand for..

    The code that Gaia posted works cool, now I'm able to create new submenus within the 0-8 (Communication) one.

    Cannot find any pointer to the 0-9 menu..

    thanks again Gaia
    Last edited by dfear; Aug 6 2009 at 21:49.

  7. #7
    Second Lieutenant Kremator's Avatar
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    dfear,

    Can you show us how you have created those new menus ... for people like me (hard of thinking!)

  8. #8
    Sample code would indeed be cool

  9. #9
    I've trie dplacing the example from Gaia in a description.ext and it crashes the game. What am I doing wrong or what have I not properly defined.
    \"Game over man! Game Over!...\" ***-Pvt. Hudson, US Colonial Marine Corps
    \"You are not a beautiful and unique snowflake. ***You are the same decaying organic matter as everything else. ***We are all part of the same compost heap.\" -Tyler Durden

  10. #10
    Second Lieutenant Kremator's Avatar
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    Is it meant to go into description.ext ?

    Should it be called ?

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