#enfusion_gui

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winged vessel
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yes there is

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I believe you can write to ImageWidget

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with x,y,color

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or if not theres another widget which does it

worldly sphinx
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ah true, so your imageset could basically have a cube in it

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I mean a square, not sure why I was thinking about UI in 3d space

winged vessel
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I wouldnt do it pixel by pixel that way

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just blit out pixels like you would on a javascript canvas

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depends what you want to do

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just saying if you can design your system in a way that uses widgets instead of drawing pixel by pixel, its going to be better any day

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because the engine is optimized for rendering it, and that code is compiled C

worldly sphinx
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just have an imageset with your whole color palette

winged vessel
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but if you wanted to make say a graph widget that draws pixel by pixel and its mostly basic stuff like boxes and lines... that would be fine in script

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you wouldnt need a palette, you can just use a white widget and recolor that to any color

worldly sphinx
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well a bar graph would just be one image per line, since it could just be a fat rectangle

winged vessel
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yes thats right

sage current
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so still need to find the function to set pixel color on canvas

winged vessel
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a column/bar graph would be better done in widgets

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I can have a look when im in the workbench next

dusty yarrow
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Hi @worldly sphinxI saw that you had managed to integrate this style, converting the text directly into games, do you have an example of how you did this script and gui? Do you think it can be updated in-game, change the display #enfusion_gui message

winged vessel
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gonna play JA3 now

worldly sphinx
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you can use the same method to draw anything on objects, from things like PC monitors to car number plates

winged vessel
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things that dont need to update (like car number plates) should be cached hopefully into a texture

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so its not drawing pixel by pixel on every frame

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but I did want to look into that, like allowing people to make custom signs

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I believe its possible to render a UI on to a world object

worldly sphinx
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I do re-renders every 2 seconds or so for the rangefinder since it needs to update the ranges and make beeping noises if you are ranging correctly

winged vessel
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neat

dusty yarrow
winged vessel
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I would use the UI on world object option like bacon was talking about that PIP optics use

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and just update the image every x seconds

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either a single imagewidget and you update the image

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or multiple imagewidgets that you hide/show

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either would probably be fine

dusty yarrow
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Ok i see thx for info, I've also created magnetic cards for locked doors that work great now I'm trying to integrate the little messages like error or valid card on the display, I think the range finder system is a good option.

dusty yarrow
worldly sphinx
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is that a meat grinder of some sort?

dusty yarrow
worldly sphinx
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it grinds the keycard, single use keycards

median tulip
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I think it's a juicer

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You get to have a nice little sip of keycard

worldly sphinx
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ahhhh alright

dusty yarrow
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Ahhh yes i Will fix this right now ๐Ÿ˜‚

proven radish
dusty yarrow
burnt crag
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anyone know how to force update the respawn menu (or loadouts available) on clients in exp branch?

worldly sphinx
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kick the player so they rejoin

burnt crag
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lol I might actually end up dropping this mod anyways, turning into a pain to fix for 0.9.9 I do appreciate all the Obsolete markers in the code directing where to look for some things, but I dont even know why its compiling and not working now.

half solstice
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I haven't been able to find a way to manually update menus via script at all.

worldly sphinx
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does new radial menu stuff have documentation?

hollow heath
half solstice
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        WorkspaceWidget workspace = GetGame().GetWorkspace();
        ResourceName m_ItemPreviewLayout = "{F28D4D80C8885E1D}UI/Layouts/Widgets/Context/ZSF_Context.layout";
        Widget wid = workspace.CreateWidgets(m_ItemPreviewLayout);
        int mouseX, mouseY;
        WidgetManager.GetMousePos(mouseX, mouseY);
        FrameSlot.SetPos(wid,mouseX, mouseY);
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Any idea why then doesn't work correctly? am i missing something?

worldly sphinx
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any plans for docs for radial menus?

regal lion
stuck mesa
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Is something wrong with the AvailableActions tooltip (liek press R to reload, that shows up on the bottom left)?

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{80CC0413DDBDFCB9}Configs/ControlHints/AvailableActions.conf

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I used to have a config that would offset the Z value of the Available Actions HUD, but now it doesn't work anymore

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Stuff like this

dusty yarrow
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any idea why I can't write in my "EditBoxWidget" in my layout knowing that I've copied the one in the search menu?

worldly sphinx
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maybe you need to focus/select it first?

dusty yarrow
worldly sphinx
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hum I had the same issue and just turned out I didnt activate it sadge

dusty yarrow
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I'm going to move on to something else until I have a solution notlikemeow

worn marten
stuck mesa
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try

GetGame().GetWorkspace().SetFocusedWidget
stuck mesa
dusty yarrow
stuck mesa
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Hmm, not sure in that case.
Mine is technically the same but works

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You could try SetFocusedWidget specifically for the editbox widget

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I did have issues with editbox as well, those are the main oens I had

dusty yarrow
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Ok, it's fixed but I don't know how

lime pumice
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How do you edit the HUD? Iโ€™m trying to add the FIA faction to the HUD for CAH so that all 3 teams have their score displayed but Iโ€™m pretty unfamiliar with editing a HUD. I found the icons and everything and the HUD display for the game mode but Iโ€™m not sure how to add and move stuff around.

stuck mesa
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You can create override for vanilla layouts in the tools

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Once you have an override, most things you change will overwrite the vanilla hud.

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Mostly just try to look around the layout file + try to locate the script file for that layout

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I don't have CAH, but in conflict HUD, there's a widget named FlagSideBlue
Then I look up that in the script editor Ctrl+shift+F

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Easiest way to learn is to inspect vanilla code

lime pumice
shy vapor
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Can enfusion import ttf fonts?

swift cosmos
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yes

shy vapor
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Do we need any particular encoding?

swift cosmos
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nop

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Drag&drop it into workbench and you'll see

lilac vessel
swift cosmos
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Last time I tried I had a bunch of crashes and had to try several times, but in the end it worked

lilac vessel
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Uhh, idk if thats only for me but really i cannot import TTF fonts

half solstice
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@lilac vessel Have you tried adding to your mod directory then loading workbench?

dusty yarrow
stuck mesa
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perhaps you are using windows 11?

mortal rose
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Very new at this stuff and hoping for another set of eyes? Been playing around with SCR_InfoDisplayExtended which has way more functionality than SCR_InfoDisplay to create a stamina HUD bar. It has a interface methods... so instead of overriding say OnStartDraw and then having to call super.OnStartDraw to get all the existing functionality, you override the interface DisplayStartDraw which gets called within OnStartDraw

Am I groking this right? So for my situation I don't need to check if !m_wRoot in my override because that is already run before the interface is called? And I don't need to super it in?

(Yes the code runs as expected just not sure if what I think is happening is actually happening)

override void DisplayStartDraw(IEntity owner)
    {
        m_wSubtleStaminaBar = ProgressBarWidget.Cast(m_wRoot.FindWidget("m_wSubtleStaminaBar")); 
        
        if (!m_wSubtleStaminaBar) 
            return;
        
        m_wSubtleStaminaBar.SetOpacity(0);
    }
tiny steeple
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Guys, i need move notification layout messages to other position. I override notifications_message_base.layout but can't save changes. When i reload file i see only empty copy of first dragged thing in hierarchy. Drag, Copy and Create + drag in same problem. Maybe its bugged or its my fail?

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little number changes working but the message wall looks totally different, nothing correct

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i want use the deploy screen notification positions because my own hud colliding since last update.

shy vapor
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Quick question. How does the UI Layout Preview work? Because no matter what I do or try to do, it never shows anything

swift cosmos
swift cosmos
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RTTextureWidget's don't render

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or.. they render empty

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I also asked about that and it confused me and I don't understand why.
But that is intentional and by design, and that will stay like that.

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As a workaround, you can move the contents of the texturewidget out into a separate layout. And then only have a tiny "RT texture wrapper" layout with the real layout linked inside it.

shy vapor
half solstice
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or is it not rendering the text as well?

shy vapor
half solstice
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oh i see

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it doesn't render any of its child widgets?

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@shy vapor is that the problem? ^^

shy vapor
half solstice
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Yeah, that is dumb, I originally misunderstood what you were complaining about.

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in that case i would just convert it to an overlay or something while testing, then convert it back

swift cosmos
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I'll just move rendertarget content above the widget
Be careful when selecting multiple widgets and moving them, that inverts their order

worldly sphinx
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radial menu docs? sadge

neat sky
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GUI (E): LocalizationEditor: Can't build runtime string table, 'Language/CustomActions.st' is not configured in game project!

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this seems to refer to the doc segment showing how to add the stringtable to the current project, which I did without encountering any problem

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unless the stringtable have to be configured for every "Configuration" dropdown list option ? By default it is "Healess", but "PC" and other platform are also available

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the wiki does not mention this dropdown list

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Re-adding the stringtable for "PC" seems to allow the table to be built. Do I need to re-add it for all other platforms ? I'm unsure of why this is as it is, since localized strings are probably the same on every platform ?

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it looks like all platforms inherits from PC, right ?

blazing bramble
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hey! I'm using SCR_ModularButtonComponent to render a dynamic list of buttons. There's an effect I'd like to disable by calling SetEffectsEnabled(string tag, bool enable) but none of the effects on the modular button prefab have any tags. am I missing something? Only solution I can think of is to create a new modded layout and naming the effects

worn marten
blazing bramble
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Thanks for the help!

burnt axle
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Has anyone tried making their own additional settings tab for the vanilla settings menu?

half solstice
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@burnt axle I haven't but, ill look into it for you

half solstice
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I went a completely different route but for anyone wondering there is an example in gameLib.c, i literally found it after i got a working example made lol

worldly sphinx
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this settings tab will only be visible when you load into the game world

worldly sphinx
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I made an override in a layout, duplicated and edited a button, saved, restarted workbench, all my edits went to an existing button and my duplicated one is missing

worldly sphinx
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you guys have a tiktok icon in the icon set but not discord? sadge

worldly sphinx
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also what about image widget functionality that would do what css object-fit: cover does

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just center it without stretching

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within its bounds

burnt axle
worldly sphinx
burnt axle
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Then what its done for me is not stretch an image, but make it fill whatever it can

worldly sphinx
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it would scale the image to fill as much as possible of the bounds, centered

burnt axle
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Yes, I believe that the sizecontent widget will do that. Let me get an example once I boot my pc

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I just used it a few days ago

burnt axle
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keeps aspect ratio maintained for me and fills entire overlay

worldly sphinx
burnt axle
worldly sphinx
burnt axle
worldly sphinx
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I want it to fill in the parent and clip

worldly sphinx
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thanks

onyx flint
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Why is it only adding SCR_LoadingSpinner, where did the script selection go? blobdoggoshruggoogly

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Nvm, if you have script errors at the start it only adds the SCR_LoadingSpinner after fixing them it shows all scripts again blobcloseenjoy
But why does it only show that if you have errors?

rough marsh
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Does anyone knows a good mod that has a single shot shotgun

median tulip
worldly sphinx
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can we get a rich text widget tags and properties reference?

rustic cypress
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how do i make the text here wrap? I have it enabled it in the text widget but cant really figure out what's up

worldly sphinx
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I think wrap may not like to break words, but will wrap on whitespace

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you also may need to define a maximum width for it to wrap

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otherwise the text widget is infinitely wide, like ben swolo in that one starwars movie

rustic cypress
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thanks, where do i set up the maximum width? the SizeLayoutWidget doesent seem to care what setting i put there

worldly sphinx
worldly sphinx
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wat about dis

rustic cypress
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still wont cause it to wrap

worldly sphinx
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ok wat if you separate words with spaces

rustic cypress
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didnt seem to do anything.

worldly sphinx
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oh yea uncheck size to content

rustic cypress
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already had done that. should i remove it only from size widget or from everything?

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I see, i had to put the text widget as a direct child to a SizeLayout to get the effects on it. Fixed ๐Ÿ‘Œ

thorny surge
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quick question: what component/setting controls the character slot that a custom clothing/gear item takes up?

rustic cypress
shy vapor
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How does canvas widget work? Is there any documentation for it?

half solstice
hoary phoenix
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Anyone know if if it's been done, or if you can implement, the same PIP magnification that scopes have into viewing ports or scopes on a vehicle?

worldly sphinx
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possible, yes

obtuse copper
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Hi, I'm trying to make a simple hud element to test things and made a new game mode and player controller (copied from existing) for that. Now i want my renamed copy of CampaignInfo to show up here but i dont know what sets up that list

obtuse copper
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nvm it appears that restarting the editor made it show up

stoic plover
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Is there a way where you can set the arsenal boxes to overlaod someones current equipped items? Let's say for example I have a bunch of players spawn with just shirt, pants, and boot; So that when they go towards the box, they're could be like a menu-selection(Kinda like the menu with vehicles where you can select the one where you want to respawn) but instead it overwrites items for the selected slots?

worldly sphinx
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I have a tab view component, one of the tabs has a page with a input box, when I type in the input box and switch tab it keeps buttons disabled as if the input box still had focus

worldly sphinx
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looks like my button enters a force disabled state that I can't revert from script?

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seems like calling OnActiveWidgetInteraction can get the button to activate, nevermind!

tribal wagon
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Hey!

Is there any info on how to add your own button to the pause menu? Similar to bacon's admin tools adding "server message" as an option when opening the pause menu

worldly sphinx
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I mean you could open admin tools mod and see how it was added

tribal wagon
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I have but I can't find where the server message option is referenced or added ๐Ÿ˜‚ will try looking more later I guess

hoary phoenix
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Has anyone found out how to have vehicles gunner sight have levels of zoom control?

hollow heath
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Out of the box that is

hoary phoenix
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Has anyone found a way around it yet?

worn marten
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Arma Reforger Experimental
Hi, i've seen that GetItemPreviewManager() has changed to another class from Game to ChimeraWorld.

        ChimeraWorld world = ChimeraWorld.CastFrom(GetGame().GetWorld());
        ItemPreviewManagerEntity m_Manager = world.GetItemPreviewManager();    

Can we do this in order to get it? i've seen in some reforger code that uses soem item to get his world instead of getting it from GetGame()

worldly sphinx
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wait what's CastFrom

worn marten
static raven
static raven
worldly sphinx
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is there some helper for sending any notification with custom text from server?

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the notifications component seems overcomplicated

stuck mesa
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We tried, but we think you have to add that functionality manually

worldly sphinx
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bohemia pls

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its just displaying a string on the screen

rustic cypress
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Why dont you use hints? You can use SCR_HintManagerComponent to show a hint with custom text.

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can also make it show only to certain faction, not sure if you can aim it to specific player. Should be able to be done tho.

worldly sphinx
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because I want to use notifications

tiny steeple
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I want use too but can't reposition notifications. its wrong position since some updates ago. When i change notification's layout all gone, see only colored lines.
But now its behind my own display:

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deploy menu notif position would be fine but i failed with working deploymenu samle too ๐Ÿ˜„

worn marten
tiny steeple
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@worn marten i use override button at WB, its keep original name and path

worn marten
tiny steeple
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Resolved enfusion

minor ermine
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Hello, I'm making the HUD mod, but I don't know how to test it in Enfusion workbench.

How can I do?

wintry topaz
minor ermine
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yes, i did it.
then just load a world, and play it?

wintry topaz
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Yep

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You have to Override the Base Player and applay on prefab

worn marten
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I havent done huds yet so i dont know how i his setup hehehe

rich narwhal
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hey, i created my own Shared.conf, with a custom action for the Context action but it doesn't show up

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I created it in {modname}/Configs/Editor/ActionsLists/Context/Shared.conf

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still its not showing up, the website states that it is in /Data but I am not sure where that is

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I am assuming it is the root of the mod

hoary phoenix
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I'm curious if anyone here has come across a mod for a car/vehicle/static weapon that has magnification for zoom aiming sights?

minor ermine
iron musk
hoary phoenix
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what is currently mission to halt the ability to rework magnification on vehicles?

half solstice
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B.I.

reef hemlock
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In which class can you change the width of Loadouts?
So that more than 6 variations of Loadouts could fit on one page.

worldly sphinx
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will there be docs on creating new radial menus? I know I can add commands to the commanding menu but I was hoping I can use the system to have my own radial menu

worldly sphinx
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nvm it was easy lol (compared to the previous system, anyway)

worldly sphinx
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something happened to the list box UI component as I can no longer activate ("click") it when it's inside a dialog using an xbox controller - I can scroll it but not confirm selection

worn marten
worldly sphinx
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it works in a menu but not a dialog

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I can click it with mouse just fine but pressing A on controller doesnt do anything

worn marten
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a ok, works in menu, then it will work fine for me

worldly sphinx
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lucky you wah

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seems like MenuSelect is "missing" from DialogContext

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it says dialog will use MenuContext but that seems incorrect, it uses DialogContext regardless of what I put in the Action Context

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I hope I don't break the whole game by adding MenuSelect to DialogContext

worn marten
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tobh i changed to Menus in the last patch to hide actions, that was ugly hmmyes. But not sure what's the difference beside that

stuck mesa
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Also requires changing it in the .layout files

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Pressing ESC did nothing for me before I changed it

winged vessel
stuck mesa
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check the layout, InputButtonComponent thing

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And also the values in there

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If you had any edits to layouts made before 1.0
You should check the new updated layouts.
Since old edits will have wrong script class

winged vessel
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That screenshot is from conflict

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Ive updated my layouts and added the label back

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but even conflict buttons show like that

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I guess its something ive done I just dont know what

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it seems to have fixed itself somehow

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maybe after restarting workbench

winged vessel
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still having issues dragging items around inventory. it takes 5-6 goes before it works, and cannot drag anything into hotbar (or anywhere) when it does actually drag. just nothing happens

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I have to drop items then equip them from the ground

stuck mesa
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the InputButtonComponent in the layout has parameters, maybe those are wrong

winged vessel
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Im no longer talking about the InputButtonComponent

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that is fixed

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I am talking about dragging items in the inventory

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which has been broken for a long time, but now it is even more broken

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and now that has also randomly fixed itself, possibly after workbench reload

worldly sphinx
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do we have a way to display any text as a notification yet?

stray cave
stray cave
worldly sphinx
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doesn't seem relevant

burnt axle
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Was anyone else using tooltips before? I had a custom layout tooltip and used SCR_TooltipManagerEntity.CreateTooltip(tooltipLayoutPath, m_wRoot); before 1.0, but now it expects a type SCR_ScriptedWidgetTooltipPreset, just being lazy before I try to figure it out myself and see if anyone else did something similar

frigid girder
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Hello all, i noticed the Ctrl+R action (Inspect Weapon) is gone right now. Can't recall if it was linked to any mod, thing that i'm starting to suspect. Did anyone notice and eventually fixed this?

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nevermind i'm an idiot. Holding R works.

rustic cypress
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Hello, i've been trying to use the list menu to list some selections, i managed to get the selections to change size based on text, but i can figure out what i need to do to get the spacing to fix after theyve been resized. Any ideas?

vital ether
shy vapor
crimson acorn
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I have an issue with the ItemPreviewWidget. The item preview becomes blurry as the image shows
This is how I get the ItemPreviewManagerEntity :

ChimeraWorld world = ChimeraWorld.CastFrom(GetGame().GetWorld());
ItemPreviewManagerEntity manager = world.GetItemPreviewManager();

And here's how I get the widget and display the item:

ItemPreviewWidget itemPreview = ItemPreviewWidget.Cast(itemWidget.FindAnyWidget("ItemPreview0"));
m_ItemPreviewManagerEntity.SetPreviewItem(itemPreview, previewObjEntity, null, true);

Any idea ? Was working fine until 1.0...

proper sphinx
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probably same issue as in lobby mod

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i think its a bug

hollow heath
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this is game-wide, same thing happes in vanilla arsenal and just inventory

static raven
hollow heath
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its an option now?

shy vapor
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Isn't it just a problem of engine displaying low resolution mipmap?

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Mesh and aliasing are the same in both icons

crimson acorn
static raven
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I had the same issue and it was that

crimson acorn
static raven
worldly sphinx
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Xbox mode

worldly sphinx
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can we haz a function to send any string as a notification (not hint) from server to players

west flare
#

Someone charge me to make this weapon called HECKLER & KOCH 417

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I need to send a photo so you can see

rotund wave
#

Bonjour je recherche un moddeur capable de mod de lโ€™รฉquipement de lโ€™armรฉe franรงaise nโ€™hรฉsiter pas ร  me contacter

spark burrow
static raven
sweet heron
worldly sphinx
sweet heron
fluid nova
#

Hey, what is for these red area?

worn marten
fluid nova
#

Triangles

fluid nova
#

So its only for me to mark where im working right now? @worn marten Because I can move this

hollow heath
#

Mmmm I don't think so

worn marten
sweet heron
#

I'd like to add a hotkey to the inventory menu. Any guides to that end out there?

old patio
#

Hey guys, I'm starting GUI modding now but I have never scripted in Arma Reforger. I know C# pretty good and made some scripts for Arma 3 but I don't know anything about scripting with mods. Are there any good tutorials about UI modding? I only found 2 little ones from BI. Also is there something to look up the different commands for scripting? Like Unity Scripting Reference.

worldly sphinx
#

Outside of Bohemia wiki probably not, a lot of stuff is commented.

worn marten
worldly sphinx
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changing an image of an imagewidget with script breaks scaling

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they stretch out

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or something, it's weird

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works great if the image is already set in the UI layout but once I change it in script it always looks off

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I think the size/dimensions of the imagewidget dont update when I change it with script

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so it keeps dimensions of the "original" ui layout image

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or maybe it's the ScaleWidget my image is in

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this is the original UI layout

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this is what happens after I change the imagewidget texture in script to something with different size (this is a qr code)

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the layout sort of keeps the dimensions of the originally defined image

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how do I refresh it? or something

mellow escarp
#

Can't find the layout for this particular tab. Is it fully dynamically created?

worn marten
mellow escarp
#

Found it, seems that it' whole editor attribute classes thing.

late shore
#

Can anyone help me with overriding vanilla UI?

old patio
#

Hey guys, got a little problem or misunderstanding. I followed the UI creation tutorial from Spyke for the ListBox but its not writing anything in it. What should I put in AddItem()? Just a text or a prefab? How should I do that?

worn marten
old patio
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This one

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I created the list as told and the script as told. Still isn't showing anything

worn marten
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Is m_ListBoxComponent null?

old patio
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what do you mean?

old patio
worn marten
#

yes

old patio
#

ok I'll check

worn marten
#

You can check it with a Print(m_ListBoxComponent) before the if(m_ListBoxComponent) (should print something in console log) or using script editor break points

old patio
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: SCR_ListBoxComponent m_ListBoxComponent = SCR_ListBoxComponent<0x00000206E3DF41F0>

worn marten
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ok so it is fine

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can you share your layout with some image?

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what do you see on screen when running it?

old patio
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This is the code

OverlayWidget m_ListBoxOverlay; SCR_ListBoxComponent m_ListBoxComponent;

OnMenuOpen

//List m_ListBoxOverlay = OverlayWidget.Cast(m_wRoot.FindAnyWidget("ListBox0")); m_ListBoxComponent = SCR_ListBoxComponent.Cast(m_ListBoxOverlay.FindHandler(SCR_ListBoxComponent)); Print("[EmergencyPlus] initialize Components", LogLevel.NORMAL); Print(m_ListBoxComponent,LogLevel.NORMAL); if (m_ListBoxComponent) { m_ListBoxComponent.AddItem("MyItem0"); m_ListBoxComponent.AddItem("MyItem1"); m_ListBoxComponent.AddItem("MyItem2"); Print("[EmergencyPlus] List set", LogLevel.NORMAL); }

old patio
worn marten
#

share the full .c file

old patio
#

uhm...

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Discord won't allow me to send it because I'm not a friend with the server lol

worn marten
#

ok send it to me with private message np

old patio
#

Same thing. What is wrong with DC lol

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I'll send you the file

late shore
worn marten
#

what do you want to change?

late shore
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Change it to be more simple. I hate that there is big orange F everywhere

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But I get lost in scripts

worn marten
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mmm ok

late shore
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And how to override it

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Scripts are still new to me, I make asset mods xD

#

If you could help me out a bit and figure it out, I would really appreciate it.๐Ÿ™

worn marten
#

Maybe this: {80CC0413DDBDFCB9}Configs/ControlHints/AvailableActions.conf
and this: {07E240F39AC8FDDB}UI/layouts/HUD/AvailableActions/AvailableActionsSlot.layout
i've not tested it so if they are not the stuff you are looking for tell me

late shore
late shore
#

and then there is just empty layout and empty config

worn marten
late shore
#

I found it, it was the wrong layout

late shore
#

@worn marten well I was only able to remove the F, but changing other stuff like size does not change. I tried changing ActionSlot size

hoary phoenix
#

Very noob Question.. But is Vehicle aiming sites fall under the naming scheme as GUI?

worldly sphinx
#

anyone know how to change UI image in script in a way that it doesn't break scaling?

worldly sphinx
#

turns out I can get this to work by reading image size and then setting image size

#

weird but ok

proper sphinx
#

Is there any best practice how to import alpha channeled PNG so that they properly display in GUI displays. In layout/edds preview everything looks fine but in game display its always a bit translucent (even in areas that should be opaque). Similar to how it looks when I set to MIP 2 in the edds file.

Wonder if its a missing property of SCR_InfoDisplay (which I build upon) or import setting or something else ๐Ÿค”

proper sphinx
#

i kind of suspect m_bAdaptiveOpacity to be the culprit but as its private i see no workaround

half solstice
proper sphinx
#

why am i not surprised to find myself in stone age file formats again when it comes to arma blobdoggoshruggoogly

#

didnt use it for 20 years of design career

sweet heron
#

Is there a way to get support for Norwegian characters (รฆ, รธ, รฅ)?

burnt axle
#

What do UI Styles do? When I try to open the reforger ones I get an error that it cant open file '%s'

old patio
#

Hey guys, I have a problem. Anyone knows how the Map Widget is working? Its pretty buggy for me (see picture). Anyone knows what went wrong and how to use that?

worn marten
#

I've tested it and i get something. it's not perfect but maybe it's a good start for you. This is the project.

#

@old patio

old patio
#

You are just a legend

worn marten
#

There are a lot of systems working here so i don't know how to "simplify" more and only get a map where you can set a specific position, zoom etc

old patio
#

I think I can work from there. I think there are mostly bufs from missing a code

crimson acorn
#

Trying to render text using RTTextureWidget and &rendertarget, but I end up with this black background
Not familiar with this stuff, any help is highly appreciated
It worked prior 1.0 update, so I wonder what change could cause this

worldly sphinx
#

String editor attributes plz, someday

crimson acorn
wicked zinc
#

A lot of people have already begged for documentation and examples, and BI is working on it; however it takes time to do it right.
Especially when looking at the BIKI for Arma 2/3 which was completely done by the community ๐Ÿ˜‰

swift cosmos
worldly sphinx
old patio
#

Hey guys, got a problem with importing my image. I wanna create a menu for our Radio and this is how the image looks like... There is a color being put above the Image. Anyone knows how I can import the Image like it already is?

proper sphinx
old patio
proper sphinx
#

not sure which setting that is out of my head, but did you try setting alpha of that color to zero?

old patio
worldly sphinx
#

so is there a way to set LOD in preview/render target widget yet?

#

SetFixedLOD on the entity works, I guess

worldly sphinx
#

how do I make up/down gamepad/wasd controls move to the next widget?

#

or rather, I have two listbox components that scroll horizontally, I want up/down to move between those listboxes instead of moving between contents of the listbox

#

it only does it when I reach the end of the listbox

worn marten
#

You will need to create that "navigation movement" afaik (Adding ActionListeners and changing the focus to the control you want).
I did some test a while ago handling from the layer that contains both of the listbox, there you can change focus between them.

#

Althou in some situations didn't work, don't know why. I think it's because some other navigation management was active for the same action. Haven't tested much more tobh.

worldly sphinx
#

Yeah I can deal with it using navigation buttons that respond to actions

worldly sphinx
#

I don't understand the UI editor sometimes, trying to align a button for the past 15 minutes pressing random buttons because it's off by 10 px in the game but not the UI editor

static raven
#

Set the target rule to explicit then you can define specifically where you want it to be moved

#

Works for keyboard and controller

worldly sphinx
#

how can I make scroll layout scroll to the next element or a little further past where the item to be in view is?

#

so I end up with some space at the top and bottom of the screen when on first and last element

static raven
worldly sphinx
#

I want to scroll past it but on xbox it wont work since it just goes over the listbox elements

static raven
worldly sphinx
#

imagine scrolling inside an element that has padding inside, when you scroll to the bottom there is space visible under the lower-most element

static raven
#

ah I see

#

and the list box just "scrolls" to the bottom part of the last item

#

Not taking into account that padding, right?

worldly sphinx
#

yeah because when using the controller it does it by putting elements from the list box in focus

static raven
#

I see, you can't do this nicely with List Box as you do not really have scroll control over it. I will place a request for the engine team on this.

#

You can achieve it with the scroll widget

static raven
worn marten
#

when configured as Escape it searches for the nearest widget with focus enabled, right?

worldly sphinx
#

how do I capture things like mouse clicks or holds in UI?

#

my action context is activated but action listeners never get the input value, it's always 0

worldly sphinx
#

are animated gifs not supported? sadge

swift cosmos
#

Wasn't aware that even un-animated gifs are supported.
No moving picture support. Though maybe the VideoWidget could make it in sometime, but chances aren't high

worldly sphinx
#

dang I wanted to put animated emojis in my mod

worldly sphinx
#

does the inputmanager not work in UI? none of my custom actions seem to be triggering

#

nvm it was priority

worldly sphinx
#

how can I make a SCR_ListBoxComponent element clickable when it's already selected? it only registers first click, subsequent clicks do nothing

worn marten
worldly sphinx
#

thank you

worn marten
#

i can't find any attribute to change that, so you will need to override it

#

You can try to do the same (override) in SCR_ListBoxComponent::OnItemClock to

#

it's the one that calls for _SetItemSelected

worldly sphinx
#

how do I clear an ItemPreviewWidget?

#

as in, so it has no preview

worldly sphinx
#

can I change the disabled color of a widget somewhere?

half solstice
worldly sphinx
#

thank you, force refresh was the needed thing

half solstice
#

sweet, glad that got it sorted

shadow lantern
#

hello people, i am lost, confused and utterly frustrated with the following: i am trying to use the native GUI editor to make a menu based on the PixelGrid system........ but when i look for documentation, i get overwhelmed with old and conflicting information that makes no sense to me. is there anyone here who can help me going?

worn marten
shadow lantern
worldly sphinx
#

is it possible to have a button inside a button? clicking the child button seems to click the parent button

half solstice
#

@worldly sphinx Yes, but you have to manually set the focus to the child button from script

worldly sphinx
#

is there a way to draw some debug shapes that will be visible inside render target widgets?

sweet scaffold
#

Anyone know why I cant get the handler either way?

#

Returns null

#

but i can find the slider

worn marten
#

I'm using {8C63C2E7AE0092B7}UI/layouts/WidgetLibrary/WLib_ProgressBar.layout prefab wich uses SCR_WLibProgressBarComponent

    //------------------------------------------------------------------------------------------------
    void SetCapacityProgressBar(float percentage)
    {
        SizeLayoutWidget w = SizeLayoutWidget.Cast(m_wRoot.FindAnyWidget(WIDGET_CAPACITY_PROGRESSBAR));
        if(!w)
            return;        
        SCR_WLibProgressBarComponent handler = SCR_WLibProgressBarComponent.Cast(w.FindHandler(SCR_WLibProgressBarComponent));
        if(!handler)
            return;            
        handler.SetValue(percentage);
    }
#

@sweet scaffold

#

haven't tested with SCR_SliderComponent

#

SCR_WLibProgressBarComponent has GetProgressBar to, if you want to try with that

worn marten
worldly sphinx
#

is there a UI widget for automatic grids?

#

looks like Grid Layout widget requires me to specify which row and column children are in

#

looks like WrapLayoutWidget seems to work, though I guess I'll have to do the scaling myself

worldly sphinx
#

how do I figure out why GetGame().GetWorkspace().SetFocusedWidget() does not set an item in focus?

#

this seems to be mostly noticeable when using gamepad, I want to select an item in the list box

#

on the controller it doesn't become in focus until I press A or move left stick

half solstice
#

I've noticed a bunch of things don't seem to trigger like they're supposed to when using controller input

worldly sphinx
#

looks like blend mode Blend works differently in Workbench and in game, in Workbench my widget has transparent background but not in the game

#

workbench

sweet scaffold
#

how do i create a new style for a widget?

sweet scaffold
#

@worldly sphinx do you have the code you used to fill in a grid layout

#

if any devs are watching there should be an auto selection for row and column

worldly sphinx
#

no, I used the wrap layout widget and it seems to arrange items of same size in a grid but it scales incorrectly

sweet scaffold
#

hmm ill write it then

#

@worldly sphinx here is the math for it if you want it before i implement it

row = btnCount / 3 -- round this down
column = btnCount % 3
#

3 is for the amount of columns

sweet scaffold
#

Maybe have like an append child function that will accept a widget. And have a param to automatically add it to a slot thatโ€™s not taken

#

m_wGridLayout.appendChild(buttonWidget, autoColumn: true, autoRow: true);

static raven
#

You just need to add it as a child, it will follow the rules of the layout

sick current
#

did you find a way to have a cursor? kinda need it xD

worldly sphinx
#

like an image that moves around with a controller? not sure how to handle the part that focuses things tho

#

maybe there's a way to have script API pretend mouse cursor is moving just inside UI

sick current
#

i could just get the widget under the image position and set it focused

worldly sphinx
#

could use an xbox to test this theory right about now

worldly sphinx
#

you may need to filter types and handlers of course

sick current
worldly sphinx
#

WrapLayoutComponent scales vertically for each item regardless of whether it actually is below or not

#

do size widgets etc support percentage scale?

sick current
worldly sphinx
#

I guess I can set it through script or something

proper sphinx
#

noticed the key hints being behind the map and not visible (fade out as soon as you close the map a second after i did the second screenshot)

any way to show them above the map? think

#

might even be a vanilla bug as panning/zooming is not added by me

sweet scaffold
#

how do i get transform slot info in code so i can set padding and stuff?

#

the LayoutSlot

#

nvm i got it

#

@worldly sphinx here you go buddy

#

this works

#

just gotta keep track of how many children there are

worldly sphinx
#

oh I just used the wrap layout widget

sweet scaffold
#

oh damn well if you ever need it there it is lol

#

thats looking real good

worldly sphinx
#

notice it sizes vertically for each child's height

#

I will have to compute and set its height manually from script

#

but that's trivial

sweet scaffold
#

could just convert it to the grid. might save headache since all children are uniform im pretty sure.

#

Mario said you just have to add it to the grid but i dont see anywhere to set rules like he said

worldly sphinx
#

with grid I have to handle rows and columns, with wrap I have to set height to items count * 64

#

I guess either works

sweet scaffold
#

true

worldly sphinx
sweet scaffold
#

hmm i havent messed with previews yet so i couldnt test that yet but if i figure it out ill let you know

worldly sphinx
#

it bothers me that it's different in game than in workbench because I can't repro it

sweet scaffold
#

yea ive ran into a few things like that script wise. it doesn't make much sense. its like workbench is more updated than the game.

worldly sphinx
#

no you dont understand man it drives me crazy

worldly sphinx
#

is SetFocusedWidget supposed to work on gamepad or am I losing my mind over a bug?

#

lmao it works when I use callqueue

sweet scaffold
#

how easy is it to setup gamepad controls for a menu? @worldly sphinx

worldly sphinx
#

trivial

#

aside from some random bugs

sweet scaffold
#

why cant I get the root widgets workspace in a dialog?

worn marten
mellow escarp
#

how to properly use images with transparency in UI controls? I'm trying to import .png with transparent background, but it doesn't work - it still has background for some reason

#

Seems that it's tied to photoshop transparency
Here I used eraser a bit and for some reason it erased the transparency in reforger's ui control too

worldly sphinx
mellow escarp
#

Could it be tied to "color profile"?

worldly sphinx
#

no, photoshop does not export alpha channels for png

#

to my knowledge you need an alpha channel, so if you use photoshop try a different format

half solstice
#

Just stop using png.

worldly sphinx
#

yeah, that

amber spruce
#

anyone know how to setup interaction with objects e.g. holding e to start an action?

worn marten
amber spruce
#

thank you!

winter rampart
#

How in tarnation do you make a scrollable panel? I wish I could copy/paste from an existing layout but I have this hierarchy. Been doing my best to compare/contrast the server browser menu layout

I feel like I am missing something stupid small or something

worldly sphinx
winter rampart
#

I add elements to the vertical layout within the scroll.

worldly sphinx
winter rampart
#

it is enabled, default settings
WIP for sure but I have 14 items added to the vertical layout and only see 8. no scroll ability or scrollbar visible

#

direction set to vertical

worldly sphinx
#

show me full scrolllayout?

#

props

winter rampart
worldly sphinx
#

try those two slot options

winter rampart
#

that didn't impact anything either

worldly sphinx
#

hmm ok I'm out of guesses

#

thats how my scroll layouts are setup

winter rampart
#

There has to be something obvious that I am missing. The size of the area is defined, not set to "size to content"
clearly defined square. This is on the overlay widget

#

IDK if it matters or not

#

squint I got it working..... moved the vertical layout to be INSIDE of the scroll

quartz stone
#

Can anyone explane how to mod a Layout file? i need to add my own imageset to the map. So i try to duplicate and inherit the original File. But: If i add my imageset, the original Icons will not work anymore and if i add the original also, then only the original icons work, but the new added imageset is not working.

worn marten
quartz stone
#

Hey Spyke, you mean i should mod the imageset and not the Layout?

#

{0651202E9F2646DE}UI/layouts/Map/Map.layout

#

If you take a look, the imagesets are on the MapWidget - i just added my own

worn marten
quartz stone
#

Yeah, same here

#

@static raven do you know something about?

half solstice
#

@quartz stone@worn marten

quartz stone
#

how? ๐Ÿ˜„

half solstice
#

Magic

quartz stone
#

cool

half solstice
#

You have to alter the map.layout externally

#

actually let me test something really quick

#

So yes, the only way is to alter externally

quartz stone
#

And what i need to change in the File? i already copyed the original imagesets into it with Notepad++

half solstice
#

you just paste in the array for the Imagesets

#

I.E. the original array with yours added to the end

quartz stone
#

i already did this ๐Ÿ˜ฆ

half solstice
#

You're doing it wrong then.

#

Override the original

#

open in note pad

quartz stone
#
   Imagesets {
    "{BCD5479864D1A79A}UI/Textures/Map/topographicIcons/icons_topographic_map.imageset" "{F7E8D4834A3AFF2F}UI/Imagesets/Conflict/conflict-icons-bw.imageset" "{9AF52DEEF08E7F74}UI/Imagesets/Editor/editor_icons_map.imageset" "{7AC739B91D4F8D92}UI/REAPER_MapMarker.imageset"
   }
half solstice
#
FrameWidgetClass {
 {
  MapWidgetClass "{000000009C582FB6}" {
   Prefab "{000000009C582FB6}"
   Imagesets {
    "{BCD5479864D1A79A}UI/Textures/Map/topographicIcons/icons_topographic_map.imageset" "{F7E8D4834A3AFF2F}UI/Imagesets/Conflict/conflict-icons-bw.imageset" "{9AF52DEEF08E7F74}UI/Imagesets/Editor/editor_icons_map.imageset" "YOUR IMAGESET"
   }
  }
 }
}
quartz stone
#

looks the same

half solstice
#

From what i'm seeing though. The problem is that we can't add more Descriptor Types

quartz stone
#

Did you closed workbench and reload?

half solstice
#

or new main Types to the SCR_MapDescriptorComponent

#

modding EMapDescriptorType doesn't seem to work for me

quartz stone
#

i also tryed this ๐Ÿ˜ฆ

half solstice
#

Yes the only way is to override the existing ones

#

we can't add new ones apparently

quartz stone
#

If you close and reload workbench, will all icons work?

#

in my case the original one are gone and only a triangle will show

half solstice
#

You're using the wrong imageset index

#

the index for yours

#

since it's the last one is 3

quartz stone
#

so, you have to remove one?

half solstice
#

What?

quartz stone
#

since it's the last one is 3... so i can not add a 4th one

half solstice
#

I don't think you understand what i'm talking about

quartz stone
#

maybe ๐Ÿ˜„

half solstice
#

not maybe, I was just being nice

#

Show me the config entry for your Descriptor

half solstice
quartz stone
#

i set the icons by Script

half solstice
#

i'm not doing that

#

im just trying to add custom ones to use on map objects

quartz stone
#

and i added new one to the PlayerCharacters depending on there state

half solstice
#

The information you're supplying is to vague for me to be helpful.

quartz stone
#

Sorry im new to all of this. So, i added the Imageset like shown above to the Map.Layout file. In my Script i Set the Icons with "SCR_MapDescriptorComponent". This is all working. But if i add my imageset to the Layout, the orignal Icons will not show anymore. if i remove my imageset, then the original is working. So, i do not get it that all icons working.

half solstice
#

Are you in experimental?

#

SCR_MapDescriptorComponent doesn't have any functions

#

So, idk how you think you're setting the image with it.

quartz stone
#

Nope regular build

#

you can use it without problems

#
        if(!m_MapDescComp)
            m_MapDescComp = SCR_MapDescriptorComponent.Cast(m_owner.FindComponent(SCR_MapDescriptorComponent));
        
        if(!m_MapItem) {
            m_MapItem = m_MapDescComp.Item();
            m_MapItemProps = m_MapItem.GetProps();        
        }
half solstice
#

Yeah, I know how to get components and cast to them

quartz stone
#

So? m_MapItem.SetImageDef(icon);

#

Just paste the imageSet reticle name "string"

half solstice
#

That does absolutely nothing for me

#

Not sure where you're doing your logic to get this to work.

#

I'm just testing with a useraction

#

nevermind

#

You have to have Map Item Descriptor ticked in the component lol

#

I'm able to change them at runtime but, not to one from a custom imageset

wraith relic
#

Would it be possible to not remove the text from the Game Master A.I. group UI if tabs/categories are added?
I have added 3 additional categories to the Game Master A.I. group UI and now only the icons are there and the categories text is gone which can make it a bit hard to find the right category tab.
Maybe its a bug cuz there are already keys ( Q & E ) assigned to swicht between tabs.
So yeah guess not removing the categories text/description if too many are added/stacked would be better for readability.

burnt axle
#

Whats up with updates messing up my UI's? Every few updates I have to go fix them because something with localization or something else has changed

#

my panel navigations buttons are messed up and so are my escape/exit buttons

#

Just want it to work blobcry

stuck mesa
#

they changed the button stuff a few patches ago

#

So some buttons need to have their classes changed.
Check some vanilla ui for examples

somber tinsel
#

How can I hide the magazine counter from this quick selection bar UI? I have been trying to find the layout file unsuccesfully.
Could it be WeaponSlot.layout that crashes my workbench when I try to open it?

half solstice
#

TextWidget named magazineCount is what you're looking for

somber tinsel
queen shoal
#

As a warmup in Enfusion modding I wanted to create a simple mod that displays compass bearing on the HUD while you're holding the compass and focusing on it. I've figured out I can do it SCR_CompassComponent.Updatemethod. Just wondering what would be the most idiomatic way to communicate with the HUD from here.

Should I just do:
SCR_HUDManagerComponent.GetHUDManager().FindInfoDisplay(...) and execute the methods directly on the InfoDisplay?

half solstice
#

You need to write a custom info display and add it to the component.

queen shoal
#

I've already done that. This doesn't exactly answer my question

half solstice
queen shoal
#

I mean... I wrote about getting the info display from hud manager. Anyways, it's not what the question is about.

burnt axle
# queen shoal As a warmup in Enfusion modding I wanted to create a simple mod that displays co...

In your info display I'd just get a reference to the character on intialization and check the inventory for a compass. If it doesn't exist then maybe once a second in the update function check if it now exists and save a reference to it. Once you have a reference to the compass you can get the compass component reference and grab any data you want from it. You could do it directly from the signal that animates it, or you can skip all of the compass references and just get the transform of the player and use the Y axis rotation to set the HUD bearing

#

I don't think you need to do anything manually with info display. Just add a new item to the info display array on the player prefab and the update and init functions are automatically called

queen shoal
#

Got it mostly working but can't figure out how to move my HUD around the screen, I want it to follow the gadget (compass) in the hand, I have the world->screen pos already but it does not look like I can "set pos" m_wRoot of the InfoDisplay wherever I want thomp

burnt axle
queen shoal
#

yeah it works.

used the FrameSlot.SetPos() on child FrameWidget

#

for the m_wRoot it complained about:
Position/Size works only when min and max anchor is the same in given direction

#

thanks!

#

welp, and I think I found a bug.

if you hide a hud while it's doing fade in anim it will pop back in after the animation finishes:

.Show(true, UIConstants.FADE_RATE_SLOW);
// few frames later
.Show(false);
// hud visible after fade in time finished
#

I guess this fixes that... blobdoggoshruggoogly

override protected void OnShownFinished(Widget w, float targetOpacity, WidgetAnimationOpacity anim = null)
{
    // fix the bug where HUD-reappears if fade-in finishes after hud was hidden (quick hud toggles)
    if (!m_bShown && targetOpacity > 0)
        Show(false);
}
fathom dew
queen shoal
#

Tells something about the accessibility of the 3d compass ๐Ÿซ 

somber tinsel
#

Wait are you guys just blind or what is the problem with the compasses? ๐Ÿ˜…

#

The US compass btw is a lensatic compass though but the lens is not usable in the game.

queen shoal
#

Yes I have mediocre sight, playing ultra wide with high FOV makes it even smaller. The "overlay" one in A3 is way easier to use for me.

#

And few guys in my group voiced same concern.

#

A3 was way more accessible regarding to GUI. You could customize almost everything.

#

My other pet peeve is the game using full screen width for HUD on ultrawides, there should be an option to constrain the hud to 16:9 screen size.

fathom dew
queen shoal
#

Yeah, I do not expect full blown "position everything where you want" like in A3 minding the consoles, just simpe "I want narrower hud" switch would be enough. Horizon being a nice example here:

queen shoal
worldly sphinx
#

scale and/or size layout widgets was what I used for my loadout editor

somber tinsel
queen shoal
#

Quite likely, yes

cinder plinth
#

blurry rear sight post for me. Buddy showed me his was fine though... Any ideas?

#

Also, it only does this for me in game and not when im testing in Engine

#

Buddy's perspective

median tulip
cinder plinth
median tulip
#

Well I mean if it's like this for you in the game, then the arma settings obviously

cinder plinth
#

Alrighty, sorry I just woke up blobdoggoshruggoogly

#

Big brain credits to the great @median tulip

#

Much better thanks

somber tinsel
#

I do like that the rear sight is blurred - the right amount.
Makes it rather realistic.

Btw I don't think this is the right channel for this?

cinder plinth
#

I had no idea which one would be correct so I just shotgunned it

cinder plinth
somber tinsel
#

thats illegal you know?

burnt axle
#

is there a permanent toggle for the layout editor compact mode? I want to always have it disabled

frigid girder
#

Hello all, is there a document reference that shows how to add custom player actions in the screen? Same position of โ€œSelect Grenade Launcherโ€ as an example

frigid girder
#

Thanks Zelik!

quartz stone
#

Hey, short question: How can i align a Widget on the right side of the screen? I Tryed by Script by using the ScreenX and subdivided the Widget width. But this is not working well. If you go fullscreen, the widget moves to much to the right by 21:9 and if you make the window small like 1280px then it moves more to the center. TY

worldly sphinx
#

There are slot or pivot options for this

quartz stone
quartz stone
worldly sphinx
worldly sphinx
#

parent element, or whatever

#

maybe it has some max width or something

quartz stone
#

Parent is a Overlay, set to 1 - right

#

And above is just the FrameRoot

worldly sphinx
#

then idk

#

not off the top of my head anyway

peak ruin
#

hey, I'm double posting this on a couple threads. I'm trying to get up to speed on mission making and I'm catching on but still pretty new. I am setting up a base character that will be the parent of many campaign characters. does anyone have some time to walk me through some of the menus i want to play around with for my server? IE: i want to add a couple of components to the HUD, for the most part do away with stamina, and maybe play with the radio manager a little.

mellow escarp
#

What's the name of this menu/screen? I tried to search by "briefing" but there's nothing even moderately close

orchid river
#

journal is the config name, briefing is the screen name @mellow escarp

#

The config can be found at (configs > scenarios > CombatOps_eden > CO_Journal_Eden.config iirc) but I haven't found out how where to change it in the actual object hierarchy for the mission lol

#

wait, u can change it for the mission in the Gamemode_CO_Eden object, specifically the SCR_RespawnBriefingComponent

hard phoenix
#

Is it possible that I can only have one script with:

modded enum ChimeraMenuPreset
```?

Since when I have another one with exactly the same name. (ChimeraMenuPreset)
I can only select the other one like that: ChimeraMenuPreset#4657#1
but this doesn't compile.
hard phoenix
half solstice
#

Once*

hard phoenix
#

Or is there a way to call the classes when they are in a different folder? Didnโ€™t try it

#

Iโ€™ll try something tomorrow, else i stick to multiple files

hard phoenix
# hollow heath what?

The Class: "ChimeraMenuPreset" needs to be in the same folder as your script which is declared in the chimeramenu.conf.
Else it won't find your script. But could work if I paste the path instead of only name.

hollow heath
#

mkk, thats weird if true, did not encounter this behavior in other places

hard phoenix
#

Is it possible that when using peer to peer the following method:

GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.EL_CharacterSelection);

opens up inside the workbench when called, but not on the peer to peer client.
When the peer to peer client calls it, it gets opened in the workbench client.

Any clue why it's like this?
Am I doing something wrong or is the peer to peer just unreliable?

vocal cape
#

Anyone familiar with changing the ranks imageset? I'm looking to change the rank icons but there is a lot of different folders with rankboldicon rankglowicon mips ect. Not sure what the process would be here...

half solstice
#
class ZEL_OpenMenuUserAction : ScriptedUserAction
{
    //------------------------------------------------------------------------------------------------
    override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity) //Gets called on client and server
    {
        GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.PauseMenu);//All Clients will get this called.
    }
}
#

In your particular situation you want OpenMenu to only be called for the client performing the "action" . So you have to determine a way to do such things.

#
class ZEL_OpenMenuUserAction : ScriptedUserAction
{
    //------------------------------------------------------------------------------------------------
    override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
    {
        if(GetGame().GetPlayerController().GetControlledEntity() == pUserEntity)
            GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.PauseMenu);    
    }
}
#

In a user action it's as simple as this.

tiny steeple
#

Hi guys! Possible set cursor position by script? WidgetManager have only vector GetCursorPos() and void GetCursorPos(out int posX, out int posY)

#

Xbox players have cursor when they use controller?

worldly sphinx
#

dont think so

tiny steeple
#

There is a picture for controller key binding what is uses WB key names?
I not have controller and can't figure out what are these:
gamepad0:right_thumb_horizontal
gamepad0:left_trigger+
gamepad0:shoulder_right
gamepad0:any_axis+
Visualised key allocation with this names would be fine

#

Or maybe there is a controller emulator what working like windows screen keyboard?

hard phoenix
# half solstice ```c class ZEL_OpenMenuUserAction : ScriptedUserAction { //-----------------...

Hey Zelik, thanks for the suggestion. This did indeed work.
But another question, do you know any other way on how to call an GUI?
Since this example is only when a player interacts with an entity.
But is there a way of opening a gui for the player with just scripting?

Since "GetGame().GetMenuManager().OpenMenu()" only really works with Workbench client,
not Peer To Peer / Multiplayer client.

Since rn we have a script when a player joins he gets saved, etc. and at some point the script should open the gui for the player.

half solstice
hard phoenix
#

Hmmmmmmmh, okay thanks for that info.
I will continue with just trying.

queen steeple
keen jackal
#

is there any info on the sliders?

#

can I put like panels with buttons and stuff on in a slider or would it be better to use like a list box

surreal rover
#

Does CanvasWidget work? I try to draw Lines with LineDrawCommand but I can't get anything to show to screen

worldly sphinx
#

Do let us know if you figure this out as I've wanted to use it for charts

surreal rover
worldly sphinx
#

plz add emojis and gif support

swift cosmos
#

You could get AwesomeFont support yourself

#

by adding the font, gets you some emoji-like pictograms

worldly sphinx
#

not emojis

#

well actually

#

you're right

#

I guess only grayscale tho

swift cosmos
#

yeah

#

I got this roboto with AwesomeFont combined font

worldly sphinx
#

are there helpers for drawing charts in ui?

worldly sphinx
swift cosmos
#

Same place should work.
But you need the 3 files, the .edds, .fnt and .meta for the fnt

#

any console errors about font failing to load?

worldly sphinx
#
10:56:58.429     RESOURCES (W): resource not registered: @"$CursedReforger:Assets/UI/Fonts/Roboto_Regular.edds". Generating temporary GUID

but I cant register it

#

maybe I can reimport the tga with the name

#

ok it imported but same issue, and I see no hits for "font" or "roboto" in the log

#

oh I am a dumbass

#

I had a prefab in the world that was doing the loading screen thing

#

Legal disclaimer this is not MS Comic Sans but a free font that looks similar

worldly sphinx
#

this only works in workbench, in the game the font is unchanged

#

its like the game uses a different font than wb play mode

swift cosmos
#

Ugh

#

game probably loads the font once

#

and doesn't unload/reload it when you go into a game and the mod actually loads and replaces it

worldly sphinx
#

actually it works in some places but not here, _Regular doesnt get replaced but _Bold does

swift cosmos
#

is _Bold used in main menu or loading screen?

worldly sphinx
#

the one in my screenshot is robotocondensed regular, this one does not get replaced in the game

bold is used for things like headers in menus and does get replaced

lament totem
#

@worldly sphinx Is this a mod you're making public as I would love to reference from this if possible to change a font in one of my projects.

worldly sphinx
#

cursed reforger will move from unlisted to public after saturday's playtest probably

wild berry
worldly sphinx
#

you can't stop me

#

there is no charts drawing helper for the UI so I'm guessing I'll just have to draw lines on a canvas widget based on data points?

burnt axle
static raven
worldly sphinx
worldly sphinx
#

going to have a lot of fun with this for the next version of admin tools

static raven
worldly sphinx
#

too late

static raven
worldly sphinx
frigid girder
#

Anybody knows if thereโ€™s any tutorial around explaining how to build a UI so I could follow it step by step? I would like to make a GUI popping when a player goes down with a counter based on the unconsciousness timer and a key to trigger the respawn action on screen

worn marten
worldly sphinx
#

its been a while, how do I get the size of a widget on screen?

#

Widget.GetScreenSize gives me 0 0

#

but I need to know the screen dimensions of the widget

worldly sphinx
#

is there a constant somewhere for the default orange UI color?

half solstice
#

@worldly sphinx 0.760998 0.392004 0.078004 1.000000

worldly sphinx
#

so no?

#

found one, GUIColors::ORANGE

worldly sphinx
#

ok so how does outline work for LineDrawCommand

#

and how do the UV scales work lol

worldly sphinx
#

@surreal rover with texture it starts looking acceptable

#

UV scale is a bit weird

#

how do I make GetScreenSize output something other than 0?

#

I want to get the screen size of an element that does not have a fixed screen size

frozen saddle
#

What is equivalent to flexbox for creating a responsive layout in enfusion?

frozen saddle
hollow narwhal
#

Hello ! I've made an Layout with RTTexture (SetGUIWidget). Someone know how is it possible to get the position of an Widget within a RTTexture in the world ?

deep pawn
frozen saddle
#

anyone know how to force text to grow in one direction like right instead of it growing from center and pushing things from it's left/right screenshot of current layout structure, the selected layout is the targeted element which contains the text that having the issue

frozen saddle
#

What would be causing an image that is exported as TIF or PNG from photoshop, and Imported into Workbench GUI as .edds it will be washed out color wise, it's being placed in this structure OverlayWidget > ScaleWidget > ImageWidget , although if I view that same exact picture in the WB texture viewer everything looks fine any thoughts would help

deep pawn
static raven
#

What is the name of the file?

frozen saddle
#

file name when imported had no suffix just lootpile.tif

frozen saddle
frozen saddle
#

ooo ok ok

#

do I try to change that to ToSRGB ?

#

how to apply that change do I have to do something ?

deep pawn
#

reimport button at top

frozen saddle
#

@deep pawn @static raven legends that was it

#

what's weird is only happend to some stuff but not others

#

On the same topic kinda on the wiki it says Import - upon binarised and compressed version import of the source, an .edds texture is created right next to the source texture. is it good practice to keep those source textures files or I can delete them and wont affect anything live and published?

static raven
frigid girder
#

Hi guys! I managed to make a little modification in my UI adding two icons (ImageWidgets). I'm starting from the Capture and Hold scoring layouts and in the scripts now I would like to: initialize them, make them invisible and activate one or the other based on a specific event which I can call back from the game manager. Anybody can support me? Very first time i'm meddling with UI ๐Ÿ™‚

exotic frost
#

Does the DialogConfirm action not actually work with button imput?

#

It works when clicked with a mouse but it isn't working with button press ie (Enter on pc or A on Xbox)

wooden moss
#

How does one go about using the MapMarkerConfig? is there documentation/examples for that anywhere? I would like to use my own imageset/images in the slotmarker.

quartz stone
#

Good Day! Is there a way to use a Alpha Mask on all below Widgets? For example: i have 3 ImageWidgets, they will rotate and changing its position. Now i like to use a Alpha Mask above them. But it looks like, i can only use a Alpha on each Widget, but then the Mask gets also rotated and moved.

burnt axle
#

SCR_TooltipManagerEntity no longer exists (I use to do manager.CreateToolTip) and I can't figure out how to get SCR_ScriptedWidgetTooltip.GetOnTooltipShow().Insert(OnTooltipShow) to actually work. As far as I can tell everything in the base game uses this, but I can't get tooltips to work for a UI item now. Is there a configuration option for it somewhere?

worldly sphinx
#

is there some modding news post about changes to commanding menu? so I can revive my radial menu

short maple
#

Someone needs to help Bacon so he can cook again!!!

worldly sphinx
#

i must cook

opaque latch
swift cosmos
opaque latch
worldly sphinx
#

I put comic sans in the game and it was fine

outer mason
#

Hello folks ! I'd like to make a mod that would be a medical UI so people wouldn't have to run around to medic basically (Would be sort of an assistant, you wouldn't have to aim at limbs etc. and it would be a small menu at the bottom left or right of the screen you could click so that you still see the animations) but I absolutely don't know where to start ! Is there any top tier ressources, videos, etc. I could use to get started ? ๐Ÿ˜„ Thanks a lot guys ^^

hot palm
#

How can I add a level to the vehicle? so that players can request it when they are with Vivel Sergeant

knotty hound
#

Does anyone know why the ImageWidget seemingly brightens the images I give it? I can't find any settings related to brightness

#

Original (png):

#

the same image (.edds) in a fresh ImageWidget in a layout file: (btw when I open the .edds itself, the colors are correct)

#

i found that i can edit the color of the image, but i cant quite get it back to the original. anyone have any tips on this?

wicked lantern
keen jackal
#

Why are GUI's soo hard to make ๐Ÿ˜„

#

Is there an easier way cause I have like zero Idea on how to do this

keen jackal
#
SizeLayoutWidget rootFrame has invalid slot FrameWidgetSlot for slot manipulation function used, expected: GridWidgetSlot
forest moon
#

How are the cubes in the UI when using freelook generated?

frozen saddle
knotty hound
#

@wicked lantern @frozen saddle thanks guys I'll give this a shot today

iron dragon
#

Any ideas if rounded corners are possible on a imageWidget or other component without hardcoding the corners in a texture? just curious.

tiny steeple
#

Anyone knows how can i set usable map in my own menu?
What is minimum requirements for MapWidget.
I need scrollable, zoomable map for get cursor position on map.
I tried copy map layout's content to my menu but not really working. Its fall apart and cursor position wrong...

tardy pagoda
tiny steeple
tiny steeple
tiny steeple
#

this happening when i open map and use my menu later

tiny steeple
#

if i open my menu before map opened once:
"(E): DrawPolygon triangulation failed, is the polygon degenerated?"

tiny steeple
#

This error gone when i use SCR_MapEntity.SetMapwidget(newMW) ;
but when i open menu first cursor is shifted and duplicated, if i open map and open menu again, i can't control map in my menu anymore.

median totem
#

is there any way to apply an alpha mask to a HDReffect material class? trying to affect just a part of the screen with it but nothing I tried so far works ๐Ÿค”

worldly sphinx
#

crash guid b416d40d-0d51-4976-b78f-99924829bf89 when adding my scripted widget event handler to a widget

#

is a Workspace required to create a widget under another?

tiny steeple
#

m_widget.GetWorkSpace().CreateWidget()? Create Layout with editor mutch easier.

warm junco
#

anyone know which layout governs the escape/menu screen? unsure what its proper name would be, but i'm looking to add a widget in this panel that would show some info

#

Haven't quite figured out which .layout i'm looking for or where its defined

worldly sphinx
#

pauseMenu.layout

warm junco
#

goated ty

warm junco
#

how do I force an order between these two widgets. I've tried grouping them differently and a few other things yesterday, but no matter what (even when the gameversion is visually above my widget) it will be placed below it during compilation or when I reload my project

warm junco
#

isn't Z front to back? I'll try it tho, ty

worldly sphinx
#

this isnt css

warm junco
#

I just read the hint to determine that

#

But yeah... should've tried that yesterday, read the hint and thought it was what it said it was.....

ashen urchin
#

Taking my first look at the GUI today. Holy thats one system. Can't imagine doing this non visually like the olden days.

ashen urchin
#

Console question: How hard is it to navigate the inventory system on controller? A lot of the menus have been obviously made for console, inventory however, is dominated by point-and-click. However, there's quick drop and quick attach, seemingly to compensate for not being able to drag?

But all in all, how difficult is that kind of menu setup on console?

worldly sphinx
#

how do I make sizelayout min and max height work omg

#

max desired height and width are ignored

#

I want a widget to have a minimum height, maximum height, and scale horizontally to fill max available space

warm junco
#

although opening it doesn't look its entirely respected in the layout viewer, because its horizontally filling, when it should be limited at 400. When I put it in a different componente earlier it seemed to respect the limits tho

worldly sphinx
#

also GetScreenSize never works

#

the engine knows how tall and wide the widget is

#

why cant i

#

all elements in hierarchy give me 0 0

#

parent also gives me 0 0

warm junco
#

yeah not working for me either... You might be able to fudge it by creaing zero-width elements as borders and getting their x,y positions and subtracting

worldly sphinx
#

omg

#

guess what, GetScreenPos also returns 0 0

warm junco
#

lol

worldly sphinx
#

I see GetScreenSize used in script in a lot of places

#

I need to check how those widgets are setup

warm junco
#

When i run the debugger & print the values out on line 135-137 its 0,0. But once it hits the code section its retrieved at, I get real values

worldly sphinx
#

ok I dont get it lol

#

will do something else for a few days

#

this frustrates me enough to submit a feedback tracker ticket

static raven
worldly sphinx
#

hi is GetScreenSize fixed yet

livid panther
#

Does anyone have some example code for the canvas widget Draw Commands?

ashen urchin
#

Has anyone successfully modified the inventory menu? Been trying to tackle it to no avail due to its interconnectedness.

burnt axle
ashen urchin
#

To Learn ๐Ÿ˜, but the completed goal is to build a UI for a factory and a refinery.

Essentially, I want to knock out the default inventory menu, and bring in mine when at a trigger (then from there I could probably start expanding and figuring it out) - but that's been difficult for my limited skills.

static raven
#

afaik you have to make sure that your slot is correct for it

worldly sphinx
#

I get 0 0 regardless of which widget I probe it with

#

which is a bug because I can see the widget have a size when I look at the UI, so I want that size

#

I want it to give me what I see

static raven
#

iirc

worldly sphinx
#

if I see a widget is this wide and this tall, and this gives me 0, it's a bug

worldly sphinx
#

slot shouldnt matter, the engine knows how tall and wide it is because it shows it on the screen

#

but yeah I can try to use the appropriate slot until it's fixed

static raven
worldly sphinx
#

what I want:
I see a widget, I ask the game for its size, I get its size
what happens:
I see a widget, I ask the game for its size, it lies to me saying its 0 px tall and 0 px wide

static raven
#

It should be in a Frame Widget

worldly sphinx
#

should getting size of this widget work then?

#

both ChartSize and Size0 get me 0

#

I can see the widget being larger than 0 pixels tall and wide

#

it probably isnt 999px as per the ruler more like 1000px

#

so if I ask it for its screen size and get anything different than 1000px then this is a bug

#

if its not bugged then I might be doing it too early

static raven
#

For example, you should be able to get ChartSize screen size. but not the rest

worldly sphinx
#

yep I was doing it too early, handler attached is too early

#

I need to fire a call later and do it some time later

static raven
worldly sphinx
#

I don't really know what that is

static raven
#

ChartSizeWidget.Update()

worldly sphinx
#

I did Update and then it gave me x:0 y:153

#

one alternative here would be to make the canvas widget scale itself properly

#

but I have to scale it manually and probably every frame in case screen size changes like by resizing window

#

or at least I have to do it once something is drawn on it, because it ends up staying in its original place

#

ok doing it inside OnUpdate seems to work

#

I will update the FT as its my fault

static raven
worldly sphinx
#

20 mins in january 20 mins today

#

type thing

warm junco
#

So GetSize & GetPos only work with Frames? Not any other widgets?

#

I don't think we've got a gui wiki yet, but could we get a comment in the Widget class

ashen urchin
#

I followed the instructions to load a GUI. I created a second one, and it loads the first one, I spent all day yesterday trying to get up ๐Ÿ˜›. Regardless, horray GUI.

ashen urchin
#

Does GUI/Reforger have image filters to apply on display objects?

ashen urchin
#

GUI auto alignment is cool ๐Ÿ™‚

ashen urchin
#

Perhaps somebody can give me a kick in the right direction/comment on the logic. Working at this all day hasn't really got me much further.

So I want to set up a factory menu. Standard inventory to the left, factory selection in the middle, and then output/factory inventory on the right.

  1. I'm guessing leveraging the existing Arsenal subtype of the inventory system and supply/cost is the best way to do the two new systems. Using the existing picture/item display, rather then re-creating with icons and buttons?

  2. Where/what should I been looking for, for the code that handles the window control. Is it a Sgrid filled with inventory slots which all have their own logic? I'm kind of getting lost in the thousands of lines here.

It looks like I want to strip downed version of inventory menu UI?

Any feedback would be helpful.

warm junco
#

Any way to print a floating point to a certain precision? Like 2/3 decimal points

formal glen
#

C# has formatters, I don't have workbench or docs up but its its something like {value:D2}

#

I can't check right now if enfusion also has that feature.

worldly sphinx
worldly sphinx
#

also hoping for some easy way to inject custom notifications into the notification system where I can just show any string content easily, otherwise I'll just implement a toast system but I'd rather not

#

I could also use chat but that's too jank

static raven
# static raven
float someVal = 1.2587;
int decimalLenght = 2;

Print(someVal.ToString(-1, decimalLenght));
#

or

float someVal = 1.2587;
int decimalLenght = 2;

Print(someVal.ToString(lenDec: decimalLenght));
static raven
warm junco
worldly sphinx
#

lol the notification icons are all hardcoded

#

u need SCR_NotificationData and u need SCR_UINotificationInfo and u need SCR_NotificationDisplayData and u need a config, like bro just make it one object with icon, color and text

worldly sphinx
#

dis what I wanted

warm junco
#

anyone have any tips for not making the ugliest GUI panel in existence? web design was never my dream

#

perchance, anyone have a UI they think doesn't stink and they want to share a pic of it ๐Ÿฅบ

ashen urchin
#

What do you want a GUI of?

warm junco
#

I'm just trying to make a panel to display some info, not interactible at all, but I just want to know how other moders have made their UIs look visually

#

I think the only modded UI I've ever seen was the coalition squad interface

#

Can't wait for the day that we have a wiki page for the GUI widgets and what-not

ashen urchin
#

That's a storefront mod GUI.

warm junco
#

hmmmm ty

ashen urchin
#

No problem. And this is what I'm working on emulating.

worldly sphinx
#

doesnt matter what I do mine always look ugly anyway so whatever

warm junco
#

we're getting somewhere

ashen urchin
#

Pure fire. You mad lad.

worn marten
worldly sphinx
# worn marten Oh yes!!!!

it will come with v2 admin tools, interface is currently something like

ServerAdminTools_Plugins_Notifications.Instance.SendNotification("Hello!",
  iconName: "feedback",
  iconImageSet: "{2EFEA2AF1F38E7F0}UI/Textures/Icons/icons_wrapperUI-64.imageset",
    color: ENotificationColor.NEGATIVE);

but it will also have option to send to specific player IDs not just global

#

just call it on server and it Just Worksโ„ข๏ธ no rpc bs

#

you can also just steal the implementation at that point when it releases

worldly sphinx
warm junco
#

Just chose a random camo so I had some contents

#

I don't see anything missing in it tho

worldly sphinx
#

Bro

warm junco
#

ngl I ain't seeing nun wrong wit it

worldly sphinx
#

Its a john cena joke ๐Ÿ˜ฆ

warm junco
#

its been so long I no longer even consider him john cena, thats john zedong

#

Bros an entirely different being in my head

#

Anyone know what the PanelWidget does? / Is there a method similar to where I'd just ctrl+f over the entire solution to find where a function is used but for finding widgets in different layouts?

worldly sphinx
#

FindAnyWidget works by name so it should return what you want as long as the name matches

warm junco
#

Not sure thats exactly what i'm looking for? I'm hoping to search through all existing layouts & find ones with references to the PanelWidget, if I had the text data for all of them i'd just grep it, but I don't think thats something I can get