#enfusion_gui

1 messages · Page 4 of 1

half solstice
#

and everyone already has access to use it.

upbeat flame
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We lock it to fpp so it definitely does have an advantage if used

static raven
half solstice
#

The can't move beyond like 1m from their character.

static raven
upbeat flame
#

Especially building clearing

static raven
#

Say you are in a patch of grass, crouching

#

You can use it to peak without peaking

half solstice
#

So why are you creating a spectator menu if it's gonna give an advantage?

#

Not too sure of the thought process here.

upbeat flame
#

It's one life missions so when you die you get thrown into spectator to watch and talk with other dead players

#

Think like how RL does it we just have our own in house system to run it with high player counts of 90+

static raven
#

Check SCR_EditorModeEntity

half solstice
#

People can still talk to other players with 3rd party apps like Discord. So spectating would still have an advantage.

upbeat flame
#

Then they'll get banned, it's not a constantly public server

#

It's just friday events

static raven
half solstice
#

That doesn't stop the people that don't take it serious from "cheating"

#

Banning console player is moot.

#

They can just come right back.

upbeat flame
#

We've been running this for over a year now and hasn't been a major issue

#

¯_(ツ)_/¯

#

This is off topic tho, SCR_EditorModeEntity is good, found the code to open Arma Vision

static raven
static raven
#

SCR_EditorManagerEntity.CanOpen()

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Just detect if it's PhotoMode

upbeat flame
static raven
#

GetCurrentMode() == EEditorMode.PHOTO

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Then if so, and not authorized. just return false

upbeat flame
#

Woah

#
if(GetCurrentMode() == EEditorMode.PHOTO && GetGame().GetMenuManager().GetTopMenu().IsInherited(CRF_SpectatorMenuUI))
            return true;
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Just added this to the check

#

Hard crashed my game and froze everything on my computer

static raven
#

Not true

grave peak
#

@static raven

#

I need help with something

#

idk wtf going on

half solstice
grave peak
short maple
short maple
# static raven You can use it to peak without peaking

Well just like Building mode, why doesn't it blur the screen¿

I had a hard time make a custom free roam cam for new admins so they do not spawn stuff in and abuse the privilege.

How building mode got thought about with the screen blur and notification and Arma vision wasn't considered is a weird one 🤔

Must've been a Friday afternoon when it was in dev.

frank terrace
upbeat flame
#

Anyone know what the UI Elements in the top left and bottom right are?

#
if (m_wRoot.IsVisible())
        {
            m_wRoot.SetVisible(false);
            SCR_HUDManagerComponent hudManager = SCR_HUDManagerComponent.Cast(pc.GetHUDManagerComponent());
            hudManager.GetHUDRootWidget().SetVisible(false);
        }
#

They are not apart of the HudManager and they are net a menu I can grab either

#

The chat is also apart of it

half solstice
#

Notifications and AvailableActions

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For AvailableActions you should be able to modify IsAvailable in SCR_AvailableActionCondition

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With Notifications you should be able to disconnect the SCR_NotificationComponents from the notification system

worldly sphinx
#

Okay so

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SCR_TabViewComponent.GetContentWidget returns null

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Even though the widget is right there in front of my face

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GetContent returns the tab view content, which has null m_wTab

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Oh my it only is available when tab is visible

upbeat flame
north sentinel
#

What is this mod name?

worldly sphinx
#

In exp I am seeing when text widgets wrap they do not extend the size of the widget they are in properly

#

Like they enlarge it by a little bit but not by the size of the full line

warm junco
north sentinel
#

@warm junco looks very nice statistics what view ingame anyway

meager quest
#

where can i find the timer layout so i can delete it?

stuck mesa
# meager quest where can i find the timer layout so i can delete it?

https://youtu.be/EE1iqCqrlq4?t=4106
Hover your mouse over it and use the "Log widgets under cursor" option like in the boot camp #4

https://reforger.armaplatform.com/news/modding-boot-camp-4-user-interface-and-hud

This Modding Boot Camp seminar was originally held on the Arma Discord Server on January 9th, 2025.

Modding isn't just about custom assets. With Arma Reforger Tools, you can completely modify widgets, HUD, menus, and other aspects of the user interface!

In this ...

▶ Play video
#

You can find it that way

dreamy barn
#

Hi everyone, I'm trying to make a map inside my own menu layout. I'm copy the Map.Layout into mine layout and in the game I can see the part of map, but can't interact with it. What do I need to configure additionally to be able to scale and move the map?

stuck mesa
boreal pecan
#

I'm completely lost regarding the Quick Slots at the bottom when you e.g. press "1" on PC. How can I find where the magazine counter is coming from?

frank terrace
#

and a few lines above you can see what function is getting the total mag count

sleek stratus
#

Does anyone know what controls the visibility of enemy nameplates?

errant spindle
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Woops I probably posted this in the wrong channel previously.

Is anyone able to see why my magazine counter isnt working?

brave raft
#

Guys what can be that if i respawn i wont be able tò see my custom widget overlay?

somber tinsel
#

Any dev here who wrote the DeployMenu and can help me modify it a bit?

#

I want to change it so that clicking on a group does not automatically join the group but just expands it.

slender meteor
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You figure out anything?

tulip quartz
slender meteor
#

Yeah, only issue is map can't be rotated. I think I'm going to have to draw it as image, and set an image widget with that data to then rotate an image widget.

half solstice
slender meteor
#

Frame doesn't support rotation, at least everything I have looked at

#

Images or Text

worldly sphinx
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are scrollbars broken in main

frank terrace
worldly sphinx
#

Also how do I scroll a scrollview until an element is in view

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Where color

frank terrace
worldly sphinx
#

Okie panel widget that is lower z order than scroll layout widget in my screenshot eats it

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As in the panel that is behind the scroll layout is eating the scrollbar

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Pls no eat scrollbar

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-# pls

frank terrace
worldly sphinx
opaque quartz
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hi guys, do you know which ui layout is this?

i wwant to edit it

worldly sphinx
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Doxxed the UI layout in your dms

hybrid hemlock
weary spoke
#

Is there a mod that is out that requires people to be in the discord and whitlisted before being able to play?
I have seen this done before on arma life servers. It would be nice to have this process automated you join the server get promted with a UI it says you must be whitelisted first click the url button then get redirected to the discord, id like to implement a discord bot to send the information of sombody being whitelisted back to the server so it automatically switches if they join the server after being whitelisted they can play

opaque quartz
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Please noone do this 💀

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one of the most annoying things in the world

west void
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Why does it not let me delete parts of layout when editing a layout? I imagine it's something simple I'm missing.

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It's not a read only

jagged cedar
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Any people anyone would suggest to talk to on ui work?

west void
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How can I add a UI panel to a prefab?

weary spoke
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does anyone know hwo i can keep the vicinity looting blocked?
i want to add animations and looting sounds to my objects but if players can just open things in their vicinity that defeats the purpose

slender sierra
weary spoke
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ok

weary spoke
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do you have any clue were it could be ? i have changed all the script in the object and can see anything besides the slots and its not doing anything for me

worldly sphinx
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Doesnt inventory item component and classes inheriting it have a show in vicinity checkbox in the component attributes?

balmy token
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pretty sure this is doing smth else.
I did exactly what you want when I made some mushrooms that you could only collect.

What Cashew said is correct.
Use this function, you probably have to write a small comp to use it on ur prefab

worldly sphinx
#

Now I'll have to prove it

weary spoke
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so i know what your talking about it will stop all ui from being visible if i uncheck it i just want the vicinity part to be invisible

worldly sphinx
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Ohhhhh

#

Yeah alright ignore me

weary spoke
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yeah that what i want but if I do my looting action it will also be invisible

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i wish i could just block it on a loot box and be done bt i cant and it seems like the code is higher than the entity like the player controller

weary spoke
balmy token
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I would have to check but I think you can inherit from InventoryItemComponent class and override/set it to true

#

in this case just use it as ur item comp on ur trashbin

arctic jay
#

Has anyone here created a new option for the right-click context menu in the GM mode?
I am trying to follow their wiki, but it's hard to understand 😅

gilded crow
#

Does anyone know how i get a SCR_InfoDisplayExtended Controller so I can call its public methods outside its class?

Lets say I created a layout and a Script Component inheriting from SCR_InfoDisplayExtended and set it up inside the PlayerControllers HUDManager, and in another class :

hudManager = SCR_HUDManagerComponent.Cast(playerController.GetHUDManagerComponent());

I have tried this method

    {
        foreach (SCR_InfoDisplay display : m_aHUDElements)
        {
            if (display.m_LayoutPath == path)
                return display;
        }

        return null;
    }```

but it is not working / i dont know how to format the path

i tried it like

SCR_TestHUD test = hudManager.FindInfoDisplayByResourceName("UI\layouts\test.layout");```
and

SCR_TestHUD test = hudManager.FindInfoDisplayByResourceName("Scripts\Game\UI\SCR_TestHUD.c");```

and

SCR_TestHUD test = hudManager.FindInfoDisplayByResourceName("{8170DE93810F928A}UI\layouts\test.layout");```

frank terrace
# gilded crow Does anyone know how i get a SCR_InfoDisplayExtended Controller so I can call it...

This one is how it should be done

SCR_TestHUD test = hudManager.FindInfoDisplayByResourceName("{8170DE93810F928A}UI\layouts\test.layout");

However I prefer to use this one instead:

SCR_TestHUD test = SCR_TestHUD.Cast(GetGame().GetHUDManager().FindInfoDisplay(SCR_TestHUD));

Is your InfoDisplay TestHud registered as a Hud element in SCR_HUDManagerComponent ?
If you are unsure, override the DefaultPlayerController.et

gilded crow
# frank terrace This one is how it should be done ```java SCR_TestHUD test = hudManager.FindInfo...

Hey, thanks for repling,

Yes, I have set it up inside the PlayerControllers HUD Component.

class SCR_TestHUD : SCR_InfoDisplayExtended {
    private RichTextWidget text;
    override void DisplayStartDraw(IEntity owner) {
        text = RichTextWidget.Cast(m_wRoot.FindAnyWidget("testtext"));
    }
    override bool DisplayStartDrawInit(IEntity owner)
    {
        PlayerController player = GetGame().GetPlayerController();
        return player != null;
    }        
    
    void Test() {
           text.SetText("works");
    }

}
modded class SCR_BaseGameMode {
    
    private SCR_PlayerController playerController;
    private SCR_HUDManagerComponent hudManager;
    private SCR_TestHUD hudController;
    
    protected override void OnPlayerSpawned(int playerId, IEntity controlledEntity) {
        super.OnPlayerSpawned(playerId, controlledEntity);
        InitTest();
    }
    
    void InitTest() {
        playerController = SCR_PlayerController.Cast(GetGame().GetPlayerController());
        hudManager = SCR_HUDManagerComponent.Cast(playerController.GetHUDManagerComponent());
        hudController = SCR_TestHUD.Cast(hudManager.FindInfoDisplayByResourceName(SCR_TestHUD));
        hudController.Test(); // NullPointer Exception here
    }
}

The HUD Controller is working, so if i do something in DisplayUpdate it works correct

but

hudController = SCR_TestHUD.Cast(hudManager.FindInfoDisplayByResourceName(SCR_TestHUD));

returns null

frank terrace
gilded crow
#

oh lol, sorry! thanks, it is working now

austere slate
#

Hi Devs - question: If I want to setup a Game Master Faction Action (picture a spawn point) but I want to customize the size of this highlighted area and I want it to act as a trigger - so if another faction entity steps on it I could trigger an AI Spawner like on the Scenario Framework - For Ambushes, QRF and Wave Defense but on Game Master instead of scenario editor.

What would be the best approach to this? My first thought was to try and mod a copy of the Faction Spawn Point but I can't seem to find it

#

I'd want to add more buttons to this with different functionalities

short maple
#

How's the video widget get utilized?

short maple
north sentinel
#

Hello, is there a way to make a smooth transition when toggling visibility with widget.SetVisible() ?

frank terrace
north sentinel
short maple
ancient star
#

is there anything similar to this arma 3 base confirm prompt in reforger? Without making a custom menuhttps://community.bistudio.com/wiki/BIS_fnc_guiMessage

worldly sphinx
#

configurable dialog UI

ancient star
short maple
#

I may be wishing for a little much here, I do appreciate the layout bootcamp that was made but I do think it would be good if there was a 2nd edition. The current one, there were a few errors on the devs end so not everything that was going to be covered was completed.

🤷🏻

ancient star
#

Is there any base layout that uses "SCR_ListViewComponent"? I'm having a rough time setting it up from scratch

bold flower
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Hi, can I make a menu inside the map? I've added an image of what I'm talking about. I have my own button registered and it's able to open menus. However the menu closes the map instead of appearing on top. I'm happy to supply my code if needed. I've looked at the implementation of SCR_MapJournalUI and other SCR_MapUIBaseComponent, but I can't find how they are opening widgets ontop of the map

bold flower
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just for future reference. I have overriden Map.layout to add my own menu.

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I'm working on the alignment

merry creek
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when doing gui's do you have to get every widget in your script?

keen dirge
merry creek
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How do you lock the aspect ratio of a layout? so when the resolution is an odd size the layout doesnt change shape? or is there a page with all this info thats super helpful??

west void
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Can anybody point me in the right direction for setting up in game GUI popups for like NPC dialog and tutorial type stuff

austere slate
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Hi - any resources on Game Master UI? I need to add settings to a entity prefab so that the game master can edit and save changes

merry creek
merry creek
merry creek
#

im not super familiar with gui's myself still learning.

merry creek
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is there some other documentation for gui? ive watched the bootcamp video and looked at layout creation on the wiki. there was a guide on the forums but its down.

north sentinel
merry creek
#

For some reason my one border on my panel wouldn’t appear either which is odd.

shy cairn
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ok so when i use the plugin tool gamemode setup and everything is good but it does not give me the header is there a way to get around that or did i mess something up

frail kraken
north sentinel
shy cairn
merry creek
merry creek
merry creek
# frail kraken thanks bud <:salute:705048414878040174>

this is the newest part of reforger ive been messing with so im still learning too. Learning coding was hard on it own but this stuff is even more confusing with less documentation. If you have your main window be locked by the anchor constraint, your other elements should stay within that constraint too.

frail kraken
merry creek
#

yeah like making the editboxes work from scratch are sorta annoying. using the base components. like not having a backgroundwidget would cause editbox to null pointer.

gilded crow
#

Does anyone know, where I set the factions base markers? It is working with the infantry marker (bluefor once) but the main base has an invisible marker for a new faction, and I cant find where to set it. it seems to be somewhere out of the faction manager

worldly sphinx
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SetZOrder

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Something like that

regal yarrow
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I don't think this is possible. I ended up removing all widgets from the parent and then reinserting them including my widget in expected order, and it works well so far

worldly sphinx
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It is rendering order. But in vertical layout widgets, items are ordered top to bottom based on their z order value.

#

In overlay widget, all widgets are rendered on top of each other

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In that situation the z order determines which widget is on top

regal yarrow
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wtf, that's the last thing I'd expect from a "Z order" property to do

worldly sphinx
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It's more like a hint to the parent widget on how to place its children based on its functionality

#

It will help you if you don't waste time thinking this is anything like html and css

#

For example padding in here is what margin is in css

fallow path
#

What would be the easiest way to display a wall that surrounds a city on the players map? I've placed the wall around the city but I want it to be displayed on the in game map. I am not allowed to edit the mapentity.et so should I make like custom markers that are permanent on the map?

fallow path
#

Nevermind I figured it out

merry creek
#

m_EditBox.m_OnCancel is called when you hit escape in the edit box? just making sure that when someone hits escape to close out the menu it instantly closes the menu.

burnt crag
#

New to widgets and layouts. How would I go about creating a new layout for a campaign task. I tried to use scripting, but it seems to be using just a layout file. Im not seeing any way to change anything in a layout I've duplicated, but to be fair, no idea what Im doing with layout files.

north sentinel
# burnt crag New to widgets and layouts. How would I go about creating a new layout for a ca...

yep layout files. I watched these in tandem
https://www.youtube.com/watch?v=37jJx8Tk3qs
https://www.youtube.com/watch?v=EE1iqCqrlq4&
https://www.youtube.com/watch?v=eP4nzENjQlw
although the bootcamp one is hard to follow for me, it did show scripting and a deeper look into the various ways to adjust UI.

In this video I show how to change the background image displayed in the deployment Setup UI load out.

▶ Play video

https://reforger.armaplatform.com/news/modding-boot-camp-4-user-interface-and-hud

This Modding Boot Camp seminar was originally held on the Arma Discord Server on January 9th, 2025.

Modding isn't just about custom assets. With Arma Reforger Tools, you can completely modify widgets, HUD, menus, and other aspects of the user interface!

In this ...

▶ Play video

In this video I show how to customize your briefing, including changing the title, color and font.

▶ Play video
burnt crag
#

nice! Thank you! I actually didnt realize I could just click on "symbol" and change the symbol of the icon very easily! Pretty sure the rest will be scripting! However one thing I'm not too sure about, where is the location of task icons set, are they just tied to the base's origin they are for?

north sentinel
#

i usually search for .edds or .imageset in the resource browser

shy scarab
#

How i can set text wrapping. "Wrap" param is not working for me in that hierarchy

west void
#

Drag the frame on the right side to the left and it will wrap if the frame is smaller.

shy scarab
silent raft
#

Does anyone know how to create a ui that acts as both a hud and interactable? Very similar to how the game master hud exists but still allows for you to control the camera and move around the scene.
I want it to display all the time and have my mouse visible on screen, but not block inputs unless I am clicking on the ui itself

north sentinel
#

Why am I getting this error:

SCRIPT (E): OnStartDraw: Root widget (Score_Root) is null!

north sentinel
#

SCRIPT (E): InitializeScoreText: Root widget (Score_Root) is null, cannot initialize ScoreText!

#

Anyone know why my root widget is null?

north sentinel
#

Nevermind, I had it referrenced three times. Anyway, I can't get the HUD to properly update.

errant spindle
#

Is it possible to change the name of this UI? E.g. "Deselect spotting rifle"

Could anyone point me to where if so?

tired lily
errant spindle
tired lily
#

Look in the prefab that’s where all the components are

short maple
errant spindle
#

Thanks guys, will check after work. I did have a dig last night through the firemode script file and the grenade launchers but couldnt find one.

Hopefully one of those place will be the key!

meager tiger
#

Is there a way to setup default resolution for "UI Layout Preview"? I resized the window to 1080p once but it reset back to 320x240 after a bit, very annoying.

craggy halo
#

It seems that if I close with X button of the live preview, and close correctly workbench it is saving correctly, otherwise it will not

meager tiger
#

Wont bother coming up with exact repro for now

north sentinel
#

Why does my HUD only show 1 out of 4 times the game is run?

meager tiger
#

Zero matches for ThreeStateCheckboxWidget in Discord, nothing worth noting in Google, I guess it doesn't work yet?

meager tiger
#

Why 10 frames? Does number of frames needed to initialize the widget varies?

frank terrace
#

Why does my HUD only show 1 out of 4

rare oar
#

How hard would be to make mod that re-creates free hand writting aka drawing lines and curves on map with pencile just like in Arma 3? I am impressed that nobody created mod like that yet.....

worldly sphinx
#

Might be not that hard but not sure I want mods with low TTP

static raven
#

Anyway, hackiest of hacks for doing something when you do not know the correct time to do it.

meager tiger
#

Still, I wonder what's the timing for widgets to initialize, is it variable, is 10ms always enough for any widget?

frank terrace
worldly sphinx
#

But what about int seconds and float frames

#

I want to run something in a frame and a half

#

????

static raven
sweet ridge
#

i am add rootframe but the scroll add down layer

#

take size of wrap in auto not fill

frank terrace
west void
#

Is there a built in way to display the score from SCR_ScoringSystemComponent?

astral tide
#

Question, not sure if this is the right thread however i'm trying to put a custom watermark on screen, I have the image widget set up with the logo (weather its done correctly or not lol) however when I load up and test it, it doesn't work, can anyone help?

slender meteor
astral tide
west void
#

Does anybody know how they handle displaying the scores on the Capture & Hold layout? There are no scripts on any of the layout files for it that I can find.

silent raft
#

^Or even be able to have it not focussed at all with no mouse on screen and then I can keypress or something to activate its focus. Sort of like switching between a HUD and a UI while keeping it visible.

#

SUPER deep cut, sorry about this. Did you ever figure this out?

tiny steeple
silent raft
tiny steeple
#

mouse scroll and click/press working by action listeners but no cursor

#

and i need compensate the player speed values because scrolling fck up that...

#

i seen some settings at chimerainputcommon.conf, maybe you need make new context

west void
#

Anybody know a simple way to display in game time on hud?

silent raft
silent raft
#

@tiny steeple Do you remember if you had to add your menu to the SCR_HUDManagerComponent on the player default controller as well? Or did you just switch the class it inherited from?

tiny steeple
# silent raft <@848965637778964520> Do you remember if you had to add your menu to the SCR_HUD...

If you use infodisplays you need inherit from SCR_InfoDisplayExtended class and add playercontroller's SCR_HudManagerComponent.
Other way: When u use full value menu, you need inherit from ChimeraMenuBase and add that to ChimeraMenus.conf.
Important: You can open your menu by own key only if you add your action to "action ref" in ChimeraInputCommon.conf file IngameContext part, otherwise your context/action not working ingame!

silent raft
# tiny steeple If you use infodisplays you need inherit from SCR_InfoDisplayExtended class and ...

Right now I inherit from MenuBase and have my menu listed in chimeraMenus.conf as well as a context set up for it in chimeraInputCommon.conf. The menu opens fine, it just seems to ignore the flags assigned to it within the context. I don't have any actions set up for it and I open the menu automatically on start.

Do you think it needs to inherit from SCR_InforDisplayExteneded in order to use the contexts flags?

tiny steeple
worldly sphinx
#

Rich text widget doesnt resize parent that has Size to Content enabled when it wraps

#

Guess I am taking a break from yet another project because random issues are preventing me from working on it

frank terrace
#

Thread

bold flower
#

Hi, would anyone know of a good widget for inputting a number? I'm happy todo an EditBoxWidget with input validation, but I would prefer if controller players could just click up and down to change the number.

worldly sphinx
#

Maybe a slider then?

west void
#

Can anybody point me in the right direction to add a new image to an atlas. I got this far but don't know how I can bring in a new image.

west void
#

Is anybody else nametags scaling even when scale is unchecked on NametagFriendlies.conf ?

dreamy kite
#

Why can I freely add child widgets to a prefab layout, but cannot modify some of the widget properties like name, color, etc.

#

in this specific case

frank terrace
#

Why can I freely add child widgets to a

bold flower
#

Would anyone know how to use the dropdown box combobox thing? I'm trying to use AttributePrefab_Dropdown.layout in my own layout.
Just by dragging and dropping AttributePrefab_Dropdown.layout, I get an Error from the Attribute_Dropdown FrameWidget's component SCR_DropdownEditorAttributeUIComponent
I get an Error in a parent class SCR_BaseEditorAttributeUIComponent.OnFocus(), this method tries to use variables still set to null, since the Init() hasn't been run. Init() has two parameters Widget w, SCR_BaseEditorAttribute attribute and I'm not sure what the attribute parameter-thing is suppose to be. (So I don't know how to run it myself, if that is what needs to happen.)
Does anyone know if this AttributePrefab_Dropdown.layout is able to be used?

merry creek
#

is there documentation for alll the ui widget types?

mighty flame
#

Dropping this here too. Anyone have a lead on the .conf that defines player/controller markers on the map? Having a hard time tracking down where those come from

merry creek
#

like the pings?

mighty flame
#

All of the map scripts seem to point to configs for dictating elements on the map but I can't seem to find any refernece in them to enabling character/player tracking/markers

#

The only lead that I have, which I suppose could be what is used, is SCR_MapDebugUI. It has:

    protected void ShowUnits()
    {
        m_bIsUnitVisible = !m_bIsUnitVisible;

        if (m_bIsUnitVisible)
        {
            SetPropsVisible(true);

            int count = m_MapEntity.GetByType(m_aMapItems, EMapDescriptorType.MDT_UNIT);
            for (int i = 0; i < count; i++)
            {
                MapItem item = m_aMapItems[i];
                if (!item)
                    continue;

                IEntity ent = item.Entity();
                if (!ent)
                {
                    item.Recycle();
                    count--;
                    continue;
                }

                SCR_CharacterControllerComponent contrComp = SCR_CharacterControllerComponent.Cast(ent.FindComponent(SCR_CharacterControllerComponent));
                if (contrComp && contrComp.IsDead())
                {
                    item.SetVisible(false);
                    continue;
                }

                string name;
                array<string> nameParams = {};
                GetUnitName(ent, name, nameParams);
                item.SetInfoText(name, nameParams);

                FactionAffiliationComponent factionComp = FactionAffiliationComponent.Cast(ent.FindComponent(FactionAffiliationComponent));
                if (factionComp && factionComp.GetAffiliatedFaction())
                {
                    string factionKey = factionComp.GetAffiliatedFaction().GetFactionKey();
                    if (factionKey == "USSR")
                        item.SetFactionIndex(EFactionMapID.EAST);
                    else if (factionKey == "US")
                        item.SetFactionIndex(EFactionMapID.WEST);
                    else if (factionKey == "FIA")
                        item.SetFactionIndex(EFactionMapID.FIA);
                    else
                        item.SetFactionIndex(EFactionMapID.UNKNOWN);
                }
            }
        }
        else
        {
            SetPropsVisible(false);
        }
    }```
merry creek
#

could it be map marker squad leader?

#

mapmarkerconfig has the marker types

#

SCR_MapMarkerEntryDynamicExample

#

look in there!

#

i think thats what you are after

#

Im not sure if thats what you are looking for but I tried my best to find something. I think mapmarkerconfig has the market styles in it.

mighty flame
#

Yess, ok thank you. I think you might be onto something there with the squadleader part

#

Need to look into the properties

merry creek
#

seems like dynamic map markers are a layout and an entity. im assuming for tracking of the actual player?

mighty flame
#

I'm looking to see if you can mod the config for GMs so that it shows all the players (currently it only shows current faction military bases)

#

That's the use-case

merry creek
#

hmm wonder if you can check if a user is a GM then just allow the markers to be drawn for that player. i saw a blurb about displaying client side markers. mapmarkersynccomponent i think.

mighty flame
frank terrace
#

Would anyone know how to use the

dreamy kite
#

Are custom fonts supported? Saw some chatter from 2022 that they were not then, and I don't see any docs on it

worldly sphinx
#

Yes but the way to import a ttf is to uh

#

Put it in the mod folder and right click it in wb

#

If you drag and drop it into wb it crashes

#

Or used to

#

something like that

frank terrace
#

is there documentation for alll the ui

dreamy kite
#

Thanks

mighty flame
merry creek
mighty flame
dreamy kite
#

dude how the hell do you work around this? Before saving and reloading the layout and after reloading it

#

Obviously HorizontalLayoutNT is a prefab but I can't even find that prefab in the resource browser or anywhere else meaningful?

half solstice
dreamy kite
#

thank you

worldly sphinx
#

Working around things is 90 percent of my mod dev time

dreamy kite
#

I have such a bizarro issue. For the name tag I added another text element to show the player's group. For some reason though the group name has a crazy shadow?

I set a breakpoint in the function that sets the shadow based off of the config and cannot see any difference between the config for the player name and group name at runtime. What the heck am I missing?

#

worth noting if i change the shadow size of GroupName in the config to zero it goes away. I just don't understand why the name tag looks fine with the same settings

half solstice
#

Ask in the appropriate channel....

woven mason
half solstice
#

Not a gui channel, as it has nothing to do with gui.

woven mason
#

tools scenario workbench i mean covers most

half solstice
#

It's a generic question about a generic thing. ffs

woven mason
half solstice
#

That wasn't a shitty response. It's pretty shitty that people don't bother following the rules and ask questions in completely unrelated channels.

woven mason
#

im constantly on here helping others solve there issues and fixes figured was time someone could give me a heads up but ok

#

and putting ffs at the end of your message is clearly a shitty response so reel it in bud as was uncalled for

honest sable
#

hey!, can anyone point me in the right direction to learning custom reticles for vics?

frank terrace
#

hey!, can anyone point me in the right

main galleon
#

Hy everyone, i am trying to hide the capture progress bar in conflict i was assuming i only to deactivate the bar in the layout HUD and it dont seems to be working here what i try:

1.i override this layout: {47864BB47AB0B1F4}UI/layouts/HUD/CampaignMP/CampaignMainHUD.layout
2. i disable the widget root

but in game i still have the text and the progress bar

frank terrace
#

Hy everyone, i am trying to hide the

onyx geyser
#

Has anyone had issues with the ItemPreviewManagerEntity not using the PreviewRenderAttributes? I have tried changing the distance to camera, the fov, the camera preset.. all seem to be completely ignored.
This is my script below that calls the Manager to load a preview onto an ItemPreviewWidget.

class SYN_PreviewItems : ScriptedWidgetComponent
{
    protected ItemPreviewWidget _previewWidget;
    override void HandlerAttached(Widget w)
    {
        super.HandlerAttached(w);
        if(!w)
            return;
        
        _previewWidget = ItemPreviewWidget.Cast(w.FindAnyWidget("itemIcon"));
        SetIconPreview();
    }
    
    protected void SetIconPreview()
    {
        ItemPreviewManagerEntity ent = GetItemPreviewManagerEntity();
        if(!ent)
            return;
        ent.SetPreviewItemFromPrefab(_previewWidget, "{B31929F65F0D0279}Prefabs/Weapons/Rifles/M14/Rifle_M21.et");
    }
    
    protected ItemPreviewManagerEntity GetItemPreviewManagerEntity()
    {
        ChimeraWorld world = GetGame().GetWorld();
        if(!world)
            return null;
        ItemPreviewManagerEntity ent = world.GetItemPreviewManager();
        return ent;
    }
}
brave citrus
#

Does anyone know how to work with TextListBoxWidget? Is it something that can selected? if so how you set it up in the layout?

fathom fable
#

Looks like your getting a return but you cant select?

brave citrus
#

yes exactly

half solstice
west void
#

How can I use a pickup item action as a trigger to pop up UI

Does it require a little script? Hard to believe theres not a built in method for it. I can't seem to find a way to link an action to something like that.

With scenario framework they have popupUI and showlayout things to use, but I can't find a way to use them outside of that, and nothing to link it to spawn them when pickup is picked up. I can make the UI popup spawn on entering the trigger of the object when its in scenarioframework setup, but not when the pickup action happens.

onyx geyser
west void
short maple
#

Is there Docs I am not seeing on using RTTexture widgets? Got a device --> I now just want to practice putting stuff on it..

wraith relic
#

I found a bit of a strange behavior.
When i set different values in game master A.I. character U.I. for each individual A.I. of the group and after this i go to the groups group U.I. to the character(s) tab it shows me the value i changed for each individual A.I. as locked, which is the way it should be.
However if i just hit return without unlocking or changing the group value it will somehow apply the locked value to all A.I. characters of the group.

#

This U.I. is from the group and the "Hold Position Radius" is locked cuz i set different values for some individual A.I. characters of the group.
If i now just close ( ESC ) this U.I. without changing ( unlocking ) anything it will apply the locked 100 meters to all A.I. characters of the group.
Shouldn't it ignore this locked value as long as it stays locked?

#

Can't remember to have seen this happening any time prior to .157.

west void
#

Does anybody know why I get this error when trying to create an imageset?

SCRIPT : FileHandle m_File = NULL

Here's my settings

wraith relic
# wraith relic I found a bit of a strange behavior. When i set different values in game master ...

Must be a bug with sub options in the game master menu.
I can reproduce the exact same bug/behavior with the vanilla "Override health settings".

  1. Enable for all A.I. of the group by using the group icon.
  2. Change Bleeding rate and Regeneration speed for 1 individual A.I. character of the group.
  3. After confirming open the "Override health settings" by using the group icon. ( Now the settings will show 5.00x and are locked cuz they are mixed )
  4. Don't do anything more just close the group settings and it will apply the 5.00x to all A.I. characters of the group.
regal yarrow
#

which texture/imageset is this icon coming from?

#

nvm, got it - icons_wrapperUI, tile use

green rain
primal relic
#

Hello, please help me. I need to enable the “Score Table” in the game. In order to be able to see the score of kills and deaths. I can't find how to do it. Any advice would be appreciated.

ancient star
#

Is the EditBoxFilterComponent whitelist/blacklist completely broken or is there a trick to using it?

#

For example If I turn on punctuation and add $ to the blacklist it still allows me to type $. If I turn off punctuation and add $ to the whitelist it does not work.

west void
#

Does anybody know where I can see what these indexes are, or make a new index for an imageset here?

somber tinsel
#

Wait, how did you do this? A million individual lines? Thats why the FPS is 20?

worldly sphinx
#

It's also prettier now

somber tinsel
#

Oooh pretty. So its a polygon instead of just line2d?

#

Also I like the "Ban Manager " button.
I bet many people would like to ban their manager with a single click

worldly sphinx
#

Both

#

Actually it displays bans from vanilla backend API

somber tinsel
#

Some of those names seem familiar...

mighty flame
#

Any way to add interior padding? No matter where I seem to add the padding it seems to insist on cutting off the bottom of the text/characters

short maple
mighty flame
short maple
#

Yeah, I know the pain. Try and work top to bottom (Referring to the hierachy on the right), the more you plan ahead the better and less times you arte going to have to re config the widgets. GL!

mighty flame
short maple
#

yeah, I deleted it straight after I sent, I shouldnt have rushed the "Are you sure you want to quit without saving?" dialog lmao.

Just did another quick one up, probably a little overkill, but i was rushing to keep suffering on my layout 🤣

#

you can also do -5 padding in certain circumstances, to achieve a border effect

#

can do a lot its just thinking in a certain order to achieve it thats the hard part, for me anyway

mighty flame
#

I have spent so many hours on this stupid text box already, can't believe it lol

short maple
#

Tis a painful thing, took me like 45 decent attempts to sit down and commit

short maple
#

Is there any plans in the future to refurbish the way layouts are made? Obviously it works and all but dragging widgets back and forth in hierarchy can be quite a pain

short maple
#

Has anyone used the WindowWidget outside of workbench for functionality? Just seeing if there is a drastic difference between other widgets of this sort

#

Like could I have a main menu, and then when a button is clicked, the user can have a window widget as a dialog to input stuff?

mystic turtle
#

Hello everyone!
We're working on developing a new Arma Reforger lobby mod. At this stage, we're actively building the backend and already have some initial results. However, we need help with creating the user interface.
Currently, we're using placeholder UI layouts, but we’re looking to move forward and make the interface clean and user-friendly. That’s why we’re searching for a UI designer or scripter who’s interested in joining our team and contributing to the development of the mod. If you're passionate about Arma Reforger, have experience with Workbench or Scripted UI (layouts) — send me a DM. We’d love to collaborate!

P.S. We're non profit so WE DON'T HIRE! If you're looking for payment - don't DM

feral quiver
fading stirrup
west void
#

Anybody know what layout file this map is in? I want to disable it.

#

I've looked through the welcome screen stuff and loadout stuff can't seem to find it.

rose heron
# west void

that screen is part of the deploy menu, RespawnMenu.layout is the specific one IIRC

rose heron
#

Has anyone looked into making a UI mod that shows actual volume and weight capacities of containers e.g. backpacks or know if BI plans to add it to vanilla eventually? Something Reforger's inventory UI sorely lacks is any way to compare which backpack can store more stuff

mighty flame
#

Call out to see if anyone has had any luck with static markers (Non-scaling) markers on maps? Seems like all the widgets want to resize/rescale on me as you zoom/in out

mighty flame
#

Like a simple circle placed on the map that just stays the same size. Seems so much more difficult to do than it should be

next bay
#

is there a way for me to view a structure or tree's HP in world editor to test explosive damage on them? like same way I can view engine damage to vehicles or bullet chest damage on bots?

prime parrot
#

can someone help me with the arma reforger tool bc i watched every video i can and still cant fidn out whats happing to me. Every time I save the world editor and reload into it to make sure everything's saved nothing is there and when trying to save it to its own folder it does the same thing it's for scenario

prime parrot
#

Well I have asked everyone and everywhere no answer where else can I put it if no one will help me

prime parrot
#

Time to wait another 24

molten zenith
#

Hey, has anyone been able to change the flags next to the groups? I want to add individual group identities

short maple
dire relic
#

hi, im trying to learn and make a rp mod/server as i go along but im getting stuck on some major bits thats probably so easy for someone who knows what they are doing, i wanted to remover the everon life watermark and have the "welcome to horizon rp" bit as the watermark, also the text "Welcome to the place where your dreams are just beyond the Horizon...." as a screen that pops up with a button that must be pressed in order for the message to go away and be able to continue with the tutorial of the mod

north sentinel
#

anyone know of a scenario that has timers/clocks for a checkpoints? Trying to avoid making it custom with onscreen graphics for my rally scenario.

unborn fossil
# molten zenith Hey, has anyone been able to change the flags next to the groups? I want to add ...

In your faction config file. Eg US.conf. In this video I add new groups and assign custom images to the squad. https://youtu.be/RlzDbt3cPKU

A video showing how to create custom squads in the Arma Reforger Workbench.

Interested in joining our Aussie Arma Community? Jump into our discord server and say hi. https://discord.gg/tpmtactical

Music from #Uppbeat
https://uppbeat.io/t/yokonap/full-moon
License code: 4OOZJAX2Y0SNN1FW

Music from #Uppbeat
https://uppbeat.io/t/yokonap/lazy-su...

▶ Play video
cunning swallow
dire relic
cunning swallow
dire relic
cunning swallow
#

ridiculous

dire relic
#

to many complex tutorials on youtube, i need to find the tutorials that are for simple minded people lmao, yeah bro dont trust them people, anyone can do anything when moneys in there hands, i wouldnt give someone credits to a mod they helped me with if they demanded money like that

cunning swallow
#

right... supportive community, working together is how shit gets done.. not standing there with ya hand out trying to make money off a video game.. like

dire relic
#

one of the reasons fivem done so well is due to the community helping and been supportive, people just greedy on a worse platform for modding then the fivem mods people should be really wanting to help people make top quality mods so we can get more active community's who "offer" the help

cunning swallow
#

yup.. spoken truth there

#

im getting in touch with some of my fivem guys actually, so if we figure shit out ill message ya and let ya know and pass the education i get your way 🙂

hot notch
#

How hard would it be to display the round timer seen when first joining a lobby on the map when opened? If anybody knows where to look please let me know. I attempted to go through the welcome screen layouts but couldn't find anything specific about the timer.

north sentinel
hot notch
#

I found the timer display called GameInfo_Time_System.layout and added it first to a UI component SCR_MapCampaignUI > subcomponent Task Element layout, this is under SCR_MapConfigComponent within the gamemode_campaign.et. In the end the better universal setup to display in the top right at all times was done by making an override of DefaultPlayerControllerMP_Campaign.et and assigning a new StatsPanelGrid.layout with the added UI widget in from from GameInfo_Time_System.layout. To add the widget I simple drug the gameinfo layout on to the rootframe of this statspanelgrid. From there I adjusted the position to where it is in the image but a simpler way is to drag the gameinfo layout onto the widget "Grid", it will slot the time to the left of server FPS

worldly sphinx
#

Bro I have a rich text widget with robotomono and when I create it in script it reverts to default roboto WTF

hoary steppe
#

So is the only way to move something on the UI with its anchor point centered by doing it like this where it has a negative position I cant seem to be able to find a way to set an anchor point.

frank terrace
#

So is the only way to move something on

worldly sphinx
#

Any way to blend image using alpha masking without extreme banding?

wicked lantern
worldly sphinx
#

nope

meager tiger
#

Why is every texture resolution is set to FHD? Does this setting do anything?

#

{3262679C50EF4F01}UI/Textures/Icons/icons_wrapperUI.imageset

wintry topaz
#

how do i add Buttons like "space" to String Table to show it as button in Hints?

fluid stag
#

Hey, i just made an override for MainMenu.layout, but it seems like that its only working in workbench, is this due to the way mods are loaded ig or?

edit : nvm someone gave me the solution, launching with -addons modname

fluid stag
nimble sapphire
#

I created a GUI that opens on top of the map screen, parallel to the marker creation GUI.
Is there a way to turn this UI into an overlay that does not suppress key inputs on the underlying map, so that it e. g. can be dragged around while this window is open?
I know about input contexts and their overlay flag, but I'm still not sure how I would achieve this.

meager tiger
#

Font shadow doesn't affect <image>s in rich text like it did in RV 😠

#

Guess that's why there are separate shadow imagesets, not sure how you can have both shadow image and normal image on top of each other inside rich text though

rigid grotto
#

@meager tiger mind if i ask what your project is?

meager tiger
candid pewter
#

Hi! Guys! What could be the problem? The icon on the right side of the image remains pixelated for some reason. I'm just using a gradient mask.
In Adobe AI, the image is completely pixel-free, so the problem is definitely not with the source. It must be some setting or something in the engine.
What's interesting is that only one half of the image is pixelated.

Could you help me with this? Thanks answers.

UI: Second picture is source file.

meager tiger
#

Is there a formal description of each widget's purpose somewhere? Maybe a good written 3rd party article? I kinda tested every widget to get an idea myself but I still would like to read something in case I missed some aspect of it.

fluid stag
#

Hi, how i am supposed to create a new SubMenu here ? i cant find the solution, thx

half solstice
#

Add a new tab to the layout.

fluid stag
#

Oh yeah right i was confused since they were not showing directly

digital wing
#

Hello yalll, so how do you place down MapMarkers for a Specific Faction that a Player can see on their Map?
somehow the MapDescripterComponent doesnt really work for me, and its a little annoying by now. i searched google for days and i didnt find any infos online how to put down Markers

digital wing
digital wing
dreamy kite
# digital wing just a static one

SCR_MapMarkerManagerComponent.InsertStaticMarker, then set faction flags I think.

You can get the component via:

SCR_MapMarkerManagerComponent m_MarkerMgr = SCR_MapMarkerManagerComponent.Cast(GetGame().GetGameMode().FindComponent(SCR_MapMarkerManagerComponent));
#

search for usage of InsertStaticMarker for examples

digital wing
dreamy kite
# digital wing alrighty bro thank you very much ill look into it

actually in my own mod I did this:

            SCR_MapMarkerBase marker = new SCR_MapMarkerBase();
            
            {
                marker.SetType(SCR_EMapMarkerType.PLACED_CUSTOM);
            }
            
            marker.SetCustomText("RADIO POSITION");
            marker.SetWorldPos(wX, wY);
            
                FactionManager factionManager = GetGame().GetFactionManager();
                if (factionManager)
                {
                    Faction markerOwnerFaction = SCR_FactionManager.SGetPlayerFaction(GetGame().GetPlayerController().GetPlayerId());
                    if (markerOwnerFaction)
                        marker.AddMarkerFactionFlags(factionManager.GetFactionIndex(markerOwnerFaction));
                }
            
            m_MarkerMgr.InsertStaticMarker(marker, false);
digital wing
dreamy kite
digital wing
digital wing
# dreamy kite yep, it's a script.

but tbh, it would be way easier if there was a prefab, like why do you have to create a script. i mean i get it, kinda. but for guys that are completly new and want to create missions i think they should add more user friendly components into their engine. at least like basic stuff like Map Markers

dreamy kite
#

there may be an easier way to bake it into the scenario that I'm not aware of.

tall coral
#

Has anyone already figured out or knows how to make subtitles played via script?

nocturne rock
#

Im currently trying to make a HUD element that displays a few static values, and some calculated values from script. I cannot seem to get the values on the HUD element to change from "Text Widget". I have the SCR_InfoDisplay attached to the HUDManager on my player controller, and am pointed at the layout. I have the values defined in a script that mods SCR_InfoDisplay. I'm not sure what i've done wrong.

nocturne rock
#
class WZ_DiverUI : SCR_InfoDisplay
{
    protected TextWidget m_DepthText;
    protected TextWidget m_DecompressionText;
    protected TextWidget m_DiveTimeText;
    protected TextWidget m_CompassText;
    protected TextWidget m_DiveTimeHeader;
    protected TextWidget m_DecoHeader;
    protected TextWidget m_DepthHeader;
    protected TextWidget m_HeadingHeader;
    protected TextWidget m_TitleText;
    protected WZ_NitrogenComponent m_NitrogenComp;

    protected Widget m_CustomRoot;

    override void OnStartDraw(IEntity owner)
    {
        super.OnStartDraw(owner);

        if (!m_wRoot)
        {
            Print("❌ m_wRoot is null, cannot attach widgets");
            return;
        }

        // Attach your custom HUD layout to root widget
        m_CustomRoot = GetGame().GetWorkspace().CreateWidgets("SWAGInfiltrationMethods/UI/Modded/WZ_DiverHUD.layout", m_wRoot);
        if (!m_CustomRoot)
        {
            Print("❌ Failed to load WZ_DiverHUD.layout");
            return;
        }

        // Find widgets by name
        m_DepthText = TextWidget.Cast(m_CustomRoot.FindWidget("DepthText"));
        m_DecompressionText = TextWidget.Cast(m_CustomRoot.FindWidget("DecompressionText"));
        m_DiveTimeText = TextWidget.Cast(m_CustomRoot.FindWidget("DiveTimeText"));
        m_CompassText = TextWidget.Cast(m_CustomRoot.FindWidget("CompassText"));
        m_DiveTimeHeader = TextWidget.Cast(m_CustomRoot.FindWidget("DiveTimeHeader"));
        m_DecoHeader = TextWidget.Cast(m_CustomRoot.FindWidget("DecoHeader"));
        m_DepthHeader = TextWidget.Cast(m_CustomRoot.FindWidget("DepthHeader"));
        m_HeadingHeader = TextWidget.Cast(m_CustomRoot.FindWidget("HeadingHeader"));
        m_TitleText = TextWidget.Cast(m_CustomRoot.FindWidget("TitleText"));

        if (!m_DepthText || !m_DecompressionText || !m_DiveTimeText || !m_CompassText)
        {
            Print("[WZ_DiverScriptedUI] Error: One or more widgets failed to initialize!");
        }
    }

    override void UpdateValues(IEntity owner, float timeSlice)
    {
        super.UpdateValues(owner, timeSlice);

        if (!owner)
        {
            ClearText();
            return;
        }

        if (!m_NitrogenComp || m_NitrogenComp.GetOwner() != owner)
        {
            m_NitrogenComp = WZ_NitrogenComponent.Cast(owner.FindComponent(WZ_NitrogenComponent));
        }

        if (!m_NitrogenComp)
        {
            ClearText();
            return;
        }

        // Get current data from Nitrogen component
        float depth = m_NitrogenComp.GetCurrentDepth();
        float diveTime = m_NitrogenComp.GetRemainingDiveTime();
        float heading = m_NitrogenComp.GetCurrentHeading();

        // Update widget text
        m_DepthText.SetText(string.Format("Depth: %.1f m", depth));
        m_DiveTimeText.SetText(string.Format("Dive Time: %.0f s", diveTime));
        m_DecompressionText.SetText("Decompression Required!");
        m_CompassText.SetText(string.Format("Heading: %.1f°", heading));

        // Optional headers
        m_DepthHeader.SetText("Current Depth in Meters");
        m_DecoHeader.SetText("Decompression Status");
        m_HeadingHeader.SetText("Current Compass Heading");
        m_DiveTimeHeader.SetText("Remaining Dive Time");
        m_TitleText.SetText("SWAG Diver HUD");
    }

    protected void ClearText()
    {
        if (m_DepthText) m_DepthText.SetText("");
        if (m_DiveTimeText) m_DiveTimeText.SetText("");
        if (m_DecompressionText) m_DecompressionText.SetText("");
        if (m_CompassText) m_CompassText.SetText("");
    }
}

#

Just trying to display a HUD popup when someone equips our dive gear and enters the water, to show them a decompression warning, current depth, compass heading, and remaining dive time.

short maple
#

Widget names are set correctly on your layout?

#

And I imagine you have this nitrogen component attached to your playercontroller aswell so it is able to get the values to update?

nocturne rock
#

The nitrogen component is attached to CharacterBase.et, yes the widget names are exact

#

Can it only pull values from script components attached to the Playercontroller?

short maple
nocturne rock
#

Okay thats fine, I already have a PlayerController script which handles the not drowning part of scuba diving, so I can probably merge the two together and just put it all under that instead of the CharacterBase

short maple
#

Let me know if u still need help, I can try to the best of my ability

nocturne rock
#

I appreciate it, I combined my scripts together into the PlayerController and that didn't take care of it. I'm thinking at this point I may just trigger hints at critical moments during the dive/jump.

meager tiger
#

Found exact settings that BI used to create icons glow, its photoshop's drop shadow on layer with 0% fill, settings for 300ppi pictured

#

for 100ppi change size to 6px and proportional size for other ppis

unreal canopy
#

Hey folks, diving in to the Enfusion workbench, used to develop quite a bit for Arma 3. Wanted to take a stab at HALO/HAHO, with Oxygen Tanks, and a diving script. I've already got the script components working at the moment, but what I want to do is do something similar to what the RHS Team's Garmin Watch does, where the player can interact with their dive watch / altemeter watch, and build a GUI that will be projected onto a mesh face / texture.

Does anyone happen to know any good resources that explain how to do things like that? I've got the GUI/HUD Modder's Bootcamp, but I'm hoping to find something specifically that walks a user through how to project a HUD/GUI onto a texture/mesh.

short maple
#

the alignment on somethings drives me inSANE

meager tiger
#

Otherwise just remake your textures to be used inside same sized widgets for all layers

short maple
#

Yeah, doesnt work, I have a custom canvas script to draw a perfect border fram but I just wanted to have a simple checkbox 😅

short maple
oblique lynx
#

working concept for hunger/thirst, also damage taken when starving.

wintry topaz
#

is it possible to turn off the Ping in GM?

#

i can only find the ui thing but the sound is still there

dire relic
#

Can anyone help me when I view the map in game the map showed like this and can not do nothing within the map

short maple
dire relic
short maple
#

Nah fair bump

#

is this a custom UI youve made or overridden the base game?

short maple
#

Whats special about:

  • XComboBox DebugUI wicked
  • UserWidget
  • SocketWidget
    ?

I havnt come across any layout's using them. Or are theynot functioning?

west void
#

<?xml version="1.0" encoding="UTF-8"?>
<UIResources>
<ScriptMenuPreset id="1000" pauseSimulation="true">
<Screen layout="{AF9E8006A830B7DF}Arma4LifeCore:UI/Layouts/Menus/MainMenu/A4L_MainMenu.layout" />
</ScriptMenuPreset>

<ScriptMenuPreset id="1001" pauseSimulation="true">
    <Screen layout="{3D19F1EF2D1D0987}Arma4LifeCore:UI/Layouts/Menus/DeployMenu/A4L_DeployMenu.layout" />
</ScriptMenuPreset>

</UIResources>

I can't get my mf menus to pop up no matter what I do. Errors are

13:10:33.230 ENGINE (E): Can't find menu preset with ID = 1000
13:10:33.230 GUI (E): Can't open menu 'unknown preset'

13:10:34.571 ENGINE (E): Can't find menu preset with ID = 1001
13:10:34.572 GUI (E): Can't open menu 'unknown preset'

#

Paths are right in xml.

#

anybody know what I'm missing / screwing up?

worldly sphinx
#

Where did XML come from

#

I thought you had to override the menu enum and then add it to chimera menus

west void
#

Tried a few diff xml's. Left the house for a bit pretty sure I already added it to chimera menus but I'll double check when I'm home

worldly sphinx
#

Where'd you find that you need to use anything XML?

west void
#

To load UI resources for 1.4+ compliance from the information I found.

#

It attempts to load it

worldly sphinx
#

Where is said information? I had no idea this was a thing

west void
#

Chatgpt been doing super deep dive on 1.4+ compliance

worldly sphinx
#

Ah word. No clue what that's about, none of my modded menus use anything related to XML.

#

Do you have a source?

#

Like where did bohemia say UIs need XML anything

west void
#

Nope not besides that.

#

I figure it's something to do with that preset thing but I'm not sure where that's at. I'll have to dig into it more when I'm home

worldly sphinx
#

Did they touch on any of this in the UI bootcamp? Seems like Chad Gippity is feeding you hallucinations

west void
#

Why would it try to read the xml then?

worldly sphinx
#

No clue, all I know there is 0 (zero) XML files in the resource browser

west void
#

Kk

worldly sphinx
#

How are you opening your menu?

west void
#

Nm it's because custom deploy spawn system

#

But still not sure why it's failing

#

Anyway I'll look at it more when I'm home later

worldly sphinx
#

oke doke

west void
#

I couldn't get it to pop up on the regular system so I tried doing my own but still can't get it to show.

worldly sphinx
#

How much scripting experience do you have

west void
#

Not a ton. Dabbled off and on throughout my life. But I've been able to get everything else working

worldly sphinx
#

UI requires a whole bunch of it

west void
#

Yeah well I got about hours of it this week haha

worldly sphinx
#

Unless you're just changing element position, sizes and colors and stuff

west void
#

No I'm doing a new entry menu and everything

worldly sphinx
#

I think menus are defined in 2 places:

  1. enum ChimeraMenuPreset
  2. chimeraMenus.conf - define layout, action context, script class

Then you open the menu by calling something like GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.MyMenuPreset);

#

And I think your menu script class needs to inherit ChimeraMenuBase

#

That's about it??? I think

west void
#

Yeah I'm using chimeramenubase and gamecomponent and scriptgamecomponent mostly.

#

I also need to stop the player controller from spawninbg until the player actually spawn if anybody happens to know how to do that.

ancient star
west void
#

I'll show code later when home

worldly sphinx
#

I honestly cant blame folks for trying to use AI as the learning curve is pretty steep especially for folks that have no game dev background

west void
#

Yeah I have plenty of Game Dev background but not scripting. I know the basic Theory but I could never get the crazy syntax and all that down.

#

So it's amazing for me.

#

But this one obatacle is holding me back and pissing me off haha.

#

I have a custom GPT trained really well for 1.4+ only scripting. Just need to get the mf menu to open on start

worldly sphinx
ancient star
#

About week in I thought I had everything figured out then I realized none of it worked in multiplayer bc I didnt understand replication

west void
#

I swear I had setup the chimeraMenus but it must have gotten lost in the mix at some point. It is working now I can move on and actually design the menus. Thanks @worldly sphinx

short maple
spark hemlock
#

I have .layout. Want to show GUI with text info. How I can do it from script? Cant find right tutorial for that. All tutorials related to menu class, not simple SCR_InfoDisplay

Goal: after typing a command or in another place from script present gui to players with specific text per player

frank terrace
#

I have .layout. Want to show GUI with

robust mountain
#

can someone please help me in arma tools i added a killfeedUI.layout and need to rename the framewidget in rootframe ..but it wont let me...i need to add child or something...im new to this stuff..

upbeat flame
#

I Have this UI and it seems console players cannot access any button below the header or the list? How do I fix this

winged vessel
#

Is it possible to have ConfigurableDialogs render on top of the ActionMenu? Cant seem to work this out

dire sinew
#

probably not the right channel but my ui keeps clumping the screen up, i dont know how to space it out ?

short maple
dire sinew
#

@short maple

subtle cargo
#

How hard would it be to get the position of a point clicked on the in-game map (x, y, z)

subtle cargo
#

I think I figured it out

dire sinew
west void
#

How to get the text on a SCR_ButtonTextComponent to show? Or do i just put regular text on it?

west void
dire sinew
#

im unable to fix hud in my world. it was there but after doing multiple fixes on game mode and other scripts its completely gone. iv tried 6 different fixes and nothings worked

desert knoll
#

Anybody got experience with HUD stuff? like ammo and stamina set ups for Reforeger?

honest sable
#

how can i add the mortar azimuth layout part to my custom layout for my turret?

tulip mesa
winged vessel
#

alright thanks ill give it a shot

#

failing that I can just create a whole context and custom layout for it

#

just assumed that "dialogs" would always get maximum z order

tulip mesa
#

pause menu also hides that action wheel dynamically, so it might have code for that

winged vessel
#

good shout

upbeat flame
#

Anyone else have issues with the conflict markers appearing like this in a minimap

#

It's literally just conflict markers, markers placed by the user stay within the bounds of the minimap

upbeat flame
#

looking into it, the conflict markers just are missing the logic of every other marker that checks to see if its with the map boundary

upbeat flame
#
modded class SCR_MapCampaignUI
{
    override void Update(float timeSlice)
    {
        super.Update(timeSlice);
        vector min;
        vector max;
        m_MapEntity.GetMapVisibleFrame(min, max);
        foreach (Widget w, SCR_MapUIElement icon : m_mIcons)
        {
            vector markerPos = icon.GetPos();
            
            if ((markerPos[0] < min[0]) || (markerPos[0] > max[0]) || (markerPos[2] < min[2]) || (markerPos[2] > max[2]))
            {
                w.SetVisible(false);
            }    
            else
                w.SetVisible(true);
        }
    }
}
#

Twas my fix for it

dire sinew
dire sinew
dire sinew
#

So I’m wanting to make a custom hud for players

• 3 scoreboards for the 3 teams (with there team icons)
• 4 zone locations and in the middle have of the two have a time limit till next rotation

Have it in the top middle of the screen

#

Is there any way I can customise this idea without the stupid SCR_CaptureAndHoldTeamScore.c script ?

The thing breaks the moment I change anything and iv been stuck on it for a week now. Really needing help badly if your able to help in any way

#

?

upbeat flame
#

Look in the Frontline gamemode, it's something similar to what you're looking to do

#

Just reference anything to do with Frontline, i didn't personally work on it so I can't comment much on it

dire sinew
#

Thanks I’ll check this out in the morning haha been pulling all nighters tryna fix this haha

upbeat flame
#

I would recommend not modifying existing content but making your own

dire sinew
west void
#

Anybody know anything about this warning on EditBoxWidget ? When I mouseover it. It was working earlier no idea how I messed it up.

#

SCRIPT (W): [AnimateWidget.PrepareAnimation] Widget to animate is missing

worldly sphinx
#

hewwo how do I disable the thing that makes all background colors transparent in my UI when the widgets are set to disabled state

frank terrace
#

Anybody know anything about this warning

#

Is it possible to have

burnt crag
#

If I have a layout file, is it possible to change the color of text via script in runtime?

tulip mesa
#

yea, SetColor

west void
#

How can I make textlistbox fonts smaller?

#

Nvm i figured it out. Increase amount of lines.

burnt crag
fiery orchid
#

So I have a UI for vehicles and i'm facing an issue with a scrolle. Basically it's a list of item to choose form but it refuses to scroll down when reaching the bottom of the displayed items. does anyone know why ?

fiery orchid
#

It is really weird, on this first UI of items the scroll works.
But not on this second one which follows the same structure

desert knoll
#

HOwdy howdy people.
Working on something and curious if you could save me from my insanity.
Wish to have modular stance system in my HUD updating + stamina bar/system.

Did figure some out and managed to write script that compiles.
Assigned the images in .layout and think all is set up.
Now moved to DefaultPlayerController.et to connect it all and nothing happens.
I am defeated and genuienly kinda losing hope in this. Such a simple thing which would take me and hour tops in Unreal Engine, but in Enfusion? 20hours now and counting.

frank terrace
frank terrace
#

HOwdy howdy people.

west void
#

Anybody know where the vertical stripe of slots on the inventory is defined?

#

Like the name of each one

frank terrace
west void
#

Thanks in advance.

#

I have found a few files with parts of it but I'm still missing something. The issue right now is that I have an ID card that automatically goes into the slot with the human silhouette on it which I believed was the identity slot but I'm not totally sure. But now I have this tablet that was going in that spot before and I can't get the tablet to go in a different spot I've tried a bunch of different things. It goes in that slot on top of the card so they are both in there. I started working on a custom tablet slot now but I have to head out for the day.

frank terrace
#

Thread

tulip quartz
#

How to properly use CanvasWidget?
I have a simple setup where with CanvasWidget in my layout and with script I am trying to add line with setDrawCommands like so:

protected ref LineDrawCommand m_DrawLine = new LineDrawCommand();
protected ref array<ref CanvasWidgetCommand> m_MapDrawCommands = { m_DrawLine };
    
private void DrawWaypointLines()
{        
    m_DrawLine.m_Vertices = {0, 0, 1000, 1000};
    m_DrawLine.m_iColor = Color.White;
    m_DrawLine.m_iOutlineColor = Color.White;
    m_DrawLine.m_fOutlineWidth = 10;
    m_DrawLine.m_fWidth = 10;
    m_DrawLine.m_bShouldEnclose = true;
    canvasWidget.SetDrawCommands(m_MapDrawCommands);
}
    

This are my widget properties:

#

I am not getting anything drawn on the canvas. What might be wrong?
Edit: m_iColor was wrong. Should have been:
m_DrawLine.m_iColor = Color.White.PackToInt();

west void
#

What script handles the character preview on inventory screen?

wintry topaz
#

how do i add Cursor Custom for Gamepad Cursor?
and set them over script?

shadow solar
#

Can anyone help me with making a loading screen mod for my server?

worldly sphinx
#

When I change imagewidget's texture how do I make sure the related scale etc widgets refresh? when I go from smaller to larger image the larger image will appear squished

frank terrace
frank terrace
worldly sphinx
#

It seems like when text is wrapping sometimes it doesnt resize parent correctly after I apply text from script, do I need to call something on the parent to properly resize it?

#

you can see the last } clips

worldly sphinx
#

ah yes, I forgot size to content doesnt size to content

unborn fossil
#

With regards to the ArmaVision nametags, I am wanting to change the colour so that US is displayed as Blue and USSR displayed as red. I found the layout (EntityTag_NameTag.layout) I am just not sure on how I would go about achieving it. Alternatively, I could turn off all the GUI/Hud in GM (via hotley) and just have the player names (colours) displayed. Anyone able to point me in the right direction?

frank terrace
frank terrace
frank terrace
wild field
#

When I override RespawnMenu and add a new button to the Selectors with ModularButtonEffect_Color_ToggleElement.conf on it, it remains an inert white box when the spawn menu loads, it doesn't respond to clicks at all. What have I done wrong here? I was expecting it to at least change colour. SOLVED: I should have just used the pre-made layout buttons.

unborn fossil
wintry topaz
#

is there a way to block some (not all) Controller input for some controls in ui?

frank terrace
wintry topaz
west void
#

Anybody know any resources for visual feedback elements in game and / or in editor? Like a ring around an area.

flint heron
#

Hi, someone know how to I can replace this logo? I need to make a new scenario with wcs_everon on dependencies?

mild steeple
#

i'm trying to set up capture and hold UI to only show the current active entity in the HUD, using:
// Create widget for the active area only Widget objective = workspace.CreateWidgets(m_rObjectiveHUDLayout, GetRootWidget()); if (objective) { SCR_CaptureAndHoldObjectiveDisplayObject displayObject = new SCR_CaptureAndHoldObjectiveDisplayObject(objective, activeArea); m_aObjectiveElements.Insert(displayObject); displayObject.UpdateDynamic(playerEntity, timeSlice); displayObject.GetRootWidget().SetVisible(true); Print("CustomCaptureAndHoldObjectiveDisplay: Created and updated widget for active area " + activeSymbol, LogLevel.DEBUG); }

I'm using the SCR_CaptureAndHoldObjectiveDisplay class, however the previous active area marker always persists on the hud. eg, A, B, C. A is active first, and only A marker persists in the HUD, despite B being active

#

I have a component attached to the basegamemode, should I be controlling the UI elsewhere?

mild steeple
#

(I had to set the HUD override component on the player prefab) it works for now on initial testing

wintry topaz
#

I added another UI in the GameMaster, but now I have the problem that when I use the Left_Thumb on the controller, the camera moves in the GameMaster and at the same time it navigates through the menu selection. How can I prevent the Left_Thumb from navigating through the menu?

stuck mesa
#

Kinda odd how playercontroller HUD is drawn above the character HUD even tho I use the backgroudn layer

frank terrace
frank terrace
frank terrace
frank terrace
# stuck mesa

you are probably using the old hud layers which are drawn on top of the newer system

west void
#

It's for a property / land plot line.

frank terrace
west void
#

Sweet tyvm ill check out the arty stuff.

west void
alpine galleon
#

is it possible to edit the name of each of these radio channels?

#

would like to give them some actually descriptive names

#

but i cant seem to find the layout for that or any scripts for it

frank terrace
fiery orchid
fiery orchid
# wintry topaz uhm i think overlay <:duckthinking:656874298522206228>

To me it sounds like you need a menu.

If that’s the case

  • create a class that inherits from MenuBase

  • override(create a modded) ChimeraMenuPreset and add the exact name of your class to the enumeration

  • find a config file name ChimeraMenus( i think) and add to the resource your layout and to the class name the exact name of your class.

Now to open it you need to run something like GetGame().GeMenuManager().OpenMenu(ChimeraMenuPreset.MyMenu)

#

I’m on my phone and can’t really give you accurate help right now

wintry topaz
stuck mesa
nimble isle
#

Gentlemen I have a question for yall

#

I am very new to GUI editing and I want a bulletin board in game to have a custom action that pulls up a GUI screen with my server's rules on it so players can read them in game

frank terrace
alpine galleon
shadow solar
#

Can I get some help. I cant seem to figure out what Im doing wrong. Im trying to create a custom loading screen for my server. I altered the ScenarioLoadingScreen.layout but nothing changes. Is there something Im missing?

frank terrace
# alpine galleon is it possible to edit the name of each of these radio channels?

SCR_VONEntryRadio.c

modded class SCR_VONEntryRadio
{
    //------------------------------------------------------------------------------------------------
    //! Update entry visuals
    override void Update()
    {
        super.Update();
                
        SCR_VONEntryComponent entryComp = SCR_VONEntryComponent.Cast(m_EntryComponent);            
        if (!entryComp)    // first update procs when this is not fetchable yet
            return;
        
        if (!m_RadioTransceiver)
        {
            SCR_VONController vonContr = SCR_VONController.Cast(GetGame().GetPlayerController().FindComponent(SCR_VONController));
            if (vonContr)
                vonContr.RemoveEntry(this);
            
            return;
        }
        
        // --------------------------------
        // This is where you can change the CH to whatever you need :)
        entryComp.SetTransceiverText("CH" + m_iTransceiverNumber.ToString());
        if (m_sFrequencyTextOverwrite.IsEmpty())
            entryComp.SetFrequencyText(m_sText);
        else
            entryComp.SetFrequencyText(m_sFrequencyTextOverwrite);
        // --------------------------------
    }
}

Untested, but from a first glance I would guess this is where you want to do it ?

alpine galleon
#

i shall give it a go now ty 🙏

#

yup, tyvm

worldly sphinx
frank terrace
alpine galleon
#

would anyone know where this is controlled?
been looking for a while
need to basically just check the capturing faction and change it to show as friendlies capturing if its the faction im looking for

#

i imagine its setup in the same way as the von radial menu which would be why i wasnt finding it but im at work rn and can't check so giving here a shot to see if anyone already knows

waxen ridge
#

Hi everyone, I just started learning gui, watched the video on Boot Camp, understood the basics, but I would like to learn more.
Does anyone have any tutorials or something like that, thanks in advance)

verbal portal
#

I tried to adopt a notepad like bohemia did in the ballistic table https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Items/Equipment/BalisticTable/BalisticTable_USSR.et to display information ingame.

Part of this information in a list of** image textures that i want to change during runtime**, so that the background **ImageWidget **changes the displayed image texture,
I tried with meldeblockzettelBackground as ImageWidget:

bool isLoaded = meldeblockzettelBackground.LoadImageTexture(m_iCurrentPageID, s_imageTextureRessouceName);
meldeblockzettelBackground.SetImageTexture(m_iCurrentPageID, m_wRenderTargetTexture);
bool isSetImage = meldeblockzettelBackground.SetImage(m_iCurrentPageID);

Anyone has looked into this before? Only found a solution to replace whole prefab, but I want to have the texture controlled via component,
Not sure what the s_imageTextureRessouceNameshould point to (edds?) (yes)

surreal slate
#

Is there a hook within the player joining process where it makes sense to display an MOTD window? Can anyone think of a mod which implements this that I could take a look at?

worldly sphinx
#

I guess you could put your motd on the loading screen

jaunty siren
#

Hey I have a question. On nametag layout I wanna change something. So my question is where the PlayerName widget get player data from. I mean where they connect with player name data script?

#

I know it is not in nametag.layout but I wanted show here because I don't know anywhere closer to connection

alpine galleon
#

specifically the GetName method

jaunty siren
alpine galleon
#

dont know where off top of my head

jaunty siren
#

I will take a look

#

Thanks

mild steeple
mild cloak
#

Does anyone know a up-to-date tutorial or documentation of implementing a HUD element? In my case, I want a label to show up on the screen, which tells how many enemies are close by

nova jay
#

Is there a way to add a vanilla layer to a modded map? Try as I might I cannot get player map markers working. I'm hoping it will take onto vanilla 🤞

mild cloak
#

Does anyone know how to change the color of the right side (disabled part) of the ProgressBarWidget?

cinder plinth
#

possibly a stupid question but how do i format an image to fit into the preview box shown in the center of the entity?

#

i dont see anything special about this image that tells me where im going wrong

frank terrace
#

Does anyone know how to change the color

forest latch
cinder plinth
#

because its dope and i want it

forest latch
#

Well yeah, it’s pretty cool looking, but why?

#

Like are you making some kind of pirate mod thing?

cinder plinth
worldly sphinx
#

Idk if I already asked or not but is there a way to get all icons/quads in an imageset? from script

static raven
wintry topaz
#

how do i open the Pause menu in a costum menu?

nova jay
#

Is it possible to make my UI when in tab inventory move 20mm to the left, after using a mod I have a 3rd clothing column and not able to see the very right inventory slots

static raven
#

I can't recall the name

worldly sphinx
#

Oke doke

static raven
#

Let me check

#

I vaguely recall one

worldly sphinx
#

It's probably gonna be some A4 thing I will never see in Reforger

short maple
frank terrace
#

how do i open the Pause menu in a costum

shy scarab
#

Which component is responsible for opening parameters on the right mouse button in GameMaster

slender sierra
#

Generating bitmap for a custom font just crashes workbench thonk

#

Are custom fonts supported?

slender sierra
west void
worldly sphinx
#

It works for me when I put the ttf in explorer and then import

mild steeple
#

Anyone know how to disable the background of these capture and hold markers?
They're not so evident in the daytime, but at night they are.

The default layout file attached

#

I've tried to disable a bunch of inherit colors, icon backdrop at 0 0 0 0 is just the center of the icon, not outside of it

balmy token
#

I wanna disable the name is displayed while talking, disabled this here already but its still displaying.
Any Ideas? kacsaaaa

balmy token
#

I just kept it so you see what I want to be not visible

half solstice
#

Try disabling it. If it still shows then it's being re-enabled from script as well.

meager tiger
#

Try hacky stuff like setting to smallest font and transparent text color hmmyes

glass tartan
stable delta
glass tartan
# stable delta You should attach it on character that will be shown the HUD, like, if YOU tap s...

I want it to display for the player that gets its shoulder tapped to give a hint which shoulder was tapped.
I have my ownerChar, which I can access the HUDComponent for via SCR_BaseHUDComponent ownerHUDController = SCR_BaseHUDComponent.Cast(ownerChar.FindComponent(SCR_BaseHUDComponent));. But I'm not sure how to do it right.

modded class SCR_BaseHUDComponent
{
    [RplRpc(RplChannel.Reliable, RplRcver.Owner)]
    void RpcRightShoulderTap()
    {
        SCR_TTHUD tapHud = SCR_TTHUD.Cast(GetHUDElements().Find(SCR_TTHUD)); // This does not work    
        tapHud.RightShoulder();
    }

        void RightShoulderTap()
    {
        Rpc(RpcRightShoulderTap)
    }
// ... same for left
}
frank terrace
mild steeple
#

@stuck mesa tell me

balmy token
stuck mesa
stuck mesa
#

It's a vanilla texture, it's broken by defaultt

mild steeple
stuck mesa
#

You can use a different texture, just make your own

mild steeple
#

faaa

#

effort

stuck mesa
#

yee, but if you figure out how to do that you can do that really fast next time

#

And just add texture whenver u need it 🤷

#

I'm sure the tutorial for workbench on youtube shows how

mild steeple
#

Yeah, it'll have to come to that eventually. Can't believe the background is trashed by default

nimble isle
#

Looking for someone who wouldn't mind doing a little bit of UI work for me. If you'd like, dm me and we can chat details :)

meager tiger
mild steeple
#

Yeah sucks, idk why the backgrounds aren't fully transparent

lapis pendant
#

Hey, guys
I am designing a map of 5 to 6 factions on it, and I want to know how would I change UI to stop showing each faction's flag on top of the screen? Could someone explain how to do so, just to hide these flags off the screen.

Couple of issues that I am thinking of (I could be wrong):

  1. Can a player know that something is being capped without those flags in UI
  2. Is there a way to either move those flags to another menu or simply rely on another windows/message in knowing that objective is being contested? Maybe, to just see it on map indicators by opening up paper map.

I would like to simlplify UI, so remove clutter, but also, I don't want to cripple the user's experience, as long as I am decluttering player's main window, and still have ability to check or know what is being capped, it would be SUPER. Maybe just a pop up text that is small enough to know something is being capped

Thank you!

worldly sphinx
lapis pendant
hollow vortex
#

Is there any tutorial that explains how to create a widegt?

frank terrace
frank terrace
# hollow vortex Is there any tutorial that explains how to create a widegt?

This could maybe help you, just skip the parts you dont need
https://www.youtube.com/watch?v=EE1iqCqrlq4

https://reforger.armaplatform.com/news/modding-boot-camp-4-user-interface-and-hud

This Modding Boot Camp seminar was originally held on the Arma Discord Server on January 9th, 2025.

Modding isn't just about custom assets. With Arma Reforger Tools, you can completely modify widgets, HUD, menus, and other aspects of the user interface!

In this ...

▶ Play video
whole totem
#

is there workshop insine enfusion engine?

#

cuse idk how to downloads mods for it

frank terrace
whole totem
frank terrace
stuck mesa
west void
#

Which class should I use for in game custom menu's

#

that overlay on hud

#

It's a custom radial menu, not the vanilla one.

#

Having issues closing it. It opens but can't get any input key to close it. Can get it to close with auto close code.

lapis pendant
#

Can you turn off Remove Attachment option for a certain weapon?
Let's say you have a rifle prebuilt with an attachment, and I don't want player to remove an attachment, how can I do this?

restive yarrow
#

Is there anyway to display video in someone's screen if they enter a certain menu? Less of a video but I'm trying to show another players camera view in a little box on the screen if the player is selected. I believe I got it setup mostly correct but I get a memory limit error when I select the player.

#

I'll be able to get screenshots tomorrow if needed.

half solstice
#

I made CCTVs forever ago, with the camera being attached to an animated security camera model and the camera feed being displayed on a laptop.

#

The same functionality could be used to display on screen instead though.

#

In your case you'd add the scripted camera to the target player. Not sure what would happen if they get out of the replication bubble though.

restive yarrow
#

Yeah I figured with the cctv and drone stuff there's gotta be a way. Managed to get myself to make a scriptedcamera, which I did copy the PIP sight code a bit to figure this. Just now I have to figure out how to get it to display. Right now I attach the camera to the player trying to view the other player, should I attach the camera to the player that I am trying to look through?

#

This is for some admin tools, when you open it it'll display a lost of all the players online, and you can click on them to view general details about them. Along with those details im trying to pop up their camera view

half solstice
#

The scripted camera should be attached to the target player.

#

I'd have to look at some old stuff to be more helpful. But I've already logged off PC for the night.

#

You need like a render widget of some sort in your menu to display the camera feed on

#

Not the same one that's used for displaying on a mesh though iirc

#

If you don't get it sorted I'll take a look tomorrow.

#

I would extend gm mode for admin functionality though.

#

Just move the gm camera to the target players camera

#

Pretty sure most of that functionality is already made too because I'm pretty sure there's like a "lock on" or "follow" action.

restive yarrow
#

I'll take a look at what I got and make some adjustments when I can, thank you I appreciate the information

terse dagger
#

Hey Everyone, does anyone know if there is a way to have one image change the opacity of another image, like if i wanted a image to "clip" into another image so that the part one image was clipping into another image is see-through?

west void
#

Where is the showcursor=true or cursorvisible true something liek that I can't remember where to put it.

frank terrace
static raven
west void
#

A list of action buttons

west void
frank terrace
west void
frank terrace
#

For your menu, I assume you are using MenuContext as your actionContext ?

west void
west void
#

Trying to isolate it more now

junior tusk
#

Hi,

Is there any way to copy a layout button with all its properties set, or will I have to manually edit each one when doing .layout files?

frank terrace
junior tusk
junior tusk
#

Soooo, been having a lot of issues with imagesets lol...

I added new custom imagesets to Conflict in {0651202E9F2646DE}UI/layouts/Map/Map.layout, specifically under the MapWidget under MapFrame. I noticed that to add new imagesets to Conflict, you have to add it to the 1st category, but now almost all my Conflict imagesets etc are all broken. How to fix it?

#

What's also odd, the original variant still has the correct imagesets!

junior tusk
#

OK, for anyone else experiencing my misery: I recommend creating new layouts and registering it with {1B8AC767E06A0ACD}Configs/Map/MapFullscreen.conf. Do not touch map.layout if you want to stay sane

#

If anyone ever experiences this and needs some sample scripts, feel free to hit me up!

short maple
#

Where am i starting for adding a GM context menu action?

frank terrace
frank terrace
junior tusk
#

Working on a Conflict overhaul with CAH style of capping, so this was an experience to say the least lmao but I learned a lot (and aged ten years)

vital girder
#

Anybody ever seen this error before? When I try to load up my Enfusion project I get this error "GUI (E): Can't find default system font '{0E041C5B1F27DCEA}ui/fonts/robotomono_msdf_28.fnt'". Anybody know how to fix it?

#

I was told it might have something to do with Arma being installed on OneDrive, but I've disabled OneDrive and I don't see any Arma files in it.

#

I don't know why Arma is involved with my OneDrive, since it's installed on my D: external HDD. I don't know how to get Arma off of OneDrive.

west void
#

It's because windows automatically hijacks your my documents folder when it sets up onedrive by default. disable it.

slender meteor
#

or just change the onedrive directory

vital girder
#

Thanks again for your help ❤️ I'm ecstatic to get back to business

ember swift
#

does anyone know how i can make my GUI accessible to console controls? is there a manual somewhere that I can follow?

#

I tried fiddling with the "navigation" settings but that doesnt seem to affect the button

frank terrace
ember swift
ember swift
#

Is there an option to draw widgets on a prefab?

half solstice
ember swift
west void
#

Anybody know how to access these crosshair lines?

#

on mapwidget

west void
#

Guess not haha

ember swift
# half solstice Render targets

thank you again Zelik, I've been bashing my head against this issue but finally managed to create and update a render target, this simple lead helped me out a lot, I will publish a mod in a month or so

half solstice
naive marlin
#

Is there any button prefab for "hold to activate"? (To confirm critical action even with mouse input)

naive marlin
frank terrace
west void
quartz stone
#

Hey

GetGame().GetHUDManager().CreateLayout(m_newWidgetResource, EHudLayers.BACKGROUND);

This should generate the layout in the background of the hud, but its always in front.

tired lily
#

Video widget when?

#

the answer is likely never but we can always hope lol

half solstice
frank terrace
worldly sphinx
#

Sound as wav (or the new format!!!), frames as sprite sheets and script it up

#

I wonder if audio would desync from video this way when your fps went lower

frank terrace
# quartz stone Hey ``` GetGame().GetHUDManager().CreateLayout(m_newWidgetResource, EHudLayers....

The good news I have for you is this script will work as intended and put your layout as a background.

The bad news I will have for you is, this is using the old hud manager which doesnt take priority over the new one.

ScreenEffects are using the new hud system if you need a example.

You will need to create a class inheriting from SCR_InfoDisplayExtended and reference your new class in DefaultPlayerController.et => SCR_HudManagerCompoent => Info Displays

tired lily
#

I think the worst part about this would still be the size of the sprite memory wise that’s so many frames lol

west void
#

Is there a widget I can use that I can just set a background color to instead of putting a black background image?

west void
#

Tried z index alrady

short maple
#

probs another widget above

west void
#

Hmm only thing above it is rootframe. Just set that to black also no dice.

frank terrace
uncut tusk
#

Hi how can i make the engine write in arabic font!??

ember swift
#

Does anyone know the cause of a render target that is upside down? I've assigned a layout but it renders upside down and I can't seem to find options to flip it around

mighty lotus
#

Don't know if this is the correct section.

How do I make my custom made items have a better PreviewRenderAttribute image? They fit in the blocks perfectly but looks so blurry.

I used LOD0 and LOD1 tried changing FOV and Camera distance but they still come out blurry.

static raven
ember swift
ebon herald
#

How can you skip a < character in RichTextWidget?

ebon herald
hollow heath
#

anyone ran into problems with 1.6 not reading properly previously working .layouts?

frank terrace
hollow heath
frank terrace
hollow heath
#

its just strange that this happened all of a sudden, so something changed in layout processing code

low geyser
#

Is it possible to create a slide effect on the GUI? So that a GUI with a slide effect appears on the screen?

hollow heath
frank terrace
hollow heath
#

nevermind had some Prefab "{GUID}" that i didnt spot before

#

warnings sone but my screen is all black now pepehands

#

hmm possibly im being stupid

hollow heath
#

ok I understand now

#

so for those who might run into a similar issue in the future:

If you inherit layouts, a line like Prefab "{5E4B2EB2FDE650A1}" will refer to a laout widget from the parent class, however IF the parent no longer has this widget, it will break the whole inherited layout. Previously this was just ignored and a new widget was created in the inherited layout. Now its stricter and fails if it sees this.

minor sky
#

I'm using SCR_BaseHudComponent to create a gas mask overlay. It looks fine in the editor, but on a modded server with WCS/RHS/ACE mods it doesn’t show up. I still can’t find what’s overriding it within those mods.

#

not sure if the settings are correct though.

low geyser
#

Może nadpisują ci te mody twój component

minor sky
#

wlasnie, nie widzę nigdzie by coś nadpisywane było, dodalem wszystkie mody z serwera do dependencies tego w toolsach, i normalnie jest ok, nie widze by byl jakis override na ten komponent.

Sorry, didnt notice i answered on english channel. so its about dependencies, and i've added all mods from server to depe of my modification, and it still works fine on engine

calm steppe
frank terrace
low geyser
nocturne hemlock
#

Anyone know how BI did this intro message in the experimental mission?

frank terrace
west void
#

Niice

nocturne hemlock
nocturne hemlock
#

I think Ive figured it out 💯

frank terrace
nocturne hemlock
nocturne hemlock
#

I figured it out - easy peasy

fossil fern
nocturne hemlock
fossil fern
#

Sickkkkk

terse dagger
#

Hello, I have a image widget that sets its image through a imageset, is there any way to stop this heavy pixelation that happens when it is shrunk?

#

I know a standard .edds image doesn't have this problem, this only happens on imagesets

#

Here's what it should look like:

amber glade
#

does anyone know how to put the character model in a ui

hollow locust
#

i might know

amber glade
low geyser
amber glade
static raven
#

MIPs are basically the LODs of textures in a sense

terse dagger
terse dagger
#

is there some way I need to setup the layouts to not get it to compress?

worldly sphinx
#

What is the method now to project UI layouts as textures on meshes? Another thing missing from changelog is changes to render target widgets

half solstice
whole rampart
nocturne hemlock
whole rampart
#

By DM if u want that could help me, thank you 🫡

slender meteor
#

Doesn't take an index anymore, so one per mesh object is the limit. Think additional indexes didn't work anyways so they got rid of it.

#

Example usage:
m_wRTTexture0 = RTTextureWidget.Cast(m_wRoot.FindAnyWidget("RTTexture0"));
m_wRTTexture0.SetRenderTarget(m_IEntity);
m_wRTTexture0.RemoveRenderTarget(m_IEntity);

#

Will automatically apply the layout nested under the render target to the materials with it set to $rendertarget, which the layout will follow the UV map of given material when applying to the texture.

static raven
west void
#

How can I change text size on TextListBoxWidget

#

Oh lines amount I guess

calm steppe
hot monolith
#

Does anyone know where I can change these icons? I've searched through all the components but haven't found anything where the symbols are defined.

lone reef
hot monolith
lone reef
#

oh okay so it's a one shot thing

whole rampart
#

Any tips on making a voice radio with a layout display that appears on a trigger?”

upbeat flame
#

Trying to use the grid layout widget and both elements are just staying on top of each other?

#

What's the propper way to set this up

#

In this instance I want to be able to put image widgets into it and have it scale so if one image is added it takes up the whole slot, but scale for 2, 3, 4, etc...

#

Nvm, I see the row and slot values in the slot

slender meteor
#

Anyone have a fix for fonts importing as blurry? I tried a couple different things and the font at smaller sizes has a blur around the letters which result in it looking like this:

low remnant
#

Is there a way to make the variants not randomized? I am trying to make a loadout selection double slotted so you pick either LMG or Grenadier. Even though you select the variant i.e. grenadier, it will select the LMG when you load-in to the game.
I think it is the randomization affecting it.

west void
low remnant
#

I am working on my localization for a new scenario. I've got it working no problem.

BUT...

I would like to localize the name, summary and description/details in the mission header. But the mission header doesn't take the localization tag (I.E. #MO-Mission_Name) for example.
Is there a different process to localize that text?

civic meteor
#

I've also been having trouble figuring out localisation, if someone figures it out and makes a video I'll be so grateful 😭

low remnant
low remnant
civic meteor
balmy token
#

Anyone knows what this means: GUI (W): WorkspaceWidget 'Game workspace': Given widget is already modal, not adding again
Im getting it when pressing a different type inside my combobox inside a new settings tab
It doesnt change as expected what it should change but just gives this warning

balmy token
lone reef
#

Someone please let me know if I'm doing this right
this is the most painful
awkward
thing
especially ever since chungus saved me from inspect animations

lone reef
hollow heath
# lone reef Localization

Lol I understand bit what are you doing specifically that you are asking you are doing right??? Why do you have a spreadsheet?

#

Ah ok I see some Google translate going on

lone reef
#

Sadly translating to American is wip

lone reef
#

Que so
I'm having a weird issue
made localization file for my CPW mod, build run times, no # in the string editor
#in the weapon descriptions
Checked project settings
and for some reason none of the localization is working
anyone got any ideas?

hollow heath
#

you need to build runtime tables after you add new strings, maybe forgot?

lone reef
upbeat flame
lone reef
#

da

upbeat flame
#

Try restarting the WB then otherwise

lone reef
#

welp
I finally mabye figured out why
but I'm not sure why it worked for an indvidual mod
I threw the localization in da core
Found out that it didn't update the individual configs to the core mod
so whenever the string editor saved ,it was trying to BI's shiz
so that's why the weapon wasn't etting added
but then I tried doing that for the CPW
and it wasn't working with that before
But I guess it works now, and I'll just have to cope with bigger and bigger .st file

lone reef
#

nvm so it's english
is the french config supposed to have english in it? because I'm at my wits end

lone reef
#

I might genuinely might be the dumbest person alive
so turns out I've been editing the wrong thing
take a guess which one was being edited (hint it's not the whiter one)

silent tusk
#

does anybody know what it is that would add these to OnUpdate?
Thought it'd be something in the player controller but haven't found it yet

west void
#

Anybody got any ideas or point me In the right direction to get rid of the black background behind the character preview

#

Would like to make it transparent if possible.

#

Also how to access the green cross lines.

spark hemlock
#

Hello. I have created a layout based on tutorial.
Added new class based on ChimeraMenuBase
override chimeraMenus.conf and added my menu item
created modified enum and added my menu item
Created a command by which menu should be opened, but nothing. Who can help why?

Layout name: AdminMenuLayout.layout
className: SP_AdminMenuUI

After typing command, menu is not appeared. why?

median totem
#

what controls the size of the vicinity inventory grid size for containers? e.g. I'd like to make this grid smaller/have less rows

silent tusk
# west void

Suspect that'd be a file type issue? You'll need something with an alpha channel

silent tusk
spark hemlock
drifting flume
spark hemlock
#

OpenMenu should be called on client side, right?

#

I have a command, by which menu should be opened. In workbench its working fine, on dedicated server - no.
Why?

silent tusk
spark hemlock
half solstice
# spark hemlock So as option better to call method with rpc broadcast, right?
class CustomCommand : ScrServerCommand
{
    override string GetKeyword() { return "am"; }
    override bool IsServerSide() { return false; }
    override int RequiredRCONPermission() { return ERCONPermissions.PERMISSIONS_NONE; }
    override int RequiredChatPermission() { return EPlayerRole.ADMINISTRATOR; }

    override ref ScrServerCmdResult OnChatServerExecution(array<string> argv, int playerId)
    {
        return ScrServerCmdResult(string.Empty, EServerCmdResultType.OK);
    }
    
    override ref ScrServerCmdResult OnChatClientExecution(array<string> argv, int playerId)
    {
        GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.Inventory20Menu);
        return ScrServerCmdResult(string.Empty, EServerCmdResultType.OK);
    }
    
    override ref ScrServerCmdResult OnRCONExecution(array<string> argv)
    {
        return ScrServerCmdResult(string.Empty, EServerCmdResultType.OK);
    }
    
    override ref ScrServerCmdResult OnUpdate()
    {
        return ScrServerCmdResult(string.Empty, EServerCmdResultType.OK);
    }
}
#

This works correctly.

spark hemlock
#

Thanks

slender sierra
#

Maybe here is a good place to ask this:

What is the zoom (or I guess it would be the pixel per unit) level on the map for roadways to be shown? And can it be adjusted?

#

I've created a minimap using the minimap map mode, and it seems like the roadways don't appear unless I set the default zoom of it to way higher than I'd prefer

candid pewter
#

SOLVED:

I managed to solve the problem. The key is that you have to add the + sign to your own localization file in the project settings, i.e. the basic default and core. Even if you modify it to your own localization, it will not be overwritten.

So, the solution is to add a third language config, and then the override will work.

(This wasn't always the case; it has changed.)

Hi!
Could you help me figure out what the problem might be?

I exported the basic AR localization.st to my own addons, then set up localization.st in the workbench project settings, and then built the runtime table to create the .conf file.
The entire folder structure is the same as ArmaReforger's, so in theory it should overwrite it when loading the mod, but for some reason it doesn't.

I simply enter the world editor, start an MP-> Coop_CombatOps_Arland, and after pressing F10, the original English text is still there, even though I rewrote it in localization.st and I'm sure I rewrote it correctly because I checked the translate id in the diag menu.

Do you have any idea why it's not reading the localization.st file from my add-on and why it's using the default one?

Thanks in advance for your answers.

silent tusk
west void
#

Anybody know how to access these green lines on mapwidget?

silent tusk
#

Access how? Like do something with them in script?

west void
#

They aren't functional they were there by default

#

So either so I can hook them up properly or get rid of them if possible

half solstice
west void
#

And they arent part of the satmap

silent tusk
#

Have you been able to locate them in the layout?

west void
#

Nope its custom layout.

#

They've been there since I first added the MapWidget

#

They aren't part of the spawn markers component.

#

I imagine there's a component that controls them but no idea what one.

half solstice
#

The map widget expects a config file to be used.

#

After digging through the maps layouts

#

If you zoom in and look at the left edge you'll see vertical green lines

#

So I would assume that the config influences those.

west void