#enfusion_gui
1 messages · Page 4 of 1
We lock it to fpp so it definitely does have an advantage if used
hijack the method that causes it to be shown, don't allow it to run if not admin or something
The can't move beyond like 1m from their character.
It can be huge advantage though
Especially building clearing
So why are you creating a spectator menu if it's gonna give an advantage?
Not too sure of the thought process here.
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+
Check SCR_EditorModeEntity
People can still talk to other players with 3rd party apps like Discord. So spectating would still have an advantage.
Then they'll get banned, it's not a constantly public server
It's just friday events
milsim groups take it seriously
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.
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
That is why it's better to limit it
This seems to directly control if you can see it or not
SCR_EditorManagerEntity.CanOpen()
Just detect if it's PhotoMode

GetCurrentMode() == EEditorMode.PHOTO
Then if so, and not authorized. just return false
Woah
if(GetCurrentMode() == EEditorMode.PHOTO && GetGame().GetMenuManager().GetTopMenu().IsInherited(CRF_SpectatorMenuUI))
return true;
Just added this to the check
Hard crashed my game and froze everything on my computer
return super.CanOpen() if allowed
Not true
Ask your question
i fixed it
Dam, MarioE fixing things with his mind now
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.
The camera will be limited to your immediate vicinity if you are not a administrator.
This is intentional, feel free to create a ticket on our feedback tracker if you feel like it should be reconsidered (discord isnt great for this things)
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
Notifications and AvailableActions
For AvailableActions you should be able to modify IsAvailable in SCR_AvailableActionCondition
With Notifications you should be able to disconnect the SCR_NotificationComponents from the notification system
Okay so
SCR_TabViewComponent.GetContentWidget returns null
Even though the widget is right there in front of my face
GetContent returns the tab view content, which has null m_wTab
Oh my it only is available when tab is visible

What is this mod name?
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
never released it
@warm junco looks very nice statistics what view ingame anyway
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 ...
You can find it that way
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?
It's a mess, you should look into the vanilla respawn menu code.
Best resource on this matter
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?
InventoryItemSlot.layout => (using prefab) InventorySlotAmmoIndicator.layout
The counter is updated by the script SCR_InventorySlotUI.c
m_wMagazineNumber line 917
and a few lines above you can see what function is getting the total mag count
Does anyone know what controls the visibility of enemy nameplates?
Woops I probably posted this in the wrong channel previously.
Is anyone able to see why my magazine counter isnt working?
Guys what can be that if i respawn i wont be able tò see my custom widget overlay?
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.
You figure out anything?
I had to manually rotate group of widgets via script, I didn't find any other option
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.
Wrap it in a frame and rotate the frame from script?
Frame doesn't support rotation, at least everything I have looked at
Images or Text
are scrollbars broken in main
not as far as I know
Or rather their color
Also how do I scroll a scrollview until an element is in view
Where color
It works, give me a sec to show you an example
Okie panel widget that is lower z order than scroll layout widget in my screenshot eats it
As in the panel that is behind the scroll layout is eating the scrollbar
Here u go @frank terrace
Pls no eat scrollbar

-# pls
fixed in 1.3

hi guys, do you know which ui layout is this?
i wwant to edit it
Doxxed the UI layout in your dms
woooooah, what a creepy man
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
I hate this so much
Please noone do this 💀
one of the most annoying things in the world
Why does it not let me delete parts of layout when editing a layout? I imagine it's something simple I'm missing.
It's not a read only
Any people anyone would suggest to talk to on ui work?
How can I add a UI panel to a prefab?
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
There’s something like “ShowInVicinity()” in script somewhere, might have to modify it for that particular item
ok
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
Doesnt inventory item component and classes inheriting it have a show in vicinity checkbox in the component attributes?
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
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
yeah that what i want but if I do my looting action it will also be invisible
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
any hints or ideas on this i dont know what im blocking or what to prevent
its called „ShouldHideInVicinity()“
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
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 😅
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");```
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
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
this is wrong, read again my previous comment
hudController = SCR_TestHUD.Cast(hudManager.FindInfoDisplayByResourceName(SCR_TestHUD));
oh lol, sorry! thanks, it is working now
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
How's the video widget get utilized?
nvm
Hello, is there a way to make a smooth transition when toggling visibility with widget.SetVisible() ?
SetVisible will instantly flip the visibility with no way to animate it.
I like to use the AnimateWidget class which offer many ways to animate opacity, colors and more 🙂
float targetOpacity = 1;
int duration = 5;
AnimateWidget.Opacity(MyWidget, targetOpacity, duration, true);
Oh lol thanks, i ended up making a lerp function in my DisplayUpdate function
I'm just starting to get into making the first UI, is there more choices or customization with scripting it?
There is documentation on all the AnimateWidget methods here https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/interfaceAnimateWidget.html
Oh sweet, thank you 🙂
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
configurable dialog UI
Perfect thank you, wasn't sure what to search for
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.
🤷🏻
Is there any base layout that uses "SCR_ListViewComponent"? I'm having a rough time setting it up from scratch
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
just for future reference. I have overriden Map.layout to add my own menu.
I'm working on the alignment
when doing gui's do you have to get every widget in your script?
how did you open the object editor it does not want to open for me?
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??
Can anybody point me in the right direction for setting up in game GUI popups for like NPC dialog and tutorial type stuff
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
gui layout creation on the wiki should work. voiceoversubtitle.layout would probably be useful for you.
assuming you would just create the layout you want, and call the menu whenever you need. but im sure there is a way for it to logically work. maybe modify the text whenever its called.
Cool appreciate it
im not super familiar with gui's myself still learning.
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.
not much except that muddy bootcamp vid. i recommend opening up any scenario or mod to see what they did.
That’s what I’ve kinda been doing so far just not sure the proper use case scenarios for some of the layout widgets etc. slowly making progress. Though I’m getting wrong widget type for the editboxfiltercomponent even though it is on an edit box widget.
For some reason my one border on my panel wouldn’t appear either which is odd.
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
if you figure this out can you ping me if you remember? Wondering as well.
Plugin will ask if you want to make missions header, if you skip it then you need to make your own.
If you don't have a MISSION folder in your project, make it, then CREATE conf in the bottom of the project window.
i messaged you if you could read that id greatly appreciate it
I got it to work, but id have to look again. I believe i locked the aspect ratio using anchor. anchor is how your widget will act when aspect ratio is adjusted. i believe i just anchored it center of screen.
if you leave the game over when testing the menu you can adjust the aspect ratio of the game window to see if it is being manipulated. I think the preview layout button on layout editor should adjust too.
thanks bud 
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.
I feel that man. Really hoping the documentation/tutorials ramp up. Would save so much time compared to trying to sleuth through these systems one by one.
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.
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
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
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
In that situation the z order determines which widget is on top
wtf, that's the last thing I'd expect from a "Z order" property to do
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
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?
Nevermind I figured it out
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.
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.
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.
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 ...
In this video I show how to customize your briefing, including changing the title, color and font.
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?
Yeah the icons are super easy once you figure it out. great system. Many task or conflict icons are in ArmaReforger>UI>Imagesets
i usually search for .edds or .imageset in the resource browser
How i can set text wrapping. "Wrap" param is not working for me in that hierarchy
Looks like maybe your frame is too wide for that part?
Drag the frame on the right side to the left and it will wrap if the frame is smaller.
I have all the elements tied to align, something like display: flex in CSS
That is, yes, if I move it to the left, the text changes, but the problem is that the element itself is roughly covered by a mask due to autosize on the SizeLayout element
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
Why am I getting this error:
SCRIPT (E): OnStartDraw: Root widget (Score_Root) is null!
SCRIPT (E): InitializeScoreText: Root widget (Score_Root) is null, cannot initialize ScoreText!
Anyone know why my root widget is null?
Nevermind, I had it referrenced three times. Anyway, I can't get the HUD to properly update.
Is it possible to change the name of this UI? E.g. "Deselect spotting rifle"
Could anyone point me to where if so?
Anything that has been created can be reversed or altered yes
Any idea where it might be a good place to look? Ive scoured the weapon prefab but I think this is much more a core functionality.
Look in the prefab that’s where all the components are
maybe in a .layout file
Check configs/systems/, pretty sure it's like action contexts or something 🤷🏻
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!
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.
If I close it and reopen it it does save the settings I was using, you maybe mean between restarts ?
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
Not sure if I restarted it when I first encountered it but indeed it seems to be related to restart. I now had another layout open in my last resolution while my main one started opening in 320x240 again
Wont bother coming up with exact repro for now
Why does my HUD only show 1 out of 4 times the game is run?
Zero matches for ThreeStateCheckboxWidget in Discord, nothing worth noting in Google, I guess it doesn't work yet?
Why 10 frames? Does number of frames needed to initialize the widget varies?
Why does my HUD only show 1 out of 4
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.....
Might be not that hard but not sure I want mods with low TTP
not 10 frames, 10 ms
Anyway, hackiest of hacks for doing something when you do not know the correct time to do it.
Oh, assumed it was frames because its int and not float for seconds.
Still, I wonder what's the timing for widgets to initialize, is it variable, is 10ms always enough for any widget?
It depends how they are created, when you are calling your scripts and a few other things.
In theory you shouldnt have to wait at all or wait one frame depending on what you are trying to achieve
But what about int seconds and float frames
I want to run something in a frame and a half
????
Unfortunate
wrap layouts are currently broken, will be fixed in a futur update
Is there a built in way to display the score from SCR_ScoringSystemComponent?
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?
#enfusion_scripting you are probably spawning it on server unless it doesn't even load there. You could put it in the player HUD component and it should show for players
Thanks bro ill give it a try inamin
It worked thankyou
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.
Bump
^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?
I moved that menu from ChimeraMenuBase class to SCR_InfoDisplayExtended and control my "menu" by ActionListeners like "MouseWheel", "MenuTabLeft" ect...
Maybe not the best way but enough for me and working fine.
Does that method allow you to use your mouse cursor and click on things? Or is it just button/keypresses?
i not use cursor because my character is turning and fighting during use menu/infodisplay, maybe you can find some settings for it in layout editor.
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
Anybody know a simple way to display in game time on hud?
Thankyou for the suggestions! I've tried creating a new context for the ui and it has zero effect. Maybe its only for huds, I will swap to a hud and test it :)
@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?
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!
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?
Maybe "ingame" or other context blocked the cursor or something.
I think WidgetManager.SetCursor(0); do nothing...
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
Thread
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.
Maybe a slider then?
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.
Is anybody else nametags scaling even when scale is unchecked on NametagFriendlies.conf ?
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
Why can I freely add child widgets to a
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?
is there documentation for alll the ui widget types?
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
like the pings?
No, sorry. The actual player marker for where their character is on the map
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);
}
}```
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.
Yess, ok thank you. I think you might be onto something there with the squadleader part
Need to look into the properties
seems like dynamic map markers are a layout and an entity. im assuming for tracking of the actual player?
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
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.
I'll take a look there. The key for me is to only trigger if the (unlimited) editor mode is enabled though
Would anyone know how to use the
Are custom fonts supported? Saw some chatter from 2022 that they were not then, and I don't see any docs on it
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
is there documentation for alll the ui
haha ok I wasn’t sure if I was going crazy. The WB just refuses to import it
Thanks
Another GUI attempt defeats me. Just can't figure this stuff out.
hmm I could look into it but im working on a stats ui right now.
No worries, maybe someday we could team on something and you could show me what you've learned 🙂
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?
Duplicate and use your duplicated version in the nametag conf
I don't know why I didn't think of that.
thank you
Working around things is 90 percent of my mod dev time
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
Yeah!
Ask in the appropriate channel....
which would be
Not a gui channel, as it has nothing to do with gui.
tools scenario workbench i mean covers most
It's a generic question about a generic thing. ffs
no need for the shitty response was there really lol
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.
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
hey!, can anyone point me in the right direction to learning custom reticles for vics?
hey!, can anyone point me in the right
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
Hy everyone, i am trying to hide the
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;
}
}
Does anyone know how to work with TextListBoxWidget? Is it something that can selected? if so how you set it up in the layout?
Looks like your getting a return but you cant select?
yes exactly
Pass the PreviewRenderAttributes to the function.
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.
Do you know what function I can use to retrieve the PreviewRenderAttribute that I have configured on the instance? Not seeing a way to retrieve instance properties.
Guy showed me how to do it. Remind me later I'll show you.
Is there Docs I am not seeing on using RTTexture widgets? Got a device --> I now just want to practice putting stuff on it..
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.
Does anybody know why I get this error when trying to create an imageset?
SCRIPT : FileHandle m_File = NULL
Here's my settings
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".
- Enable for all A.I. of the group by using the group icon.
- Change Bleeding rate and Regeneration speed for 1 individual A.I. character of the group.
- 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 )
- 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.
which texture/imageset is this icon coming from?
nvm, got it - icons_wrapperUI, tile use
Hello, does anyone have any bugs with stringtables? When I create a stringtable, I can't use it even though I've followed the topic on the wiki :/ https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation#Registering_localisation_table
i've builed runtime table, added my stringtable in my addon.gproj, created it in the stringtable editor... I don't understand bc i doesn't have any problems before the 1.3
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.
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.
Does anybody know where I can see what these indexes are, or make a new index for an imageset here?
Wait, how did you do this? A million individual lines? Thats why the FPS is 20?
More like 100 but fps is good, the indicator is just laggy
It's also prettier now
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
Some of those names seem familiar...
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
few ways to skin a cat, but I would suggest utilizing the anchor properties.
Attached is the settings for it. Aligning where you want is a pain at the start but once you wrap your head around the layout widgets it is a little easier.
Appreciate it Moose. I'll keep plugging away at it but its been pretty frustrating thus far
First major hurdle was trying to sort out how to keep the text and widgets centered on the screen as the content size changes. FUN stuff
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!
Think you forgot to save out the text in that example you attached, its just a blank root class btw
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
I have spent so many hours on this stupid text box already, can't believe it lol
Tis a painful thing, took me like 45 decent attempts to sit down and commit
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
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?
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
Yeah.
I'm a UI designer by trade, what are you looking to do specifically?
Wrote u in DM
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.
that screen is part of the deploy menu, RespawnMenu.layout is the specific one IIRC
Tyvm
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
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
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
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?
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
This is for UI creation
This is for UI creation
Well I have asked everyone and everywhere no answer where else can I put it if no one will help me
Time to wait another 24
Hey, has anyone been able to change the flags next to the groups? I want to add individual group identities
Pretty sure this is in the factionmanager entity, this will be in your world
Thank you, 🙏
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
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.
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...
anyone?
If you find an answer lemme know… same boat
no one wants to help me lol had no one offer since i asked but if anyone does ill come shout you about it bro
Yeah, I’ve noticed that seems to be a thing with arma servers lol
only money talks.... im willing but jheezz ment to be a supportive community
right... ive had soo many scums come into my inbox saying :oh yeah, i can help its easy once you get hang of it" and soon as i explain what im trying do would love some help, "i can do it for xxx amount of money tho"
ridiculous
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
⏫
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
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
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 🙂
thats against tos
report them
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.
Not that hard apparently
you mind expanding briefly on how you did it? i'd appreciate it.
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
Bro I have a rich text widget with robotomono and when I create it in script it reverts to default roboto WTF
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.
So is the only way to move something on
Any way to blend image using alpha masking without extreme banding?
If you disable generate mips on the import tab does it help at all?
nope
Why is every texture resolution is set to FHD? Does this setting do anything?
{3262679C50EF4F01}UI/Textures/Icons/icons_wrapperUI.imageset
how do i add Buttons like "space" to String Table to show it as button in Hints?
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
This is the concerned files iirc
{795184CF9AD764DB}Configs/System/chimeraInputCommon.conf
{80CC0413DDBDFCB9}Configs/ControlHints/AvailableActions.conf
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.
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
@meager tiger mind if i ask what your project is?
Nothing yet, still learning
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.
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.
Hi! First section under the picture: https://reforger.armaplatform.com/news/modding-boot-camp-4-user-interface-and-hud These so basic.
Hi, how i am supposed to create a new SubMenu here ? i cant find the solution, thx
Add a new tab to the layout.
Oh yeah right i was confused since they were not showing directly
^
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
Static or dynamic?
just a static one
i cant figure out how to place it down, and well yeah dont find anything online
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
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);
its a script right? sorry im completly new to the engine
yep, it's a script.
okay ill try to figure it out how to use it and implement it
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
there may be an easier way to bake it into the scenario that I'm not aware of.
Has anyone already figured out or knows how to make subtitles played via script?
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.
show us the script
Standby just a moment and ill send it to you
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.
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?
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?
Cannot answer that sorry, But attaching it to the player controller where the HUDmanager will let it cast to the owner which you are trying to do
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
Let me know if u still need help, I can try to the best of my ability
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.
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
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.
the alignment on somethings drives me inSANE
Try unchecking "Is Pixel Perfect"?
Otherwise just remake your textures to be used inside same sized widgets for all layers
Yeah, doesnt work, I have a custom canvas script to draw a perfect border fram but I just wanted to have a simple checkbox 😅
When u get time, check your msg requests 🫡
working concept for hunger/thirst, also damage taken when starving.
is it possible to turn off the Ping in GM?
i can only find the ui thing but the sound is still there
Can anyone help me when I view the map in game the map showed like this and can not do nothing within the map
Is that a ELAN tag 
Wouldn't they know a EULA breaking way to help?
calm down lad its a few pixels on a screen its not the deep
Whats special about:
XComboBoxDebugUI
- UserWidget
- SocketWidget
?
I havnt come across any layout's using them. Or are theynot functioning?
<?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?
Where did XML come from

I thought you had to override the menu enum and then add it to chimera menus
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
Where'd you find that you need to use anything XML?
To load UI resources for 1.4+ compliance from the information I found.
It attempts to load it
Where is said information? I had no idea this was a thing
Chatgpt been doing super deep dive on 1.4+ compliance
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
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
Did they touch on any of this in the UI bootcamp? Seems like Chad Gippity is feeding you hallucinations
Why would it try to read the xml then?
No clue, all I know there is 0 (zero) XML files in the resource browser
Kk
How are you opening your menu?
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
oke doke
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.
How much scripting experience do you have
Not a ton. Dabbled off and on throughout my life. But I've been able to get everything else working
UI requires a whole bunch of it
Yeah well I got about hours of it this week haha
Unless you're just changing element position, sizes and colors and stuff
No I'm doing a new entry menu and everything
I think menus are defined in 2 places:
enum ChimeraMenuPreset- 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
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.
rule #1 , never trust anything chatgpt says
Fursure I've been learning that. So the whole reason i did all this was because I couldn't get rid of the scriptedentitycomponent error returned from GetGame.OpenMenu or whatever it is something like that.
I'll show code later when home
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
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

This took me weeks to figure out by myself, and I have a decent amount of scripting experience
About week in I thought I had everything figured out then I realized none of it worked in multiplayer bc I didnt understand replication
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
Gotta get the menu manager and then Open FindMenuByPreset
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
I have .layout. Want to show GUI with
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..
I Have this UI and it seems console players cannot access any button below the header or the list? How do I fix this
Is it possible to have ConfigurableDialogs render on top of the ActionMenu? Cant seem to work this out
probably not the right channel but my ui keeps clumping the screen up, i dont know how to space it out ?
Show the layout, probs just needs a 'filler' widget, like a size layout or something in-between your other widgets (probably horizontal widget I am guessing?)
how can i go about finding this widget ?
@short maple
How hard would it be to get the position of a point clicked on the in-game map (x, y, z)
I think I figured it out
spent hours tryna fix the damn thing and its not working lol
How to get the text on a SCR_ButtonTextComponent to show? Or do i just put regular text on it?
SetVisible()
ty
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
Anybody got experience with HUD stuff? like ammo and stamina set ups for Reforeger?
how can i add the mortar azimuth layout part to my custom layout for my turret?
Probably SetZOrder on the root widget. It could be that the context HUD display thing is doing something too aggressive for selected action. like, not in the hud manager component but the nearby context display
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
pause menu also hides that action wheel dynamically, so it might have code for that
good shout
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
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
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
Hey, have you gotten hud stuff to work ?
World I be able to pick your brain regarding hud stuff ?
What's up
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
?
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
Thanks I’ll check this out in the morning haha been pulling all nighters tryna fix this haha
Yeah no worries I will do that
I would recommend not modifying existing content but making your own
Well tbh I’ll just understand the process they used to make it happen rather then ripping it all together yk
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
hewwo how do I disable the thing that makes all background colors transparent in my UI when the widgets are set to disabled state
You probably have a component changing its opacity, is this UI Element a button by anychance ?
Anybody know anything about this warning
Is it possible to have
all my panels do it as well
If I have a layout file, is it possible to change the color of text via script in runtime?
yea, SetColor
How can I make textlistbox fonts smaller?
Nvm i figured it out. Increase amount of lines.
Thanks that sounds familiar! I had a mod that used it like a year ago and the mod broke in an update.
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 ?
It is really weird, on this first UI of items the scroll works.
But not on this second one which follows the same structure
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.
will give you a quick run down after work (in 2-3hrs)
HOwdy howdy people.
Anybody know where the vertical stripe of slots on the inventory is defined?
Like the name of each one
can you share a screenshot of exactly what you mean ? I will have a look once I'll be home
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.
Thread
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();
What script handles the character preview on inventory screen?
how do i add Cursor Custom for Gamepad Cursor?
and set them over script?
Can anyone help me with making a loading screen mod for my server?
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
SCR_InventoryMenuUI.UpdateCharacterPreview()
Havent tried but my guess would be to do
int x, y;
MyImageWidget.GetImageSize(0, x, y);
MyImageWidget.SetSize(x, y);
This works thank u
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
ah yes, I forgot size to content doesnt size to content
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?
will soon have a look, just arrived at work and brain no brainy yet
yes size to content doesnt always get the result you are looking for. You could try a different solution like this one maybe ?
The component (a bit more bellow in the scripts category) is what creates and handle the nametags (to keep it simple).
The actual layout for the nametag will be {FB01F03EA84634DC}UI/layouts/Editor/EditableEntities/Characters/EditableEntity_Character_PlayerPhoto.layout
But this layout doesnt hold any logic, As its being created by SCR_EntitiesEditorUIComponent.c from EntityTag_NameTag.layout
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.
Thank you, I will take a look 🙂
is there a way to block some (not all) Controller input for some controls in ui?
I am not sure if it what you were hopping for, but you could have a look in there
chimeraInputCommon.conf => ActionContext
I would suggest you look at DialogContext
I mean like:
I have a Ui that i select something and with controller i have the problem that when i use the left_thumb that it moves the camera and the selection and i need just the d-pad for the selection ui and the left_thumb still for the camera and the same with the button a to select something in the ui not select a unit in the camera
Anybody know any resources for visual feedback elements in game and / or in editor? Like a ring around an area.
Hi, someone know how to I can replace this logo? I need to make a new scenario with wcs_everon on dependencies?
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?
(I had to set the HUD override component on the player prefab) it works for now on initial testing
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?
Kinda odd how playercontroller HUD is drawn above the character HUD even tho I use the backgroudn layer
when uploading a mod on the workshop, this is where you can choose which picture to use
Wouldnt it be better to show a physical ring ingame (in the 3d space) only you can see ? Like when you are about to spawn artillery in GM ?
Require the menu to be focused or to have the cursor on it. This two solutions could work depending how you did your menu
you are probably using the old hud layers which are drawn on top of the newer system
Yes i messed with it a little but couldn't get anything to show. I tried the createsphere shape method whatever it's called. Just woke up ill check it out again in a few. Thanks
It's for a property / land plot line.
Might be best if you create a prefab (like we did with the arti preview) and just spawn the prefab (and dont sync it)
Sweet tyvm ill check out the arty stuff.
Can you give me an associated file? I only see AI arty stuff for scripts. Is the prefab BuildPreview.et based?
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
{5D48E2F7DB0C3714}PrefabsEditable/EffectsModules/Mortar/EffectModule_Zoned_MortarBarrage_Small.et
However all this is non UI related, it might be best if you ask in #enfusion_scripting and #enfusion_configuration
Are you using a menu?? Or just displaying an overlay?? Menu should disable all movement
uhm i think overlay 
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
thats helps a lot i will try it ty
I'm just using the vanilla HUDManagerComponent in the SCR_Playercontroller....
Addding my layout in there.
How can I make it use the newer system or make it so it's on the BACKGROUND layer properly?
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
{3C9DCDD76AB83157}UI/layouts/HUD/HUDLayouts/HUDManager_Root.layout
And in the DefaultPlayerController.et you could look at SCR_ChatHud Handlers
anyone have any ideas about this?
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?
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 ?
hewwo do you know if this is changeable if I make my own GUI styles or something? buttons, panels become transparent when SetEnabled(false) is called against them
Ok so, you should be able to if you create your own style (see {7C6EB5E8D8274A6B}UI/Styles/default.styles).
You will have to create your own imageset or re-use a already configured one
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
i found it
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)
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)
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?
I guess you could put your motd on the loading screen
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
pretty sure SCR_NameTagData.c
specifically the GetName method
So how it pulls that data from that method.
just search for where SCR_NameTagData is used in gamecode, youll find it eventually
dont know where off top of my head
you ever work this out, or what it was specifically for you?>
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
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 🤞
Does anyone know how to change the color of the right side (disabled part) of the ProgressBarWidget?
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
Does anyone know how to change the color
How come you’re building a 17th century ship in arma?
because its dope and i want it
Well yeah, it’s pretty cool looking, but why?
Like are you making some kind of pirate mod thing?
yeah
I could still use an answer on this if anyone has one
Idk if I already asked or not but is there a way to get all icons/quads in an imageset? from script
imageset are a configuration file, which means they are containers. Which means you can use the BaseContainer APIs on it
how do i open the Pause menu in a costum menu?
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
So not really, thanks
I think there was also some widget util
I can't recall the name
Oke doke
It's probably gonna be some A4 thing I will never see in Reforger
Stop worrying about A4, go pay your gas bill
how do i open the Pause menu in a costum
Which component is responsible for opening parameters on the right mouse button in GameMaster
Generating bitmap for a custom font just crashes workbench 
Are custom fonts supported?

Crash GUID for any dev lookers to look d0f01da9-d790-4cec-a54d-f4de6cee90f0
https://www.angelcode.com/products/bmfont/
I was told you have to use this app to make them. I made one with it that worked.
It works for me when I put the ttf in explorer and then import
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
I wanna disable the name is displayed while talking, disabled this here already but its still displaying.
Any Ideas? 
remove the is Visible
I did, doesnt work
I just kept it so you see what I want to be not visible
Then it's probably being set to true from script at runtime.
Try disabling it. If it still shows then it's being re-enabled from script as well.
Try hacky stuff like setting to smallest font and transparent text color 

Hi, I'm trying to do display a HUD element to another player when interacted with via a "tap shoulder" action.
Where should I attach the InfoDisplay and how do I access it from my ScriptedUserAction child class? I tried to look at https://discord.com/channels/105462288051380224/1385177243093041212 but it's not really clear to me.
You should attach it on character that will be shown the HUD, like, if YOU tap shoulder, your UI should appear on your screen so I guess add it to character ?
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
}
What about this ? (untested, its likely I did a typo)
modded class SCR_VonDisplay
{
override protected bool UpdateTransmission(TransmissionData data, BaseTransceiver radioTransceiver, int frequency, bool IsReceiving)
{
if (!super.UpdateTransmission(data, radioTransceiver, frequency, IsReceiving))
return false;
data.m_Widgets.m_wName.SetVisible(false);
return false;
}
}
@stuck mesa tell me
this would disable it completely, I appreciate the answer and work tho ❤️
We decided on displaying IDs instead of the name, so my question is kinda obsolete now.
But for anyone searching for this in the future ^ disables it completely
noticed same bug with many transparent elements 
Using wrong import settings for the texture used in the imageset...
Last pixel color should be 0 
It's a vanilla texture, it's broken by defaultt
can I update that? I haven't worked with UI/images much
You can use a different texture, just make your own
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
Yeah, it'll have to come to that eventually. Can't believe the background is trashed by default
Fixed after finding this. #enfusion_gui message
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 :)
I think most if not all icons are affected
Yeah sucks, idk why the backgrounds aren't fully transparent
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):
- Can a player know that something is being capped without those flags in UI
- 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!
Is there functionality for breaking words when wrapping or nah
Bacon, do you know by chance how to do something like I asked (in a post above yours) ?
I can't find an answer on simplifying UI for a map with 5-6 factions. I don't want it to be cluttered
Is there any tutorial that explains how to create a widegt?
With the provided example you replied to, this solution will work as long as you dont have a single word longer than the provided space (in this case the numbers goes up to 32).
The system currently cant cut a word to mitigate this issue.
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 ...
thank you! 🙂
(not a #enfusion_gui question but more #enfusion_generic in your case)
you can download mods with arma reforger (the game) or by loading the MainMenuWorld.et (which will load the main menu)
If you did download mods through workbench they will be in Documents\My Games\ArmaReforgerWorkbench\addons
i mean not the game addons i mean the plugins for enfusion like "railway generator redux"
when launching workbench, add all the mods you want to include (add project => add existing project).
Then go to Documents\My Games\ArmaReforgerWorkbench\addons or Documents\My Games\ArmaReforger\addons and find the gproj of the mod.
Finally right click "Open with addons" and select all the mods you want to load
ok thx
It's wrong import settings for the texture probably.
I've done similar mistake before where my textures had the same issue.
I guess someone could make a feedback ticket to get these patched one day
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.
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?
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.
Yes, you can play the "video" on an in-game monitor if you want to. Lol
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.
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
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.
I'll take a look at what I got and make some adjustments when I can, thank you I appreciate the information
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?
Where is the showcursor=true or cursorvisible true something liek that I can't remember where to put it.
Blend mode
Its the morning here, apologies if I am slow, the coffee did not kicked in yet
What about WidgetManager.SetCursor
You could also use SCR_CursorCustom if you want ?
SCR_IntroSplashScreen2Component should be a good example as well
Are you talking about hiding/showing the cursor? Globablly? or under a specific region/widget?
When a specific layout is active
A list of action buttons
Thanks I will check these and learn them, but I remember it just being a parameter, maybe in the layout path?
afaik in the layout you can only ignore cursor which tells the game to ignore this UI element to prevent focus on disabled ui element (for example)
Yeah I know that one, but I swear there is a showcursor or cursorvisible parameter I added after I called the layout before.
For your menu, I assume you are using MenuContext as your actionContext ?
Yes tried a few. Sorry just getting back to this got sidetracked on other stuff.
Trying to isolate it more now
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?
save this button as a layout, then drag and drop this layout inside your layout hierarchy
Is it the same when doing overrides? I tried to make an override of the group menu layout yesterday to add a copy of the lock squad thing.
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!
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!
Where am i starting for adding a GM context menu action?
Depends of the context (what/how/where) but yes it can also be done
ideally you would want to override BUT, as you noticed some layouts are much harder to work with when doing so.
Its sometimes easier do first make a copy, make your changes and once everything works as intended, create a override on the original trying to port your changes. Yes its quite a adventure when you hit one of this situations 
I'll be honest this adventure has at least encouraged me to learn layouts more 😅 But my god was it frustrating lmao, it just always broke in weird ways... In the end though adding a custom texture was actually the better approach regardless
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)
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.
it is referenced in faq
It's because windows automatically hijacks your my documents folder when it sets up onedrive by default. disable it.
or just change the onedrive directory
Thank you for your response. I successfully moved all of my Arma Reforger files from my sneaky OneDrive over to my D:/ drive. And thank you for the intuitive link regarding projects.
However, what solved my issue was that I needed to exclude any Phoenix mods from my addons template.
Thanks again for your help ❤️ I'm ecstatic to get back to business
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
There are no proper guides to my knowledge. Its mainly dependent how you made your layout(s).
And beside scrollbars which require SCR_GamepadScrollComponent to make it easier to use for controllers, most of the time you dont need special behaviours
I can have a look if you want later today
Thank you, I rebuilt the menu with less frame's and blur effects, I don't know what happend with it but it seemed something of that was blocking navigation.
Is there an option to draw widgets on a prefab?
Render targets
thank you very much
Guess not haha
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
Sweet, glad you got it sorted
Is there any button prefab for "hold to activate"? (To confirm critical action even with mouse input)
It's not prefab, and it's not prevent for player to fast click on button and trigger action from it immediately
hmm as far as I know this is not something you can change ?
Okay.Thanks for the reply. Yeah, I couldn't find anything but I was wanting to make the crosshairs move to the location of the spawn point that is selected. I will probably just do it with the paper map system instead.
Hey
GetGame().GetHUDManager().CreateLayout(m_newWidgetResource, EHudLayers.BACKGROUND);
This should generate the layout in the background of the hud, but its always in front.
Never, because y'all can't be trusted to not upload stuff that's copywritten.
unlikely atm
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
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
Bet
I think the worst part about this would still be the size of the sprite memory wise that’s so many frames lol
Is there a widget I can use that I can just set a background color to instead of putting a black background image?
Just set the colour 
Not working the way I have it. Any ideas/
Tried z index alrady
probs another widget above
Hmm only thing above it is rootframe. Just set that to black also no dice.
I see you are using a window widget, change its style to simple and the color will be applied on the whole brackground
Excellent tyvm
Hi how can i make the engine write in arabic font!??
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
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.
normals of the surface are flipped perhaps?
thank you very much, that was exactly the issue 🤟🏻
How can you skip a < character in RichTextWidget?
Maybe there is a simpler solution, but unicode seems to work:
<ucs codepoints="\u003C"/>
anyone ran into problems with 1.6 not reading properly previously working .layouts?
send me in dm your broken layout, will have a look tomorrow if you are still having issues
im still tinkering but what I saw is that in the old files I had a struct like this:
OverlayWidgetClass "{5E4B2EB2FDE650A1}" {
Prefab "{5E4B2EB2FDE650A1}"
{
and removing Prefab "{5E4B2EB2FDE650A1}" solves some of the problems I'm having, at least all the widgets are recognized (still some funky layout problems but maybe I can resolve still myself)
inheritance in a prefab (or the layout you were overriding) probably broke. I had a similar issue when making the new main menu, it can break fairly quickly when you heavily override a layout
its just strange that this happened all of a sudden, so something changed in layout processing code
Is it possible to create a slide effect on the GUI? So that a GUI with a slide effect appears on the screen?
whats the remedy then? remake from scratch without inheritance?
Depends what is broken and why
i wasnt looking at warning before but I suspect this is something to do with the trouble im having
nevermind had some Prefab "{GUID}" that i didnt spot before
warnings sone but my screen is all black now 
hmm possibly im being stupid
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.
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.
Może nadpisują ci te mody twój component
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
Bump
Hi !
Sadly reforger probably doesnt have what you need, you will need to make your own script to make this effect
If you are looking to move a UI element from left to right (for example). You could look at SCR_HorizontalScrollAnimationComponent.c for inspiration
If you meant something else, could you elaborate ?
Okay, thanks for the reply. I'll definitely check it out. I'm mainly looking to achieve a slide effect. For example, I've created a GUI phone and I'd like it to slide smoothly from the bottom of the screen to the middle right of the screen. I mean a smooth slide from off-screen to the top. I don't know if you understand what I mean.
Anyone know how BI did this intro message in the experimental mission?
SCR_ScenarioInfoUI.c
SCR_ScenarioFrameworkActionShowWidget.c
ScenarioInfoElement.layout
If you have any questions feel free to let me know
Niice
Thanks LM!
Well, any chance of a simple guide on how to make it activate? Ive tried multiple things but cant get it to trigger correctly - Ive made it appear but with alot of weird issues 
I think Ive figured it out 💯
I was about to say I just arrived home, I can still have a look now if you want x)
Sure! got it working on int - but also an want a trigger func when going into an specific area - that effect is way to cool
I figured it out - easy peasy
Area trigger?
Yep yep slotplayertrigger does the trick
Sickkkkk
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:
does anyone know how to put the character model in a ui
i might know
how
you need put in gui ItemPreviewWidgetClass
do i add components to it then
When importing the texture, make sure to make it so MIPS are not generated
MIPs are basically the LODs of textures in a sense
Aye, thanks!
This didn't work, the textures are still pixelated
is there some way I need to setup the layouts to not get it to compress?
What is the method now to project UI layouts as textures on meshes? Another thing missing from changelog is changes to render target widgets
My render targets still work other than having to recreate the layout for some reason.
Tried it , but doesn't show up, don't know if needs some slot1 with another framework or somethng
Area + layer + slotplayertrigger worked for me
I can send an image later if you need it
By DM if u want that could help me, thank you 🫡
SetRenderTarget
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.
Seems that Enfusion related changelogs are missing, and only game related ones were shown
Updating: Still not resolved
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.
Well
I might be wrong but that looks like a mag accepting... item? And thus needs to be changed on the magazine, I think magazinecomponent in particular
The prefab does not have a magazine component, it only has an SCR_MuzzleInMagComponent, but I cannot change the symbols there
oh okay so it's a one shot thing
Any tips on making a voice radio with a layout display that appears on a trigger?”
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
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:
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.
That's how the one font I tried to import came out. Curious if there's more information about this also.
Thanks for help!
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?
I've also been having trouble figuring out localisation, if someone figures it out and makes a video I'll be so grateful 😭
I might be able to throw one to together.
Take 2! Sorry I screwed up the first one.
Miscellaneous | Mod Localization
Discuss how to create a string table, create unique id's for text and translate to a different language.
You are the goat man 🙏 Ive made some cool stuff from your framework scenario tutorials. Thanks for all you do
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
for future reference, In my case I had a wlib_combox not wrapped into a scroll layout
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
what r u doing?
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
You can put in string that will take input (a2) and translate it
Sadly translating to American is wip
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?
you need to build runtime tables after you add new strings, maybe forgot?
I hit ctrl b
When to da tab amd press the button
So many times I thought i was playing cookie clicker
Im not sure
And my buddy is not sure
Maybe I screwed up the initial part of it
But like
How
Did you add it in the addon properties
da
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
nvm so it's english
is the french config supposed to have english in it? because I'm at my wits end
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)
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
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.
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?
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
Suspect that'd be a file type issue? You'll need something with an alpha channel
The entry in chimeraMenuBase needs to match your layout name exactly I think? Give that a check - it doesn't have the underscore in cinemaMenusBase so maybe that's the issue?
Could be. Let me align all names to be sure
This only works in SP, or did I miss something? Or is there some easy way to display a custom layout for a specific time? I got it running in SP, but in MP, nothing works.
I don't know much about scripting and and barely getting things done in Workbench, so thanks for your help, guys! 🙂
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?
seems likely it's running server-side then
would have to examine how you're calling OnChatClientExecution
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.
Thanks
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
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.
I remember coming across a minimap configuration when looking at something in the map layer settings. Will see if I can find it when I'm next on, but until then try looking into the script component attached to the map widget in your layout
Anybody know how to access these green lines on mapwidget?
Access how? Like do something with them in script?
Yes or remove them if i cant
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
How are they there by default? The vanilla maps don't have them.
Idk i just added a mapwidget and set the background to my satmap.
And they arent part of the satmap
Have you been able to locate them in the layout?
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.
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.
Sweet good info tyvm.
