#enfusion_gui
1 messages · Page 5 of 1
I'm already running the minimap map mode in config, and switching it to a different one doesn't seem to change anything related to my issue
it seems related to how the layers are rendered, but I've messed around with the layers config in my map config, and still have issues
because if I zoom in to like 10ppu through script, some appear but not all, but 10ppu is way more zoom than I'd like
but to add onto it, buildings render in so I'm even more confused because they're on a lower layer than the roadways. Could be script-side, but I use the vanilla map entity functions 
here's what I mean... why is the road fully rendering on the full-screen map (2nd image), but on my mini map (1st image), it doesn't render all of what is the same road type 
Anyone can point me in the right direction for being able to "click and drag" on a layout? I just need to know when a player clicks somewhere and drags somewhere else, ideally while they are doing that, lol.
What are they clicking and dragging?
A non moving widget, trying to animate elements like a texture, similar to dragging the map around.
Are you actually looking into doing drag and drop functionality or just wanting to see if someone has clicked and if so get their mouse position?
Either way, i'm pretty sure the inventory menu covers both
"similar to dragging the map around."
If there is functionality that is similar you should always look there. lol
Inventory menu uses this type of functionality to rotate the preview character.
and the weapon when inspecting
Yeah, had a hard time finding the difference between dragging widgets and drag affecting elements like that
Just take a look at how the panning of the map or rotation of the character works.
You'll see the inputs being added,
so to continue my delve into madness with the map widget...
If I make my game viewport window really small (1st image), the road appears. If I increase the size or fullscreen my game (2nd image), it disappears.
Is this intentional?
Hey guys, a newbie here. How do I call up the cursor in the UI? I connected the widget itself, it opened, but there's no cursor. What function is responsible for that?
The menu config/context should have some stuff for "show cursor"
try input config for that context
Also anyone know how to do something with 2 elements in a horizontal layout widget, where the first item takes 2/3 of the available space, and the second only takes a third? Took a while to get them to fill at all before, not sure how to get it to do what I want without having to enter manual sizes.
Hey guys,
I’m currently working on an ATAK-style UI and I’ve hit a bit of a roadblock.
What I have so far:
I can display the current map on a custom UI (using a Render Target and Map Widget).
I have my keybinds registered and working.
Where I’m stuck: I’m trying to figure out how to handle zooming and panning the map via these keybinds. Does anyone have experience with manipulating the map position and zoom level through scripting?
Specifically, which commands are best for smoothly moving the map center and changing the scale?
Any help or snippets would be greatly appreciated! Thanks!
Look at SCR_MapEntity, more specifically ZoomSmoothPan() I believe is the method
Where can I find this config?
i think he means the chimeraInputCommon.conf
Hi! Could you help me? In the diag menu, there is a "Disable loc" option in the UI. Can this be accessed at the code level?
The goal would be for the client to be able to turn this on to see the translate IDs.
I don't want to open the diag menu on the client side because that's not possible, I just want to find the logic that turns the translate ID on/off so that I can write a logic that makes it switchable.
Unfortunately, I haven't found much so far, but there are Diag menu codes, and I haven't found this switch among them.
Thanks in advance for your reply.
Could you please tell me how to add a close button to a Widget? I can't seem to find which component to add to the Widget for the button.
Can someone please point me in the right direction for importing custom fonts. I have TTF files but I'm not even sure where to start for getting them to work with the workbench. Any help would be greatly appreciated
In InterfaceSettings.layout, is there a prefab layout for the button widgets within it? Can't seem to find it
found it, finally. It's https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:UI/layouts/WidgetLibrary/SpinBox/WLib_SpinBox.layout I believe
With overriding a layout, is there a way to force layers to be at the bottom of the hierarchy under a vertical layout widget?
Positioning it within workbench in the hierarchy seems to just reset the positioning after reopening the layout and does not make any difference in-game
Does anyone know if a widget exists that will "warp" the UI in somewhat of a fisheye lense style? I'm looking for more of a widget/filter that will warp all child elements in my layout file to look like it is displayed on an old school tv or computer screen? Sort of scaled down around the edges, slightly warped on a semi spherical line...somewhat similar to Fallout but more amplified
something I can put high up in the hierarchy that effects everything else basically
For widgets, no
copy that
You can however, project a widget root into a mesh in the world
oh...really now
so like accessing a UI without being locked into a full screen UI?
Having the UI, as a texture for a mesh
oh ok. but the ui would not be interactable still unless performing the open action?
I can play around with it. How would i get the root widget to act as an emat on a mesh though? Is there a special component?
or rather how would I go about projecting the widget root into a mesh in the world?
How you interact with it depends on how you set it up. You will need to build a system to handle the UI using RenderTargetWidget or RTTextureWidget. I can't remember what one it is but you'll know when you look at the .c files. The emat uses a special $rendertarget texture. You can find it used for things like magnified weapon optics
I could use some help. I don't know much about setting up and importing images. However i'm trying to use this screen for a layout. When trying to use it the resolution is greatly degraded and i get the error below. How do i properly handle this?
GUI (E): Trying to use managed texture as widget's image
Image 1:
Imported image converted to edds showing the correct resolution
Image 2:
Imported image edds assigned to an ImageWidget in a layout. Low reolustion and throws that error
Thank you
could be a bunch of different things. What file format is the raw image you use to import into tools? also, when you open that raw image, whether it is a png, jpeg, tiff, on the right hand panel, share a screenshot of the details panel and then the import settings tab right next to it, need to see more info
also a SC of the hierarchy in the .layoutfile would help too. I just tested it and loaded an imported image to a imagewidget and it turned out fine
I make sure to export my images in srgb format and then in enfusion import settings, change color space to sRGB and reimport the image, that way you wont get that extreme difference in color when using the edds. I actually override Configs/System/ResourceTypes/PC/TextureUnspecified.conf and just change it there so it sticks everytime i import an image
how do I enable the mouse when opening a loyaut or how do I have to open it
Pretty sure it was this cursor visible flag in the active context on the menu
if that was not add it to the ChimeraMenus
hi there. how those popup layouts are managed? for example conflict capture status or kill feed. I'm new in modding 🤷♂️ give me guys some advice where to search.
one more question. I made mod which override GM layout (if someone is interesting it names "gm spectate"). it's working but the best would be to add it like an option in menu and have access to original layout. I found that can add menu at EditorManagerCore.conf but can't handle it. is it possible to have more than one GM EDIT layouts?
Hello !
It depends of the usecase, what you could do is to create/mod a info display
More info here => #enfusion_gui message
You can also throw a notification with SCR_PopUpNotification.GetInstance().PopupMsg
You can override the current layout but I am not sure if its what you are trying to achieve ?
I figured out how to fix this BTW
Step by step guide on how I fixed this
[1] - Delete the image you are trying to use. Also get rid of any references, meaning take it out of the .layout file you were trying to use it in. replace it with anything else, or leave it blank. Important because you don't want the meta file of the image to exist or any references that can confuse Workbench. It is very easy to confuse Workbench.
[2] - Go to your raw image file on your PC, whatever the name is, add _UI to the end of it. Good practice to not have any spaces in this file name as well.
Example : My_Cool_Image_UI.png
[3] - In your mod, you need to create a folder named Textures inside of your root UI folder.
Example: MyCoolMod/UI/Textures
[4] - Create a folder within the new Textures folder that corresponds with the ui you are going to put it in.
Example: MyCoolMod/UI/Textures/GunShopUI
[5] - Import your raw image file into the folder in Step 4.
Example: MyCoolMod/UI/Textures/GunShopUI/My_Cool_Image_UI.png, My_Cool_Image_UI.edds
[6] - Profit
I've made it like that by overriding. but I would like to do it by making new layout and giving new option in menu. so would like to be possible to choose "Game Master" "Armavision" and my layout "GM Spectate". I've been trying to modify that but whatever I've have made, both been pointing into the same layout.
I am guessing you are using the mode EEditorMode.SPECTATE ?
You will need to insert your new "editor mode" in EditorManagerCore.conf
Any potential insight from a dev on how to properly handle a mini map?
Been stuck for weeks at this point with it, roads just aren’t rendering at lower zoom levels but buildings and other items are
I guess I'm missing something so step by step:
- I've made duplicate of
Mode_Edit.layout->GMS_Mode_Edit.layout - Duplicated
EEditorMode.cwith code
{
GMS_EDIT = 1 << 7, //< GM Spectate
};```
3. Duplicated `EditorModeEdit.et` -> `GMS_EditorModeEdit.et` and changed assignment from `Mode_Edit.layout` to mine `GMS_Mode_Edit.layout`
4. Overriden `EditorManagerCore.conf` adding container `GMS_EDIT` where attribute Prefab `GMS_EditorModeEdit.et`
After that I got both "Game Master" and "GM Spectate" in game menu but no matter which I choose, getting the same layer. What am I missing?
Sorry 🙏 looks like I have found problem. in one more section I didn't pointed new layout. I need to do more tests but look like now it's working.
Thank you LieutenantMaster for your help, thank you very much 🤓
Oh glad to hear its making progress !
question 🤷♂️ my mod (still talking about the same, GM Spectate) is working good at workshop and when I connecting to server but not working when loading game locally choosing from scenario menu. I've done something wrong around single/multiplayer? 🤔
main menu > workshop > addon manager
Can you see your mod enabled (right side) ?
whats the m_iVisibility set in your .conf for map props road types ?
nope. not working.
what is for that DEFAULT flag? could it that be?
Can anybody tell me the process for getting custom fonts into the engine?
In the same format as the others from the game
yes, it's working with DEFAULT. but what exactly it means, could someone explain? DEFAULT means "local" or what? 🤔
If talking which layer it corresponds to, it’s whatever is in the default map props config. But I’ve even changed it to lower layers and higher layers, and it does not make a difference.
Only difference I’ve seen with all the testing I’ve done is when using ZoomPanSmooth, I have the zoom set to like 20+ and it’ll render some of the roads, but that’s way higher zoom than what would need to work for a mini map
I could have the layout for the minimap setup wrong as well, that is a possibility
Reason I say the layout could be wrong is because the map zoom level is currently adjusting based on the resolution of the game window (for some reason). Which actually, I’m not sure if that’s more layout or the way ZoomPanSmooth works
Is it possible to create custom map icons for using on a map descriptor? Like how factories and hospitals have a unique icon
I can't find where it actually pulls those icons from
I believe it pulls those from the map configs under the descriptor arrays
oh i see what you mean now
https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:UI/Textures/Map/topographicIcons/icons_topographic_map.imageset I believe is it..? Which is referenced in the map.layout itself
Ahh is it, thanks. Will have a look when I next hop on. I didn't even consider it could come from the map layout itself
here's additionally a video showing the issue. You can see in the minimap on the right side, roads just kinda render in and out whenever they feel like it.
Here's the snippet of my script that updates the positioning, if relevant
protected const float DEFAULT_ZOOM = 4;
protected void Update(float timeSlice, IEntity playerEntity)
{
if (!m_MapEntity)
m_MapEntity = SCR_MapEntity.GetMapInstance();
vector playerOrigin = playerEntity.GetOrigin();
m_MapEntity.ZoomPanSmooth(DEFAULT_ZOOM, playerOrigin[0], playerOrigin[2]);
}
anyone know where the red square, that appears around a task on the map, is defined at? Would like to disable it and can't seem to find it in the seemingly obvious spots 😄
for those curious in the future, it's handled through the SCR_MapDescriptorComponent in the task prefab. Disabling the component seems to get rid of it 👍
Its a lot easier than you probably think
Have you used the string editor before?
No, I'm very sorry, I've looked at this website, I might need some help. Thank you very much.
No problem, where are you running into issues specifically?
Give me a moment to get to my pc so i can better see your errors
Thank you so much
Can you do me a favor and send me the mod you are localising?
just the name or GUID
OK
Is this the file you're looking for? Or is it a different file? I'm very sorry.
Is this the file?
No no, the PDA mod's name
The one that you're doing the localization for
Well, IDK if its the PDA one, it kind of looks like the store from the Stalker servers
F826977EC0A5C880 {F826977EC0A5C880}Prefabs/QUESTS/SURVIVAL/KB/STALKER_STATIC_BARMEN.et
Is this the file?
No, the name of the mod that you're modifying. What is it?
So I can look it up and replicate the issue you're running into
ARMST PLATFORM - Main mod 6596A5F2DF0FA816
I'm sorry, I didn't understand what you meant. Is this what you mean?
Yes, perfect!
@fathom mountainVery well, are you planning to try it yourself first, and then you can teach me?
🫡
@fathom mountainIs everything going well? I'm available anytime, and I hope you can help me.
Dont worry, I wont forget about you lol
🫡
I am guessing this is because you are not admin on your server/session ?
truly I was thinking that at local sesion I'm always admin even without loging in. anyways, the most important is that it's working good at server.
p.s. thanks again. now I know what is DEFAULT. 🫡
anyone know how to make the action move with the door?
I probably have the same problem as you, but I suspect it's due to the layout, or more precisely, the offset of the map widget. Have you found a solution yet?
Have not, unfortunately :/
attach action to bone
Anyone made a easy way of making UIs yet?
UIs are such a pain. Even base widgets from the library doesn't work.
Agreed 😄 need a website that does all of the handling. Then all we gotta do is design :d
yeah i figured it out i was attached to the wrong thing thanks
ask @low geyser
Will do 😄
maybe im dense and just missing it, is there a way to have a text box that players can type in, that is multi line (as in when they press Enter the text shifts to the next lower line)
Because im not finding it in the multiline edit text box widget.
You are probably placing meshes not prefabs
Does anyone happen to know why there's some kind of scaling in the image or layout? The square should be 100x100 and the map 512x512.
Okay, I don't know why, but a ScaleLayout with "Scale to fill" and a SizeLayout with "AllowAspectRatioForce" set to 1.5 does the trick. OK Black square Fixed, bat not the Map 😉
shortly. DefaultPlayerControllerMP_Campaign.et -> SCR_HUDManagerComponent -> Info_Displays:
SCR_ScenarioFrameworkTriggerCountdownDisplaySCR_CampaignInfoDisplaySCR_CampaignMapInfoDisplay
after enabling flag IN EDITOR 3 is working but 1 and 2 is not. been trying to find where is problem but can't. anyone been working with it and got an idea?
I'm working on the UI using multi line text widgets
I replied to the wrong person sorry.
Was meant to the guy that wasn't colliding with wrecks he placed in the world
It finally worked for me! I wrapped the mapWidget inside a ScaleWidget and set the map widget to "scale to fill" and the mapWidget to "center align" both vertically and horizontally.
oooo okay, I'll give it a shot in a bit! 😄
mind taking a screenshot of your layout hierarchy to make sure I'm getting it right? Can't seem to replicate it
Name "rootFrame"
Slot OverlayWidgetSlot "{671D15E9E85E6E91}" {
HorizontalAlign 3
VerticalAlign 3
}
{
RTTextureWidgetClass "{685963DB0C066089}" {
Name "RTTexture0"
Slot FrameWidgetSlot "{671D07D5EA605C00}" {
PositionX 0
OffsetLeft 0
OffsetTop 0
SizeX 1900
OffsetRight -1900
SizeY 1163
OffsetBottom -1163
}
allowAlpha 1
{
FrameWidgetClass "{685963DB0C066088}" {
Name "GPSsmx"
Slot FrameWidgetSlot "{6858FE3068DCDC91}" {
PositionX 10
OffsetLeft 10
PositionY 255
OffsetTop 255
SizeX 1900
OffsetRight -1910
SizeY 685
OffsetBottom -940
}
"Z Order" 10000
Clipping False
{
ScaleWidgetClass "{685963DB0C018E5B}" {
Name "ScaleMapToScreen"
Slot FrameWidgetSlot "{6858FE3901E5C26E}" {
OffsetLeft 0
OffsetTop 0
SizeX 1900
OffsetRight -1900
SizeY 685
OffsetBottom -685
Alignment 0 0
}
"Z Order" 1
"Scale Mode" "Scale to fill"
{
MapWidgetClass "{685963DB0C018E44}" {
Name "MapSkyX1"
Slot AlignableSlot "{6858FE3901EAF7C9}" {
}
"Z Order" 5
SizeInUnits 1024 1024
OffsetPixels 0 0
Clear 1
ClearColor 0.6549 0.7098 0.8745 1
Imagesets {
"{BCD5479864D1A79A}UI/Textures/Map/topographicIcons/icons_topographic_map.imageset" "{F7E8D4834A3AFF2F}UI/Imagesets/Conflict/conflict-icons-bw.imageset" "{9AF52DEEF08E7F74}UI/Imagesets/Editor/editor_icons_map.imageset"
}
TextureDashedLine "{48D3C3A42E53D202}UI/Textures/Map/lines/lineDashed.edds"
}
}
}
}
}
}
}
}
}```
so trying what you said plus multiple other ways, still can't get all roads to show up on the map.
Oddly, I notice a couple things:
- Positioning on the screen can change the roads rendering? I put my minimap on the right-side of the screen, and most roads don't render. Put it in the center, and those same roads do render but still not all roads. (Maybe there's something more to this I'm missing..?)
- Size matters when it comes to the map widget. If larger, the road will actually render (or could more so be related to zoom level at that size, idk)
Here's my fancy shmancy diagram showing this:
and then when the larger 1000x1000 mini map is on the right-side of the screen, most roads don't render! 
okay so it's actually based entirely on screen position. Top left renders all roads, mid-right renders none.
why
created a feedback ticket for this issue here including a simple project showcasing the issue: https://feedback.bistudio.com/T196888
now we sit and wait 
For projecting the layout onto a mesh does it automatically handle the warping and if so does that impact for example buttons? Say the UI is warped would the buttons technically have a different position than what the user sees?
Projecting might have been a wrong term to use to be honest.
What you can do, is basically convert the output of the widget into a render target texture widget, which then you can assign as texture to a mesh
search for "RenderTarget" from me on discord, there is a video I shared where I showed how
Alright perfect, just one more follow up, would cylindrical warping have to be manually calculated for something like what the guy was saying for the fallout type warping?
I assume you answer that or somwthing similar in your video however currently in class so cant watch sorry lol
Just have the shape where the texture is at be shaped like that
Okay sick. Much appreciated
@static raven can you tell me what a managed texture means? Idk how to approach trying to solve this.
GUI (E): Trying to use managed texture as widget's image
Its related to texture streaming. Did you try to use a texture that is used in models?
Ok thanks. No its just a custom texture from a graphic artist for an ID card. It works at first and then it gives that error stops working and disappears from the layout until I remove and re-set it on the widget.
Does restarting workbench amkes it work?
If so, it might be an issue with the preview generation of the texture
By used in model
I mean if its used even on your own models
Because if so, and you try to use the same in UI then it will then be an issue
Oooh ok yes, I just remembered that I put it on the model of the Id card also
So should I just duplicate the texture, then or something
Thank you very much.I don't think I would have figured that out
Yeah
No problem, hopefully this did not make you waste hours debugging it
Thankfully it did not!
I'm trying to show widget only in Editor mode using SCR_CampaignInfoDisplay but looks like using only IN_EDITOR flag is not possible because:
SCR_InfoDisplayExtended.c
// Terminate if UI is not enabled for any of the camera modes (1PV, 3PV, ADS) && requires a controlled entity
if (m_eShow & (EShowGUI.IN_ADS | EShowGUI.IN_1ST_PERSON | EShowGUI.IN_3RD_PERSON | EShowGUI.WITHOUT_ENTITY) == 0)
{
m_bIsEnabled = false;
return;
}```
why it is like that? or better - what other class could I use?
question 2. is there anyway to check Z Order? some layout got high priority and covering mine. is it possible to read it by Diag menu?
Editor is a special case. Info displays simply doesnt work there because when in GM you do not control a entity per say (more technical than that).
So to keep it short, what usually works in normal play cannot be applied in GM.
What are you trying to achieve ? Display effects, a dialog box, loading bar ?
I dont think you can with diag, most of this menus will use the old hud manager which grants you multiple display z orders (managed by the hud manager such has background, foreground, etc)
ok, I see.
I'm doing version of GM for streamers/admins and would like to show Conflict HUD so will be visible what is the status of match.
working with map. looks like in editor mode CampaignMapInfoDisplay working fine with one exception. I have used both flags IN EDITOR and WITHOUT ENTITY so that HUD is visible at start screen as well. which of course is not what should be.
I'm still stuck on the map marker problem. Has anyone managed to transfer the markers from the main map to another map? I've already found the arrays containing the markers, where I can also get the positions, etc.
`SCR_MapMarkerManagerComponent mmmc = SCR_MapMarkerManagerComponent.GetInstance();
array<SCR_MapMarkerBase> staticMarkers = mmmc.GetStaticMarkers();
array<SCR_MapMarkerBase> disabledMarkers = mmmc.GetDisabledMarkers();
array<SCR_MapMarkerEntity> dynamicMarkers = mmmc.GetDynamicMarkers(); `
I just don't know how to get the markers onto the map or my widget/canvas. Has anyone had any experience with this or have an example?
do you have the SCR_MapMarkersUI module in your map config?
Yes, I do, I actually cloned the fullscreen map.
Maybe there’s a method within the MapMarkersUI script that can insert or create map markers from those arrays you have?
Okay, then I'll take a look there.
Tell me please where I can read about how to add custom fonts to the UI.
hi! i have two questions,
which layout parameter is responsible for the weapon selections bar
and which is for the "gm sign in" notification,
i want to remove them or make them invisible, without removing ace blood pressure notifs
thx in advance!
How can I make round corner for widgets ?
Hi! Guys!
My plan is to manage the menus based on the base class, and here I tried to load another layout onto a basic layout using the createWidgets method, but as you can see in the image, there is probably a sizing problem.
Do you have any tips on how to handle this? In the image, another layout is loaded onto a basic layout, but only this much of it is visible.
I tried writing something like set size, etc. to the root menu, but unfortunately I couldn't find any setter method that would allow me to handle the width and height of the widget at the code level.
Is there a workaround or solution for this?
Thanks for response.
Not from code, but in the layout.😉
Has anyone had any luck with SCR_ProgressBarsWithSegments ? Mine refuse to display in game.
{
float clamped = Math.Clamp(percent, 0.0, 100.0);
if (valueText)
valueText.SetText(string.Format("%1%", Math.Round(clamped)));
if (bar)
bar.SetCurrent(clamped);
}```
i've even hardcoded values
```c
m_fHungerCurrent = 100.0;
m_fHungerTarget = 100.0;
m_fThirstCurrent = 100.0;
m_fThirstTarget = 100.0;
m_fHealthCurrent = 100.0;
m_fHealthTarget = 100.0;
// Replace default placeholder texts immediately.
UpdateStat(m_HungerText, m_HungerBar, m_fHungerCurrent);
UpdateStat(m_ThirstText, m_ThirstBar, m_fThirstCurrent);
UpdateStat(m_HealthText, m_HealthBar, m_fHealthCurrent);
m_HealthBar = ProgressBarWidget.Cast(m_Root.FindAnyWidget("health_Bar"));
m_HealthText = TextWidget.Cast(m_Root.FindAnyWidget("health_ValueText"));
m_HungerBar = ProgressBarWidget.Cast(m_Root.FindAnyWidget("hunger_Bar"));
m_HungerText = TextWidget.Cast(m_Root.FindAnyWidget("hunger_ValueText"));
m_ThirstBar = ProgressBarWidget.Cast(m_Root.FindAnyWidget("thirst_Bar"));
m_ThirstText = TextWidget.Cast(m_Root.FindAnyWidget("thirst_ValueText"));
I also know from screenshot that the hunger_Bar is set as hunger_bar, i already fixed this and still no luck
Just use an image with alpha masking, with https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Assets/Structures/Walls/BarbedWire/Data/ST_GradientBW_Mask1.edds as the mask. Then you can set the progress from script.
Progress of 1
0.5
0.1
AHH ok, so make a bar for each one and then increment the mask as the values drop?
Do you think it would affect frames much if I was to match it with each tick my systems run on?
Maybe I misinterpreted what you're trying to accomplish.
probably not necessary to run it on each tick? surely every 2-5 of seconds is enough with CallLater
and only update UI if state has change wrt old value (within threshhold probably)
Can anyone tell me if and how to edit a widget's transform using a script, specifically PositionX and PositionY in the slot?
UI will make me crash out
does anyone know why that textwidget with {player_name} written on it does not want to snap to the right side of the horizontal layout ?
Horizontal align :
i can cheese using left spacing but i'd rather avoid that
I don't remember exactly, but you can increase the slot size of the text widget or set the side spacing, or that was the size widget.
i don't want to "hardcode" the spacing but i'll try to take a look at size widgets
They dont snap with that on horizontal layout widget. Use padding
Or get rid of horizontal layout widget parent use something else
BTW im right here homie, and you're welcome for helping you anyway.
And things are going swimmingly.
I'm in a good mood. Want the test server info? Then you can look at my AI code and bash it so i can improve it.
i'm good i've got other things to work on, currently testing how padding affect the display as i feel like it won't be doing what i want with longer texts
Yeah UI is a pita but it works pretty good once you figure out all the caveats. I think i've got it about halfway figured out.
i've done a few UI already but never something i'm satisfied with, most difficult part in Enfusion frfr
so the issue with the padding is that the text doesn't expand towards the left
I guess i'll just let everything be at the left side of the UI
add a empty overlay widget between txtTarget and txtUsername and set it to fill
And in this case your issue is the content is not limited to the bounds of the box itself. Which can be solved with a sizelayout to enforce it for example
Your widget need to be a FrameSlot
Then in script you can do FrameSlot.SetPosX(YourWidgetHere, MyX_Position);
I'll give that a shot as soon as i will recover from the mental breakdown UI has inflicted on me . Thank you for your help i hope it will solve it.
is there an easy way to view the position of a render target layout? I can't get it to line up properly with the mesh i need it on
In my experience, generally you shouldn’t rely on padding to move things a great deal or aligning anything. The answer of adding an overlay widget as parent to text widget is correct. Each widget will behave according to its parent in most cases form what I’ve learned.
Holy cheese !
Thank you so much spark and @frank terrace
this is exactly what i needed
are you using the export plugin to link your layout to your scripts btw ? 🙂
Since you are going to update a lot of elements on this layout, it might be best for you if you dont want to reference every changes you do everytime
i'm not aware of the plugin ?
Currently i'm pulling all the information i need from the InfoDisplay script and only updating the text values when the value changes, is there a better way to do it ?
// data contains the latest information received, m_cameraData conains the previous information
if(data.m_RecoilVelocity != m_cameraData.m_RecoilVelocity)
{
UpdateRecoilVelocity(data.m_RecoilVelocity);
}
Bro UI is the single thing that's slowing down one of my mod progress the most
This part is correct. Inside your layout (root widget) you can add SCR_WidgetExportRuleRoot and configure it (just tell it where to save the script file it will generate).
In this example it generated SCR_VoNOverlay_ElementWidgets.c which I can then reference in my scripts to quickly access any widgets which has the prefix m_w
protected ref SCR_VoNOverlay_ElementWidgets m_Widgets = new SCR_VoNOverlay_ElementWidgets();
//------------------------------------------------------------------------------------------------
override void DisplayStartDraw(IEntity owner)
{
if (!m_wRoot)
return;
m_Widgets.Init(m_wRoot);
}
I do SetEnabled(false) on the whole menu but buttons still work
Bruh
I can paginate while nothing else works 
if i need it to write the file in this mod i need to set the script addon as "$KittenEyeTools:", correct ?
By the way SCR_VoNOverlay_ElementWidgets is a real file in the scripts if you want to see what it can do. If any of this widgets had a component attached to it, it would have referenced it as well.
it makes the linking process between your UI and your scripts much easier. Just get used to name relevant widgets with m_w and export. Done you can now interact with it without any additional setups 
now i just need to figure out how to get the export component to generate the file, is there anything else i need to do ?
Agreed, its quite tedious. Especially to get into since we have a mix of old layouts not anymore used but kept in there to not break old mods and new layouts. It can get confusing 😅
usually communicating between scripts and widget was so painful for me that i'd either pull from the infodisplay or cheese it using script invokers 😭
i must've fucked up somewhere since the generated class is empty
inside your layouts, make sure all the relevant widgets have the prefix m_w
for example m_wName
oh ok
then re export and let the magic happen
i assumed the m_w would be slapped on it, ok that's great
its not, so it only reference what you actually want
Now inside your InfoDisplay you can initialise it like I just did here
and access any m_w with m_Widgets.m_wName.SetText("Hello World"); for example
time to test it out, finished refactoring my script so it use the widget class
sure enough it works, made the code much cleaner.
I can't thank you enough @frank terrace
How can I play a movie on a render target? Does anyone have any ideas?
Import the audio track as a sound file, video as a set of textures (ie. 1 file per 10s or 1 minute of video depending on resolution) in form of a texture atlas (basically each frame is a tile on the texture) and create a script that plays the video (by scrolling the texture, maybe preloading the second image before the first one finishes) and audio but make sure the video is in sync with the audio
It sounds way more complicated than it is
Godspeed
Thanks i will check it
Is it possible to play videos via YouTube URLs? Is this incompatible with tos? I remember someone once made a cinema and API for Arma 3 that allowed you to play videos from YouTube.
how a CheckBoxWidget is working? I got it Enabled but can't change status clicking by mouse. is there something special for it?
Hi! Speaking of UI, could you briefly explain the easiest way to position a widget? No matter how many times I try, I always have trouble adding another layout to a baselayout at the code level and positioning it, because there is no SetPosition option at the code level.
I tried dragging the other layout file into the baselayout and seeing what it looked like, but it's still difficult.
Is there a good solution for this?
Hi! You need to manage the state, which you can see at the layout level. It only indicates that you should check what it looks like when enabled or disabled, so you set its default state.
Make sure Ignore Cursor is not ticked as well
I am not sure how to quickly explain it, it has quite a lot of nuance based on the context and application
Anchor handled it quite nicely.
What interests me is the case where you want to add another layout to an existing layout at the code level using the CreateWidgets method, so that the base layout is the parent.
So like what nearby actions are doing with elements a bit everywhere on your screen ?
When creating a widget it will align it to the default position which is top left. It usually easier to do this two
FrameSlot.SetAnchor(widget, 0, 0);
FrameSlot.SetAlignment(widget, 0.5, 0.5);
then you can use FrameSlot.SetPos (for example) to place it within a 2d space.
Depending how you get your values you might need to unscale or scale to convert it into the right ones
SCR_NearbyContextDisplay for example position multiple widgets based on the position of the available nearby actions (which are within a 3d space) and convert it into 2d values which are used to place the widgets on your screen at the right place
I understand, but this is interesting because FindAnyWidget returns a Widget type that you cannot call these Sets on.
Is it possible that you need to cast it to a specific Widget type?
For the widget to be a FrameSlot it needs to have a parent which will accept it
if the parent is some sort of OverlayWidgetSlot the childs will also be OverlayWidgetSlot
overlay -> frame -> Child will be a frameSlot
OverlayWidgetSlot -> OverlayWidgetSlot -> FrameWidgetSlot
if your Root widget is a framewidget (or equivalent) to begin with this should make it less messy
I did this.
Thanks for the information.
Hey all just a quick question, when creating a custom layout is there a widget that i can add children to that automatically scales to a players screen size? i may be missing something but for players using a wide screen my custom layout doesn't adjust and appears off center.
I believe it’s scale widget?
Theres size layout widget. I actually haven't really used it.I should probably learn that.
Yeah, it looks like it can enforce aspect ratio and other stuff.
GetScreenSize
Curious is it possible to completely. Edit the ui like is it possible to build a custom. Inventory ui and override the standard game inventory ui
Sorry if this is a dumb question just have ideas for a mod but curious what limitations there is since I'm new to. Modding arma I'm general
Yes it's possible. Don't expect it to be quick and easy, though.
You have a few ways you can achieve that. As mentioned by Andeerock, sizeLayouts can be one way to enforce a size based on the aspect ratio. Use this solution sparingly and only when you know for a fact it is the solution you truly need.
A wider resolution shouldnt off center your UI unless if something has been miss configured. Make sure their anchors are correct.
Just for some context, when a player crosses a start line, I have code to open a layout for the client where a stopwatch appears on the top right hand corner. But for different aspect ratios, It wasn't adjusting. I will look into anchor points and using sizeLayouts! Thanks for pointing me in the right direction 😀
if the anchor is set to the top right it should scale with the player screen resolution on its own
Thankyou! That must be what im missing. Appreciate your prompt reply!
yeah didnt expect it to be weasy just wanted ot knwo it was psosible 😄
Haha yeah cool i just put that out there because a lot of people think it's gonna be like a two or three click ordeal.
yo
how do i edit the settings page to fit the extra tab that are added from certain mods
yo
How can I change the font size in the Label component of SCR_EditBoxComponent? Thx.
anyone know why the UI layout is buggy/ isnt the same as in the editor?
very inexperienced 
Did you Set Root DPI Scaleing checkbox to true?
no 🫠
this is still buggy
idk how to fix it tho(
also the text that i added wont save
Perhaps you need to use more layouts or frames/widgets, for example, each battery in a frame with the battery level, then they should always be at the same height.
they should be
@frank terrace is there also a handy way to easily populate a UI with content widgets using some plugins or not?
(For example imagine a shop menu where each vehicle is a seperate layout that's added at runtime)
nvm i got it sorry for the ping
how can i script a custom message/widget to appear here? what class should i look for in the code?
Here is a quick example
SCR_NotificationsComponent.SendLocal(ENotification.PLAYER_HAND_ITEM_PUT_IN_INVENTORY);
{7134157CA6B1FA8E}Configs/Notifications/Notifications.conf
Notification system having all of that hardcoded is really unfriendly
From when I was messing with notifications I would refactor it to (maybe on top of current) accept:
- string content for the message
- imageset resource name
- imageset icon
- color
As in, a method for "just display the damn notification"
Also, I wouldn't mind notifications being on top of all other UI elements, some of them are supposed to be important
Does anyone happen to know how to crop/limit the scaled map widget so that you only see the selected area?
What izzy?
Just move this 'till it disappears?
Something about safety but don't know what exactly that means
Hey !
Have you tried setting the clipping of its parent to false ?
Depending of your usecase you might have to use a SizeLayoutWidget but it seems like the 1st solution should be enough
You might be better off asking in #enfusion_generic, I am not sure which component this is ^^'
Clipping unfortunately does nothing, at least in connection with a scaled map widget,I have no experience with the SizeLayoutWidget yet; do you know roughly what settings need to be configured to make it work?
Try enforcing a Width and Height (also check the boxes)
Hmm, that doesn't affect the scale widget.
anyone able to jump into creative lounge and help me bind my GUI to a key press?
been sending myself up the wall for it
Hi... what does this means? (E): Trying to use managed texture as widget's image
as far as i was able to figure out that your using a texture thats used in a 3d model in some place
i got that message too even though it was not used elsewhere but after a restart of the workbench the message was no longer appearing
restart helps 😄 Ty
i got in the habit to restart every few hours 😛
Hey does anyone know how to work the "RPphone
by NewbKodii" with the Shop System by Euka
Hi everyone, I'm about to start working on some UI elements for a project. I have previous experience scripting stuff in Enfusion, but is there any good source to learn some how to do some basic stuff ?
I'm talking about Youtube videos, github repositories, written guides
So i am trying to wire up my virtual inventory which is apart of this UI. I can't get the UI to show anymore, I binded it to K and as a menucontext. Because before when I got it to pop up I couldn't move my mouse across it... Anything for a fella that has no clue?
A custom context?
Might ahve to elaborate i do smoke too much glue sometimes haha
Custom = not vanilla
You're either using a context that you created or one supplied by B.I.
oh right yes it is custom dawg
So i'd need a custom action?
oh right
that would be based off the script yeah?
then plug that script to root widget?
No
oh gawd haha
i apolgise i have been trying to read shit about UI and shit just aint making sense atm to me
If you're using a custom context to activate the opening of a menu, something has to be activating that context on every frame.
There's a vanilla context that you should be using
Same one that the inventory menu action uses iirc
would I be best using a vanilla one you reckon?
if you want to save you typing all this out zelik you free for a discord call?
Guys, It’s my first time trying to recreate a live screen and using render target, my script works and the materials seem fine. I see the text appearing on my render target, but I don’t understand what I’m doing wrong and it appears on the top left corner of the screen. I checked for all the anchors and size and everything is as it is supposed to be. Is there anything I might be doing wrong? I’ll send pictures later but I spent 3 hours last night just figuring this out and there is no documentation 😭
Can someone tell me how to deactivate the cursor on the map, or move it to the center screen and keep it there so that it's no longer visible or functional? I should mention that I'm not activating the "MapContext" and I can't explain why the cursor suddenly reappears, so it must be coming from "SCR_MapCursorModule".
I don't know if this will help you, but my render target should be 16:9, but as you can see in the picture, it's only the red border that's being used in-game, even though the entire gray area is the render target.
So you set it up that way? Because mine is covering the whole box…
I haven't configured anything special, it's just like that. I don't know why, but it could be due to the object where the RT is located.
Could be, I am using a wide screen mesh, I have 1 emat for the screen and one for the object. The thing is I see the screen black as it’s supposed to be, but only the text is cut and off center…
The uvs of the mesh matter.
I’ll look into it thanks!
The uvs of the mesh as in enfusion or in blender ?
Everywhere.
Understood
The uvs are created in Blender and used as they should be in Reforger.
and btw, the rendertarget is literally only the specific widget in the layout, not the entire layout as guy stated. Edit: I was misunderstanding what was being said. By, default the RTTextureWidget will extend to the bounds of the layout, appearing to "capture" the entire thing. But, it actually only "captures" things within it. Hope that makes sense.
Ohhhhhh now I understand what’s wrong 🤣 everything🤣
Hello! Is there someone that could help me with a loading screen mod I am creating? Specifically I am trying to create a Random Loading Screen mod, where the loading screen changes at every loading you go through. I've tried to implement a lot of different systems, but none have worked... I am not even sure if something like this would be supported by the engine.
This discord has a no cross posting rule.
I need assistance, I have created a mod with a bunch of vanilla objects made GM placeable, but there are not preview images and I can't seem to get the plugin to work to create them, the auto plugin works, it makes the editable prefabs but it doesn't create the images I need for the asset image plugin to work.
Are you Overriding the prefabs? Because that will not work if you're creating the Editable variant.
No? Should I be?
No, duplicating is fine and is what you probably need. What I did is duplicate the regular prefab, and its Editable variant. This lets you change both of them, + the editable prefab will carry over the small things like its icons
You just need to make the changes to the blue prefab, then regen to get the Editable updated
If you just dupe the blue/vanilla prefab and the generate the Editable variant, it will not have the usual things like icons, images, etc
Are they just for the GM, not player to spawn?
I hit a bug last year trying to generate the Editable prefab while using Override: https://feedback.bistudio.com/T195843
Yeah just GM, I have 155 of them and really don't want to take and rescale that many screenshots.
Some are custom prefabs made by me and others are vanilla objects like buildings that members of the community i am in wanted to be able to spawn as a GM to spice up the PvE scenario.
Some of the things I've added as spawnable by GM.
Ahhh I thought you meant the .et files. That screenshot tool eventually worked for me, I did struggle with it
The auto prefab plugin worked to make all the prefabs editable, but the Biki said it would generate images that the eden_assetworld thing would use for the images it just never created them.
yeaaaaa, it definitely didn't do that for me.
It never created the plaecholder images.
what is the URL of that in the Wiki?
Is there any known bug or something with the "Context Action" menu?
I have added multiple actions, which are all working fine in SP but in MP the bottom 3 does not switch to the other state.
They work but the do not switch in the menu.
Like for example the "Disable Weapon Controls" or "Disable Movement Controls" i can click to enable and click again to disable but the thing always keep showing Disable instead of switching to Enable.
Configs are all the same with IsServer checked.
I have already tryed pretty much everything i can think of...
Last thing would be to make the whole config from scratch. 🥲
And Flashlight does strange things as well...
maybe size is too small
and try diffrent clipping
or tilling
or blend mode
changing those settings might help
How do RenderTargetWidgets work? Is there some sample code for creating a RenderTarget which can show the perspective of another camera? Thanks!
https://reforger.armaplatform.com/workshop/654A0BADA97077C9-ToggleableHUDMirrors I found this mod, which has helped me figure it out. Leaving this here for future reference.
What's with png->edds import in workbench making fully transaprent pixels leave a tiny bit of transparency? This is also the case with vanilla assets.
Any way to reliably prevent this during import?
fully transparent pixels end up being 1/255 opaque
Tried importing as TGA, same issue
"Add from images" in imageset seems to properly apply the transparency, but it would be very inconvenient having to pass textures through that each time
Do the FIA Editable prefabs get treated differently since 1.6? I cannot get an action menu to appear on them, but it appears on the vanilla prefab fine.
I love his little smile.
compression?
I meant the black pixels away from the object itself, they're end up with 1/255 transparency
Many vanilla textures are still affected by this too
Yeah I wonder if it's because of edds compression
Use copy instead of compression
See if it sorts it out
Is it possible to debug in real time within Enfusion without having to open the game to perform tests? I need to debug a screen that loads several scripts and events. In this case, I am creating a loading screen.
?
what are those Height steps? how they are used?
Height => Vertical
Width => Horizontal
Priority => Higher the number, the more important it is
How much vertical space each slots can take based on their priority.
If we take the Slot_Chat it can jump between H 100, 200 and 300 based on its priority and the remaining free space
Since it is only Priority 1, Slot VON and Actions are taking all the space they need and then the Chat take the remaining available space
In this screenshot the system will take the total screen vertical space and slowly eat this space with Slot_AvaiableActions then Slot_VON and finally Slot_Chat
I have a layout I want to display when player is unconscious, and it works. But, the display will show on all clients instead of just the one. It's a SCR_InfoDisplayExtended through the Player Controller's HUD Manager.
How could I get to just show on the individual player?
I originally had it setup through the character prefab's hud component, which solved that issue, but that didn't allow me to see my display when in a vehicle and such.
Solved, it seems. Trick was handling showing the display through DisplayConsciousnessChanged()
Friends, I need help with a map widget.
I've looked at various examples, but I can't seem to get it done myself.
Can anyone help me and show me a simple example of a working map widget that can be inserted anywhere?
the simplest thing I found is SCR_MapGadgetComponent and I can say from experience that not everything is easy when it comes to the map.
Can you elaborate? If I drag and drop my PNGs into the directory automatic conversion to edds produces these 1/255 opaque pixels when they should be 0/255 opaque. Using "Import" button and right click "Import files..." does the same.
Ok, interesting observation, seemingly the same texture, but test1.png has white fully transparent pixels, test2.png has black fully transparent pixels. Using easy conversion through drag&drop or import buttons produces different results, test1 ends up with 1/255 transparent pixels, test2 has proper 0/255 transparency.
What's interesting is that alpha for the solid red pixels in the middle (away from compression artifacts) is 254/255 transparent
So its bugged both ways for fully transparent and fully opaque pixels
Example of affected vanilla texture
both ways, 1/255 transparency where should be non, 254/255 transparency when it should be fully opaque
Two more test images
test3.png has RGB 0 255 255 background color, produces fully transparent pixels
test4.png has RGB 1 255 255 background color, produces 1/255 transparent pixels
both red circles are 254/255 on alpha channel, so some other component affects that
Can try to figure out if needed, gonna get back to my stuff now
On import settings, you can tell it to do copy
@meager tiger
For UI, you might not want to do the same compression done for textures. Similar to having to do different compression settings for normal maps
Which setting is that? Can't see it in the property list
Oh its "Conversion: None"
Yeah this fixes it!
Looks like plenty of vanila UI textures were improperly imported like that
Still sounds like a bug that compression messes up transparency like that
It's not. Just depends on the settings of the compression
But easiest fix, is to just tell it to be the same (Copy)
And the type
As for it being like that in AR with UI images
Maybe oversight from the UI team, or intentional not sure.
Definitely not intentional, 1.4 has main icons imageset bugged like that, ended up with all icons having a square behind them
Icons were fixed in 1.6, some other textures still have this issue
Gamma boosted, you can see that 1/255 transparency square behind the wings
Anyway, thanks for pointing me to the import settings, haven't tried that conversion:none setting before
Hey guys
Which layout uses SCR_BleedingScreenEffect and similar effects, since everything listed there is wRoot
THE BEST!

I know. xD
They're handled by the SCR_ScreenEffectsManager on the player controller. Not sure if that's info you need, but just in case.
I already figured this out, but thanks.
After failing to complete this mockup yesterday, I came back about 3 hours ago to make a costly bleed mod just to get the viette. 
I want to have my vertical layout have SizeX=64 but have SizeY resize to content. "Size To Content" resizes both, what would be neatest way to do this?
I can insert some 64x0 element inside so "Size To Content" keeps the width, but I feel like there should be a better way
Another way I see it, SizeX=64, SizeY=0, Size To Content=OFF, Clipping=False
Still feels hacky 🤔
Hey, if there is an existing GUI for a map, and I wish to override and add player placed map markers to the layout - can this be done without scripting? (Mod is APL, just incase anybody is wondering)
But even with a license to modify, I still obviously cant modify the scripts, it would be bad form in any case
So i wonder if this can be done purely through the UI layout?
1/255 pixels on vanila textures again
did you mean "{F87BB6B065B395D0}UI/layouts/Map/MapMenu.layout" and MapConfiguration mapConfigFullscreen = m_MapEntity.SetupMapConfig(EMapEntityMode.FULLSCREEN, "{1B8AC767E06A0ACD}Configs/Map/MapFullscreen.conf", m_wRoot.FindAnyWidget("MapFrame")); m_MapEntity.OpenMap(mapConfigFullscreen);
Hey guys
Can you tell me where I can find a vanilla hood? I want to make my own and try it out with a mockup.
@onyx moss I might be in over my head here 😂 I've not encountered any of that whilst attempting this
Its my first time working with the GUI elements outside of basic visual edits
What is the name of the layout that is responsible for the hot button?
Following issue: My Widget on the RTT/RenderTarget have different scale if i play in 1080p or 2160p How can i fix this?
I have the feeling that I have the same problem: 16:9 no problems, but 21:9 is an issue. Is there a solution for this yet?
Anyone else get alot of wb crashes trying to get camera moving /driven by mouse in preview panes?
can do this without scripts. textures can have 250 total images but they start to break at thtat. go to like eg 200. fmpeg your video into the relevant frames total/ fps use and desired resolution, compression alot helps, then you can see the animate tag under textures on mesh. the number represents the fps. how I did my tv thing.
hot button ? Could you show which one you are talking about ?
I'm talking about this panel; I can't take a full screenshot.
In the CIS region, it's just a hotkey/shortcut keys.
I`m unable to decline group invites. Also the "Press 10 to abstain" option on a vote kick won't disappear when pressed. They just fill up the screen till the next round. Can this please be fixed?
Why don't I get any interface when spawning DefaultPlayerControllerMP_Factions.prefab on the test map? I'm just testing my effect, but it won't call without the HUDManager.
Or should I just not spawn anything and just change the prefab?
Im unsure if this is a Bone, Animation, or Layout issue, but my Azimuth and Elevation displays dont move with the turret
Anyone have an idea what might be breaking it, and how I can fix it? I think it might be an animation issue
Hey, is there any known workarounds to allow a transparent background on a rendertarget texture? all my experimentation leads me to think its just not possible currently.
the goal is to allow a textured asset to be the background, allowing renderTarget text to overlay.
Where specifically is the handling of displaying task icons on the map? I can’t seem to get them to display on my minimap. Unsure if handled in the map config or somewhere else, or if it’s related to the same issue I have with displaying roads
in the map config, roads and some text is still bug's but the markers are fine .The problem is that when task markers are active, they extend beyond the map and are displayed everywhere. I don't know how to solve this.
Oh so it’s a part of the task list?
ohh, no sry it was in SCR_Map UIElementContainer and task elemnt That should be it, or I'm remembering it wrong.
ah, I see what you mean now with it extending beyond the bounds of the map
solved, basically had it hide the icon once it goes outside the bounds of the minimap. Can adjust the values at the top of the script to fit your minimap size and the buffer you'd like
and adjust to your map config type for the minimap, ofc
nice thx
where can i find the everon map to start making visual changes to the map, such as adding in new roads, islands, forests that aren't showing up on the default map
!purgeban 816956053350383637 0 bitcoin spam
*fires them railguns at @radiant charm* Ò_Ó
pommesbote now has 2 infractions.
purge not working right 😮
or discrod has trouble syncing the deletion
there it went
How can I show a custom image for an item in the player's inventory instead of the default preview of the item's prefab?
I've set the Icon in the InventoryItemComponent, that doesn't seem to have any effect
Is there no way to change layout items order when inheriting a layout?
Eh there’s some hacky ways but it will put your widget before/after the inherited ones. It’s because the inherited data doesn’t support overrides cleanly like other things do iirc. But afaik you can disable widgets, so not sure if changing order works or not on them as well.
Sorry for the delayed answer, things are quite busy here ^^'
{F437ACE2BD5F11E2}UI/layouts/Menus/Inventory/InventoryItemSlot.layout
This layout is created inside the {2A1E1E023967C5A8}UI/layouts/HUD/QuickSelectBar.layout
#reforger_feedback . This channels are for modding related topics. But yes known issue which should be tackled in a futur update
Vanilla issue, not a mistake from your end
I found a cause and workaround for it
It's caused by not having a proper weapon slotted and indexed to your turret. Aircraft weapons such as the rocket pod on that project, or dummy weapons like the brdms periscope, don't count and trigger the gui events.
My workaround was to slot and index an invisible M2HB with the magazine and UI info removed. This allowed the GUI to properly register weapon movement and traverse the azimuth and elevation gauges.
If it's on an ordered widget (So wrap widget, list, horizonal, grid, etc)
Then the priority attribute will work as order index
Z-Order, not Priority
Priority was the name on older Enfusion Engine and Enforce Engine
`protected void UpdateMinimapDimensions()
{
Widget mapWidget = GetGame().GetWorkspace().FindAnyWidget("GPSsmxFlex");
if (!mapWidget)
return;
float width, height;
mapWidget.GetScreenSize(width, height);
if (width > 0 && height > 0)
{
SMX_MINIMAP_SIZE_X = (int)width;
SMX_MINIMAP_SIZE_Y = (int)height;
}
}` That makes the whole thing even more dynamic.But only in the area where the map works properly, unfortunately.
Btw overriding styles seems to copy the whole styles file
How can I show a custom image for an item in the player's inventory instead of the default preview of the item's prefab?
I've set the Icon in the InventoryItemComponent, that doesn't seem to have any effect
im trying to make my welcome ui open and im not sure where i need to put the component to make it open when the player spawns in ive tried the DefaultPlayerController and DefaultPlayerControllerMP but also i think i may need to change the name of the class im using but im unsure the class name is WelcomeScreenSpawner
here is my code
WelcomeScreenSpawner.c
class WelcomeScreenSpawnerClass : ScriptComponentClass {}
class WelcomeScreenSpawner : ScriptComponent
{
protected bool m_bShown = false;
override void OnPostInit(IEntity owner)
{
// Start checking repeatedly
GetGame().GetCallqueue().CallLater(CheckPlayerReady, 1000, true);
}
void CheckPlayerReady()
{
if (m_bShown)
return;
PlayerController pc = GetGame().GetPlayerController();
if (!pc)
return;
IEntity controlled = pc.GetControlledEntity();
if (!controlled)
return;
// Player is fully spawned now
Print("PLAYER READY → SHOW UI");
GetGame().GetWorkspace().CreateWidgets("{E491DC97BBF5108E}/UI/WelcomeScreen.layout");
m_bShown = true;
// Stop looping
GetGame().GetCallqueue().Remove(CheckPlayerReady);
}
}
Hey guys.
How do I fill a GridWidget from a database?
As far as I understand, it's currently fill from items in a container.
Hey guys, I just started playing around with GUI stuff and the lack of documentation is killing me.
If I wanted to render a layout onto an object in game how exactly does that look? I've got the emat with the $renderTarget set, got the script for it down, but the layout just keeps popping on the HUD and not on my target. I know I'm missing something thats probably insanely simple. Any advice would be greatly appreciated.
yea its killing everyone and good luck not getting a sarcastic cuntish answer people hold the info and never share useful shit
in the layout file first rootFrame -> RT Texture Widget -> UI for the item
Is there a post or a page that explains GUI cursor navigation? I know there is a way to script and set explicit navigation but how does the engine decide which widget to navigate to otherwise?
It won't stop giving me this
You can try opening the folder in Windows and deleting the meta file.
Didn't work had to rename the file and now I'm getting this.
have you tried removeing it from whatever you added it to first
Anyone have any idea why this is happening?
I have since realises this is harder to see in the picture than I thought. It seems the whole square image is visible as a slightly red overlay
Use RGB not Linear for the Image import
that is with RGB, I haven't changed the import settings of the image at all. I am not sure if its relevant, but the image when imported is completely white
Not being able to scroll hierarchy while drag&drop'ing widgets is such an issue!
Disable compression on the import settings of your texture for the UI
Is there a way to make WrapLayoutWidget fill the items right to left? Don't want to switch to grid to avoid manually adjusting the rows and columns
Layouts keep kicking my ass, I need 2:1 widget inside vertical layout, in other words widgets inside should have width:100% of parent width and height:50% of parent width. How do I do that?
I don't want to manually input any size numbers, I want to keep sizes relative so changing parent doesn't make everything else explode
with a combination of vertical layouts and horizontal ones set to fill
Give me an example, my vertical layout has fixed width (inside frame), what's next?
I need the height of elements inside to be half of the width
That should be it, if I'm not mistaken.
Not quite that, I need the target element (frame inside size layout in your example) to have 100% width of the parent, its less if root vertical layout can't fit it
or it adds padding between items if vertical layout is taller
So basically, AspectRatioForce 2 is what you want to use, since it then makes it 1:2, at least for me.
idk if my issue goes into scripting or here but it refuses to load the distance ui
where can I or what layout should i edit so my hotkey that i set up show up there?
this is set up via available actions config, search for available
you can see an example of others there, override the config, add yours, you'll need to copy one of the layouts of the vanilla script if there isn't already an available condition for what you want, to create your own

Does anyone know what mod used to allow you to disable the group tracking icon? The blue Rectangle
I think you can see that -> https://reforger.armaplatform.com/workshop/61C8AD57503CA770-NoSLMarkers
Hi, I’m trying to add a small overlay image to the in-game map (opened with M) in Arma Reforger.
Does anyone know which .layout controls that fullscreen map UI, and if adding an ImageWidget there is enough ?
Thanks !
Awesome! Thank you
Map.layout or mapMenu.layout I think it was the second one.
Thanks i go check
There is no way to have horizontal scrollbar appear at the top, right?
hi folks!
Quick question regarding UI.
I'm trying to create command line, but currently I faced restriction using grid layout: it doesn't allow to expand dynamically.
I'm wondering what should I use to get expandable area for command outputs. Maybe grid layout was a bad choice?
I decided to separate prompt area from command line.
Still kinda weird to use a grid
so it would look like
dunno =(((
is there one called uniform grid widget?
if so then the regular one isn't uniform lol
I just can't remember
but if you put these two widgets into vertical widget they would be in a row
but yeah, seems like grid is a bad idea
but it allows to use several editboxes and richtext widgets at the same time
there is. I thought its for showing character lol
change your grid layout to a vertical box
then use a horizonal to hold your prompt and command line
thanks!
you can make one aligned to left and other aligned to right
vertical and horizontal layouts cannot be stucked
unfortunatelly
oh they can be, my mistake
thank you! very last question, am I right that you can't create widgets dynamically during the game?
it disallows to add more than two widgets in a row =(((
like that
You add a new horizontal for each "line"
You can actually make it into its own layout
And drop as many of those in as you want
what do you mean?
The horizontal with the prompt and command line
oh yeah, it's seems to be working
Then you can create them at runtime and add them through script
creating widgets in a runtime is allowed??
I thought you can only add new children(pre-made)
Yes, you can create them and add them as a child at runtime
could you please share: what method do that?
Clone?
you can in WorkspaceWidget
I thought it's editor(workbench) only
thanks!
now it's looking almost perfect!
had to add spaces into text widget field, because without them editbox shows only 1 symbol =(((
Maybe there is another way to keep line length?
Size Mode to fill and set your ratio left side like 10(small) and right side 150(Big)
You might need to adjust the numbers so that they fit your situation.
Wish size layout had more options like percentage over parent widths or heights
Width Override: 0.9 * Parent Height
Height Override: 0.9 * Parent Height
Something like that
Why are images limited by size overlay still have their width and height affect parent widget sizes? It makes no sense.
Horizontal layout uses original image width of 2048 instead of real width resulted after forced aspect ratio of 1
Basically meaningless padding because of image size that is no longer relevant
Original issue, I need to have the picture in its proper aspect without having to manually input widths or heights, so it always fits into parent horizontal layout
thanks!
it's very weird but if I just left an empty field here - it doesn't allow to write anything at all 🙁
evene with
so the only way to make it works is to put empty spaces to text field 🙁
size layout doesn't work for me too =(((((
no matter what layout I put there: if editboxwidget has an empty Text field -- input field doesn't appear
the same situation with multilined edit box
I used a scroll layout as an example.
yep, and right after I've added vertical layout to your layout I got the same issue
so, mixing vertical and horizontal layouts breaks input in editbox =((
which is very sad, because except this - everything works just perfect
even vim lol
@vital ether I just got home from work. I'm gonna grab a bite then get some rest. If your mod isn't too big you can send it to me via DM and I'll take a look. I would ask for just the layout but I don't wanna have to crate a menu and such to display it.
it is big 🙁
And very messy.
But anyway - thanks for help!
I ll upload my mod on github soon
an entire layout is here
if someone is interested
and, tbh it works. Maybe not as ellegant as it can be but still
What exactly were the spaces for, or what were they for?
without them input doesn't appear
input field*
so it allows you to use the whole line
Yes, I see the problem. The thing is, do you need a vertical layout, or would a scroll layout also work?
yep, Vertical layout is needed 🙁
I believe it's just a bug that would be fixed in the future
Two solutions, maybe one of them will suit you.
thank you! Will try!
Any way to make a layout follow the mouse?
Any good tutorial about UI creation? I fail to understand some concepts, like no color in layout editor preview, anchor UI, etc...
There was a bootcamp video about it, but that only covered the basics. You learn to hate it and to find ways to make it work somehow.
Ahahah so true.
Well, most of it looks very nice, the main issue seems that you learn Enfusion via reverse-engineering mainly....
I need left aligned text to get cut after reaching right aligned text. What would be a neat way of doing this, without having to input widths or fill weights?
Expected result
Do you specifically not want to have to set fill weights or are you also not wanting to use the fill size mode?
Fill size mode is fine, I just don't want to rely on set widths or fine tune the fill weight as it gonna break in case I change parent size
Looks like exactly what I need, what's the trick here? Wrapping it into overlay?
Not really, it works without overlays too
Left text has Fill, right text has Auto, I'm pretty sure I tried this myself and it didn't work 
Something like this in a sense where the left cannot impact the size when increased and right remains fixed right?
Pretty much
But apparently the solution is super simple, I'm pretty sure I tried it myself and it didn't work, thus me asking here
Thanks for the help, @half solstice!
No worries.
I didn't realize that text widgets have the size mode when the child of a horiz box
So I wrapped them in overlays.
Is there a way to force a widget to appear on top of the other without re-arranging their order?
Z Order?
Apparently is to order widgets within same parent only
Is there a cool trick to make a widget have WIDTH of parent HEIGHT? (Frame is for test here, not necessary)
Expected result
Maybe with a scale widget and scale to fit
I'm having UI issues. The menus work perfectly on the PC, but on the console, I can't click on buttons, although navigation between widgets is working.
Can someone explain to me how I can make it compatible with consoles?
Stretched align on frame inside GridLayoutWidget doesn't actually stretch it, it ends up always being 0
UniformGridLayout has align options through drop down box, yet stretch works here properly
How does this make sense?
Stretched align on frame inside
Can someone tell me where I can find this UI or where I can configure whether it's displayed? I'd like to be able to change it via a script.
Hi, does anyone have any info for adding a new hotkey for an action I have added to a vehicle? Sorry if wrong place to ask, I'm guessing there's something GUIey about it!
you need navigation rules since it seems like you aren't using widgets that will do this for you (like vertical/horizontal layouts, etc.)
also take a look at some vanilla GUI because there are components that when added make them navigateable/highlights them automatically
@slender meteor Yes, I've already managed to adapt my menus, thank you.
Question for anyone who might have some guidance
What is the proper method for applying a custom shape to a widget? Specifically, I’m trying to make a RenderTargetWidget display as a circular shape instead of the default square. I’ve experimented with placing an ImageWidget over it and using a mask, but at this point I’m mostly guessing. I have very limited experience with UI and layout work in general, so I apologize if this is a fairly simple solution.
Any guidance would be greatly appreciated.
The best practice is to do it how it's done in base game. Why would you do it any other way?
All inputs have a defined action and context. The context is activated via some condition, the action "subscribes" to some function.
PIP or as a material?
It’s using PIP through a RenderTargetWidget for a live helmet cam feed that displays on the right hand side of your screen, not a custom material.
I'll give it a go here in a few minutes
Does anyone know why the various interaction prompts I get (on PC) for things like opening a door, opening car doors, etc...
All block my ability to fire my gun?
I confirmed with a random yesterday (also on pc) that he didn't have this problem
I toyed with the various game/interface options and none of them seemed to have had an impact
I created a mod that fixes the problem for me (this even happened in the Workbench editor) https://reforger.armaplatform.com/workshop/658B208FA86C555D-ADSInteractionFix and it's got a few downloads which tells me maybe I'm not the only one having this problem?
I have (in the past) switched between Keyboard/Mouse & using a controller, not sure if that'd be related
Wish widgets had text comment property so you can leave remarks for future self
Is there a description somewhere of how to generate night vision, or do I have to figure out how the RHS does it?
Is there a feature that generates additional imageset atlas resolutions? I created some manually, but it feels like I might be missing something.
The builtin tooling only generates the -100 atlas file for me.
Inputdefinitions.conf has nothing to do with assigning inputs or contexts
That's handled in https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Configs/System/chimeraInputCommon.conf
hey guys im building a scenario , ive published it and then needed to change something after publishing , done what i needed to do and re published it and now getting jip errors ,is there somthing im missing or not doing before republishing it
What does that specifically have to do with gui?
I see 2 ways of making an element to have 1/3 width of the parent:
- 0,33 anchor slot, but its gonna be impossible to move without changing offsets/anchor values
- Have 3 elements in an uniform grid (or grid with equal column fill)
Any other ways?
Is there a way to combine two alpha masks?
I want one mask animated through progress and another static
just thought someone on here would have thwe answer im looking for
But it has nothing to do with gui
Ask in a relevant channel
only one mask per image widget sadly
different widget type, different behaviour.
Sad, it would've been useful for normal grid too
I hate GUI
horizontal layout -> FrameLayout(Fill 1) + 1/3Layout(Fill 1) + FrameLayout(Fill 1)
Ooh, cool idea!
is there a consistent way of making a background of a widget with rounded corners that will force images into the rounded shape as well
how do I debug why rt widgets would not be showing things from my preview world while item preview manager has no problem setting up those widgets to show stuff?
Am I right to assume you can't script change widget parent?
I have list of elements that have a button appear when you hover over an element, instead of creating and then hiding/showing a button in each one, I wanted to simply move a single button to the hovered element.
Never tried but interested
How is the edit properties menu called when right clicking on various entities in game master?
No idea, you can enable it in workbench and then dump UI hierarchy to find out
I'm pretty sure its multiple layout files layered on each other. One of those layout files will have the entity menu that appears when hovering over entities on screen. Maybe that functionality can be used to make your button.layout appear where each element is in your menu
Yes this is the most obvious solution but the thing is I want to integrate my button into existing widgets, as in move other widgets inside a layout
Having a separate button in each element and just hiding it is also obvious solution
But I wonder if engine allows to move widgets around in the hierarchy
When I get home from work I'm gonna do an experiment 🥼
Can anyone help me? When I import my image into Enfusion, it increases the brightness, and there’s a filter overlaying it. How do I fix this? Can anyone help me?
The image on the left is in Enfusion, and the one on the right is in Photoshop
??
Maybe that will help.
Okay, what do I need to do to be able to move a frameWidget via script? I tried it and get the message "Position/Size works only when min and max anchor is the same in given direction," but I don't know where or how to configure that.
Thank you very much for the help, it really helped a lot. I had no idea about this feature and had been struggling with it for quite some time. @onyx moss
You beautiful sky king you... This has haunted me for two years 
if your using your images just for ui you can also add the suffix "_UI" to the filename, then this option gets set directly from the import profile.
well can be used also otherwise but depends on the importsettings you need then
Any idea how to debug something like this better than simply with the logs ?
(E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
(E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
Heya !
Why its happening ?
a layout/widget you have created is using the wrongLayoutSlotType. Meaning either your scripts or layout itself is expecting a specific type of slot but instead got a different one it cannot support.
How to find it ?
This Widget root name isFrame0. and it has a SlotType ofGridWidgetSlot. This is sadly all we can gather from this logs and there is no clean way to debug this. You will have to figure out yourself which layout and when/where its being triggered.
You could add breakpoints/prints before and after every CreateWidget and any other potentially related actions which could cause this message.
What is a "slot" ?
While in the layout editor, its the first category for every widgets in their parameters (the one where you give its padding, alignment and so on)
Found it and fixed it ty!
What component do I need to add to base service structures to let GMs change their fuel storage level? It should act like the fuel trucks (screenshot).
you can take a look at the class SCR_FuelEditorAttribute and create your own class important are the two Methods "ReadVariable" and "WriteVariable"
this class you need to register in an override of the config file{F3D6C6D25642352C}Configs/Editor/AttributeLists/Edit.conf
awesome thank you!
if you need more help you can shoot me a dm and i will try to help out further
see my answer to SweetPotatoh
jesus i hate UI
i have the overlay widget set to fill yet it still doesn't push the textbox to the opposite sides of the UI
oh it's the horizontal layout that does not size to the parent's size for some reason.. gonna need to figure out why
Just go up the hierarchy and set everything to be stretched horizontally until you find which one is the issue
Yup found the issue but couldn't get it to stretch properly so i used a sizelayout and set the horlayout to "size to content" in order to make it big enough
How do I tone down or disabled the light splashing on a item in inventory ?
is it possible to modify/customize the Deployment Screen (where factions are shown) ?
i'm currently finding the components
class SCR_RoleSelectionMenu : SCR_DeployMenuBase
probably found it
Hi, im currently modding a vanilla layout (just added another FrameWidget). But when i save it, the new Widget will always moved up in the Hierarchy! and will no longer fit!
Try setting it a higher Z order, its actually just an order within same parent
Where would I look to learn how to use key binds to do stuff? For example I have a mod (69076077A5F7286D) that has three hand grenade variants of the M67 representing how hard they are thrown and a "cooked" variant. At the moment all three (well nine, US, USSR, and FIA) are just in the arsenal as separate grenades. I would like to make them switchable with a button press while only carrying one grenade variant. Basically you'd be holding the normal vanilla grenade and then press a button and it would swap the prefab to a different variant. Does the Biki cover how to create keybinds for actions?
It should. However, 90% of the work for you is going to be searching and manipulating the inventory via a script.
Why wouldn't you use a user action?
At first I thought that would be a good idea, but then I couldn't figure out how to inspect the grenade. I think maybe the action was set up wrong but idk. Then while looking through this discord for help I found the cycle grenade mod and while looking at that because it works so well with my mod as it is in its current version, the cycleing of all grenades in inventory. I thought to myself: "What about a keybind to switch variants the same way?" And now I am stuck.
You don't need to inspect the grenade to have a user action on it
You don't?
No just make a user action that only appears when the grenade is in your hand.
I'll try this in the morning. If it's that simple imma get a concussion when I slam my head into my desk.
User actions are literally the easiest thing ever
A good introduction to scripting for Reforger
Hi, I encountered a problem when doing localization.The descriptions for items in Chinese and Japanese are breaking.
It seems that the text does not wrap automatically, causing it to overflow the text box whenever a line exceeds 27 characters.
And I noticed that some vanilla items are also affected by this.
Even an empty string table will cause this situation. I also tested some other localized mod with my friends, and they were all the same.
So is this a known issue, and is there any way to resolve it?
So wish there was "Size X To Content" and "Size Y To Content", had a need to auto size just the width several times already
anyone good at ui/hud stuff. making a arma life server, cant figure out how to change the trash textwidget and stuff and make it fully custom
Has anyone made a mod before that allows you to input custom text anywhere, such as a car number plate or a name tag or something?
Still lookin for someone that is really good at ui stuff. I've built alot and all my systems basically rely on uis, so if anyone is willing to help dm me
Could someone who knows point me in the right direction for creating on screen key binds for doing things? IE "[SPACE] to Jump" in the lower left corner. I believe this is what I was looking for. https://community.bistudio.com/wiki/Arma_Reforger:Input_Manager
Maybe someone can tell me how .layout for spawning vehicles form spawn point is called ?
What context is the input using?
It's gotta be using a context that is currently active, or one that you're manually activating in an OnFrame event.
via the script
?
Yes, that's how contexts are activated. Most of them have been moved engine side though.
then do i need to add the context to chimera menu
or am i dumb
yes i am arent i
so help me understand i dont know your big terms i a UI designer not a scripter
i added the context via the script and then added the context in the chimeraInputCommon
The action has to be in the context, in the config.
yep
If you don't understand that. Look at any of the default contexts.
Call ActivateContext in an OnFrame event.
Configs are cached upon workbench boot up.
mb im done for td ive been up for 20 hrs
i figured out what you were trying to tell me and i got it working thank you for trying to help me
anyone know which layout hold this in map screen - like city points and names i want to change the font
For Map icons (landmarks etc.)
{BCD5479864D1A79A}UI/Textures/Map/topographicIcons/icons_topographic_map.imageset
For Map text, you will need to search for an entity in the world that should be named Harbour
This entity will have a SCR_MapDescriptorComponent on it that will allow you to make modifications
scale, color, registrattion
{FF6B20825D4A566C}Configs/Map/MapDescriptorDefaults.conf
i did some digging around and came across some font options here
{19C76194B21EC3E1}Configs/Map/MapEditor.conf
{AF65563F653FED68}Configs/Map/MapPropsDefault.conf
ive never explored changing the font for map markers but i hope this gets you started down the right track.
Ty boss !
Is there a way to grab which of these landmarks is closer via script (return its name, preferably)?
its already implemented if you open the map you will see at the right bottom of mapscreen text saying you are near {city} or north {city}
Is there a maximum size that these icons can be?
so what screen coordinates do the UIs in Enfusion use?
Did ui stuff change btw? Or is it the same old pita 😅
Must admit I did not yet checked anything out
It's significantly improved
UI Editor ain't everything (sadly) tho ...
especially with more complex UIs, possibly dynamic in its contents too
Some UI scripts refer to 'layouts'. Where can I find these?
just dig down in the resource browser for them, or search. you can open them in-editor to see if you've got the right one
Thanks. Thought the workbench itself was just a menu for the different editors, but I see it also has its own tools.
They've tried to go for less UI play and more interactive in-game functionality, what kind of complex UI's are you trying to make?
Ui stuff where you have to interact with
Generally speaking dynamic ui with many user interactions which are not reflecting the actual game world but more meta things
Eg. Enabling certain controls when choosing something in a listbox
Or building something entirely automatically from a class/config/... Appending Textboxes to a panel
looking like it's impossible to import custom fonts into enfusion? shame if true. someone lmk if i'm wrong on this.
UI design is like it is in DayZ SA based on layouts and scripting
Everything you need to create a layout is in the Workbench and the design with it is strait forward
There is a planned 'Font Editor', not sure of its availability yet
oh good to hear
so does anyone know how the components link to the actual ui (e.g. make your custom button click action)? 🤔 kinda unclear to me how all the widgets work atm
Yeah, for some reason I missed it 😄
this UI editor is so much better than what had to be done in A3 lmao. I hated the A3 process
🙏
I just wrote the code for it lol, never messed with the GUI editor because of how bad it was
you can add ui component to ui element in the right panel in properties, in "script" section
Is there a way to replace already existing menus with custom ones?
yeah, although it is a bit of a pain since you need to mod any code which references the menu via a resource path
Anyone knows where the weapon image/icons for the inventory are located?
they are dynamic, each inventory-y item has a component that'll contain a preview mesh+misc camera options
yeah it is mega convenient
That makes things way easier
If anyone would make gui guide I would kiss em
Afaik, there should be a GUI guide coming on the Wiki in the following days
Ohh neat, please ping me if it's on and you have time an rember 
Is there anyone working/planning on creating a mod similar to Exile?
What are you dragging into the layout from the right? I am trying to drag widgets from the resource browser, but doesn't seem to work.
nvm, I found the 'Create' tab.
there is .. yes. That 
interesting. if you create a widget, reset transform to default by right click context menu on the 'Slot' and then try dragging to resize it will crash the workbench.
Is there some easy way to size a widget to parent?
Yes that seem to be accomplished by the anchor
Where are UI component scripts attached to widgets? To take and example, for the game master editor content browser I can see that SCR_ContentBrowserEditorUIComponent is used to display asset cards, but where should I look to replace it with a custom component?
And just as I write this I recall that the widget properties has a 'Script' section that I haven't explored fully. So never mind me.
show me that currency tracker and teach me how to make one
Has anyone taken a look at the Map.layout yet? I see there is a Drawing widget (presumably for map drawing) but I can't figure out how components or modules all relate to how to get things running as custom stuff for the map.
Figured it out, Configs/Map/MapFullscreen.conf can have extra UI components added to get it working
no :poutcat:
Thats part of a unreleased mod, it may be release someday
Oh my god are they poptabs?
Has anyone got the map drawing tools to work If so how?
Anyone could explain me how to override/replace already existing layouts? Would be awesome ty!
Find your *.layout in the resource browser -> right click -> and you have options to override/duplicate/inherit in your addon
Whoa ty very much
Luv u
Ngl this overriding feature is very neat
No other SDK has this
I got them to run (they have a null ref error due to the current layout structure, had to adjust the Widget finding logic for the UI) but it's really just a UI that does nothing atm. You would still have to implement all of the logic for tracking mouse movement for drawing, turning that data into map lines, and networking that.. I'll just wait until BI figures that feature out lol
@pale rain yeah I was getting the null error I found the widget for the colour and line selection. How did you correct the null issue? And yeah currently it only sets a width value and a colour value. The selection box does actually log mouse position so I assume its a case of the script need on mouse down create a layout object.
override void OnMapOpen(MapConfiguration config)
{
super.OnMapOpen(config);
Widget mapRoot = SCR_MapEntity.GetMapInstance().GetMapConfig().RootWidgetRef;
m_Palette = mapRoot.FindAnyWidget("DrawingPalette");
m_Palette.AddHandler(this);
// ...
And then I uncommented out the context menu code at the bottom
ahh I see, funny I thought the parent class already assigned m_rootwidget
IIRC DrawingPalette is attached to the root Map layout and the root widget was always returning the frame widget or whatever it is
I swear my GUI is getting more demented looking as I figure things out, mostly be breaking things or overiding things. Currently my menu has text along the lines of "IS THIS DOING SOMETHING!"
Do you might know how the inventory layout is called?
@graceful wharf it is controlled by a config
Yeah but I wanna modify it's whole design
InventoryMain
Sadly not override-able
@graceful wharf the layouts choosen is in chimeraMenus.conf you can create an overide for that then change the invnetory20menu
you should be able to make a copy of the inventory layout
Ah so that config tells the game what layout to load?
yep
Alrighty thank you very much
just beaware it's still the blind leading the blind so take what I say with a pinch of salt
@graceful wharf btw if you are wondering where something is being called you can right click and click on find references the references will be displayed in the console
Hi, how add through mod new localization ?
Is it a bug that creating a new variant of a layout also seem to duplicate every child widget of the root? And then if the root widget does not support multiple children, it then spams error messages.
I have a group working on something of the sort
I inherited a UI element(and UI script) in my project and changed it. Loading the workbench addon/project directory via -addonDir and -addon UID worked flawless but when published the UI elements and script are not patched over the game. Anybody experiences something similar or even found out why this happens?
Hi, yes it's a known bug
Hi, are you modding the main menu?
Indeed
the game doesn't actually load any mod before any scenario starts. Unless you use -addons parameter.
Ok, so workshop is not an option for my mod. Thank you for calrification
I've just published a mod related to workshop UI modding called Workshop Extended. (shameless promotion 😊 )
so maybe you'll find something useful there too
btw there is currently one more bug, you can't ember a base game layout into your layout, unless you copy it to your mod.
What's your use case by the way?
Replacing all loading spinners with an angry owl
https://youtu.be/k-dnK2L9Nj4
The importance to get this working in the workshop should be obvious
One has to set priority when modding in Reforger starts.
How can I display a custom hud while in a turret/emplacement?
Anywhere I can get info?
@misty vale I'll send you my discord if you want to get involved
Anyone know of a way to pull human readable names for vehicle prefabs? If I have the Resource itself, is there a way to show the name of the vehicle like the one that appears in Game Master?
Please do 🙂
Any examples or info on creating UI on the player camera? Want to have a timer and message in a similar style to the right side messages
I wonder if its possible to pretty much re-do the inventory GUI? I see they already have a grid thing going, but what I would love to make is pretty much a copy of how EFT does its grid inventory.
Which is a thing where inventory items have variable grid dimensions rather than always 1x1 in the GUI, and in order to actually be able to carry the item, all of the item grid slots must be matched by empty inventory slots
to modify an items grid dimensions, you would need to override the item's prefab. to do this for each inventory item in the game would be insanely painful for game speed, file size, and not to mention the time commitment you would have to put in
basically the grid definition per item is hardcoded into the item prefab
I doubt file size would be a problem, each override prefab would be like ~100 bytes. I don't know about game speed but it probably wouldn't have much effect.
Anyone has figured out yet what steps are necessary to display a menu that is defined in the chimeraMenus.conf ?
So i can call it with:
GetGame().GetMenuManager().OpenMenu
I have not found a way yet to register my menu class
Yes, you have to modify the chimeraMenus.conf file
and in Game/UI/Menu/ChimeraMenuBase.c add your preset
humm duplicate file ChimeraMenuBase.c in folder mod ?
yes
ok thanks you !
@median sigil Sorry, that wasn't what to do.
So,
First you have to override chimeraMenus.conf file in order to add your layout and your class.
After that, you have to add your "Menu" in ChimeraMenuPreset for that :
modded enum ChimeraMenuPreset : ScriptMenuPresetEnum {
MenuTest
}
And to open it :
GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.MenuTest);
Thanks!
Can't open menu 'unknown preset' ``` humm is Editor no edit my config path in options ?
I don't think so, show me your code (OpenMenu function)
did you added the ChimeraMenuPreset
?
And add your presset in chimeraMenus.conf ?
modded enum ChimeraMenuPreset : ScriptMenuPresetEnum {
MyMenu
}
class MyMenuUI : SCR_SuperMenuBase {
}
class GameModeUIClass : BaseGameModeClass {
}
class GameModeUI : BaseGameMode {
override void OnGameStart() {
GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.MyMenu);
}
}``` i add menu ui and class to chimeraMenus.conf and add chimeraMenus.conf in config Options.
in MyMenuUI override OnMenuOpen()
override void OnMenuOpen(){
super.OnMenuOpen();
}
😢 is not working
are they in the correct folders ?
scripts/Game/UI/Menu/MenuUI.c
UI/Layouts/Menu.layout
Configs/System/chimeraMenus.conf
Hey guys, is it possible to remove 3 things : 1) Name of every person talking in the radio. 2) Indicator of position ( bottom right in the map ). 3) name of the friends in game
Ahahah realism buddy there. I will wait couple weeks for documentation to come then i will make a mod realism removing UI and adding effect etc. Will see
Amazing!
Please lmk when you do im more than happy to test
I need it baaad for cinematic vids haha
Sure buddy will have "realism" in the name so you will find easily
Perfect :) I think trhere is already docs on modding and mission making? not sure if thats what ya mean
I mainly need the Vehicle UI off
exactly!
I want less shit as possible
@frozen lynx having some issues getting my id to register for my menu
is it name based?
trying to find how to assign an id to this entry
You do not have to assign an id.
When you create a Menu Presets by clicking on the +
you have to put a name
in your case it's VehiculeSpawnerMenu
After Update a config file
