#enfusion_gui

1 messages · Page 5 of 1

west void
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Didn't think to look for configs.

slender sierra
#

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

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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

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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

slender sierra
#

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 thonk

slender sierra
west void
#

Any UI artists with affordable rates hmu.

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For icons and such

slender meteor
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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.

half solstice
slender meteor
#

A non moving widget, trying to animate elements like a texture, similar to dragging the map around.

half solstice
#

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?

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Either way, i'm pretty sure the inventory menu covers both

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"similar to dragging the map around."
If there is functionality that is similar you should always look there. lol

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Inventory menu uses this type of functionality to rotate the preview character.

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and the weapon when inspecting

slender meteor
#

Yeah, had a hard time finding the difference between dragging widgets and drag affecting elements like that

half solstice
#

Just take a look at how the panning of the map or rotation of the character works.

#

You'll see the inputs being added,

slender sierra
nova fjord
#

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?

slender meteor
#

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.

onyx moss
#

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!

slender sierra
nova fjord
stoic plaza
candid pewter
#

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.

nova fjord
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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.

formal dawn
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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

slender sierra
#

In InterfaceSettings.layout, is there a prefab layout for the button widgets within it? Can't seem to find it

slender sierra
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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

tranquil linden
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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

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something I can put high up in the hierarchy that effects everything else basically

tranquil linden
#

copy that

static raven
#

You can however, project a widget root into a mesh in the world

tranquil linden
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oh...really now

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so like accessing a UI without being locked into a full screen UI?

static raven
tranquil linden
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oh ok. but the ui would not be interactable still unless performing the open action?

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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?

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or rather how would I go about projecting the widget root into a mesh in the world?

formal dawn
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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

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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

tranquil linden
#

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

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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

twin birch
#

how do I enable the mouse when opening a loyaut or how do I have to open it

onyx flint
twin birch
#

if that was not add it to the ChimeraMenus

solemn breach
#

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.

solemn breach
#

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?

frank terrace
frank terrace
tranquil linden
tranquil linden
# formal dawn I could use some help. I don't know much about setting up and importing images. ...

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

solemn breach
frank terrace
slender sierra
solemn breach
# frank terrace I am guessing you are using the mode `EEditorMode.SPECTATE` ? You will need to i...

I guess I'm missing something so step by step:

  1. I've made duplicate of Mode_Edit.layout -> GMS_Mode_Edit.layout
  2. Duplicated EEditorMode.c with 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?
solemn breach
frank terrace
solemn breach
#

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? 🤔

frank terrace
solemn breach
#

yes, of course it's enabled.

#

..I will try to delete and download again

frank terrace
solemn breach
west void
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Can anybody tell me the process for getting custom fonts into the engine?

hollow locust
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upload font file to tools

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done

low geyser
#

In the same format as the others from the game

solemn breach
slender sierra
# frank terrace whats the `m_iVisibility` set in your `.conf` for map props road types ?

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

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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

tribal wagon
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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

slender sierra
#

oh i see what you mean now

tribal wagon
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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

slender sierra
# frank terrace whats the `m_iVisibility` set in your `.conf` for map props road types ?

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]);
}
slender sierra
#

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 😄

slender sierra
barren crystal
#

How to translate this content?

fathom mountain
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What do you mean?

#

Youre trying to make a localization in your mother tongue?

barren crystal
#

yes

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@fathom mountainDo you know what to do?

fathom mountain
#

Its a lot easier than you probably think

#

Have you used the string editor before?

barren crystal
fathom mountain
#

No problem, where are you running into issues specifically?

barren crystal
#

Do you think this is correct?

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@fathom mountain

barren crystal
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Is this correct? But it cannot be used.

fathom mountain
#

Give me a moment to get to my pc so i can better see your errors

barren crystal
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Thank you so much

fathom mountain
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Can you do me a favor and send me the mod you are localising?

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just the name or GUID

barren crystal
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OK

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Is this the file you're looking for? Or is it a different file? I'm very sorry.

#

Is this the file?

fathom mountain
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No no, the PDA mod's name

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The one that you're doing the localization for

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Well, IDK if its the PDA one, it kind of looks like the store from the Stalker servers

barren crystal
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F826977EC0A5C880 {F826977EC0A5C880}Prefabs/QUESTS/SURVIVAL/KB/STALKER_STATIC_BARMEN.et

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Is this the file?

fathom mountain
#

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

barren crystal
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ARMST PLATFORM - Main mod 6596A5F2DF0FA816

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I'm sorry, I didn't understand what you meant. Is this what you mean?

fathom mountain
#

Yes, perfect!

barren crystal
#

@fathom mountainVery well, are you planning to try it yourself first, and then you can teach me?

#

🫡

barren crystal
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@fathom mountainIs everything going well? I'm available anytime, and I hope you can help me.

fathom mountain
#

Dont worry, I wont forget about you lol

barren crystal
#

🫡

frank terrace
solemn breach
#

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. 🫡

abstract dew
#

anyone know how to make the action move with the door?

onyx moss
slender sierra
hollow locust
keen jackal
#

Anyone made a easy way of making UIs yet?

clear juniper
#

UIs are such a pain. Even base widgets from the library doesn't work.

keen jackal
abstract dew
hollow locust
keen jackal
hallow radish
#

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.

west void
onyx moss
#

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.

onyx moss
solemn breach
#

shortly. DefaultPlayerControllerMP_Campaign.et -> SCR_HUDManagerComponent -> Info_Displays:

  1. SCR_ScenarioFrameworkTriggerCountdownDisplay
  2. SCR_CampaignInfoDisplay
  3. SCR_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?

hallow radish
west void
#

Was meant to the guy that wasn't colliding with wrecks he placed in the world

onyx moss
# slender sierra Have not, unfortunately :/

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.

slender sierra
slender sierra
onyx moss
# slender sierra mind taking a screenshot of your layout hierarchy to make sure I'm getting it ri...
 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"
        }
       }
      }
     }
    }
   }
  }
 }
}```
slender sierra
#

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:

slender sierra
#

and then when the larger 1000x1000 mini map is on the right-side of the screen, most roads don't render! notlikemeowcry

slender sierra
#

okay so it's actually based entirely on screen position. Top left renders all roads, mid-right renders none.

why

slender sierra
ebon tapir
# static raven Having the UI, as a texture for a mesh

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?

static raven
#

search for "RenderTarget" from me on discord, there is a video I shared where I showed how

ebon tapir
#

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

static raven
#

Just have the shape where the texture is at be shaped like that

ebon tapir
#

Okay sick. Much appreciated

west void
#

@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

static raven
west void
static raven
#

If so, it might be an issue with the preview generation of the texture

static raven
#

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

west void
#

So should I just duplicate the texture, then or something

#

Thank you very much.I don't think I would have figured that out

static raven
west void
solemn breach
#

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?

frank terrace
frank terrace
solemn breach
solemn breach
#

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.

onyx moss
#

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?

slender sierra
onyx moss
slender sierra
onyx moss
#

Okay, then I'll take a look there.

nova fjord
#

Tell me please where I can read about how to add custom fonts to the UI.

winged heart
#

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!

clear juniper
#

How can I make round corner for widgets ?

candid pewter
#

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.

marsh anchor
abstract olive
#

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

abstract olive
#

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?

half solstice
hollow heath
#

and only update UI if state has change wrt old value (within threshhold probably)

onyx moss
#

Can anyone tell me if and how to edit a widget's transform using a script, specifically PositionX and PositionY in the slot?

fiery orchid
#

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

onyx moss
fiery orchid
#

i don't want to "hardcode" the spacing but i'll try to take a look at size widgets

west void
#

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.

fiery orchid
west void
#

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.

fiery orchid
#

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

frank terrace
frank terrace
frank terrace
fiery orchid
tribal wagon
#

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

tranquil linden
fiery orchid
#

this is exactly what i needed

frank terrace
#

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

fiery orchid
#

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);
}

worldly sphinx
#

Bro UI is the single thing that's slowing down one of my mod progress the most

frank terrace
# fiery orchid i'm not aware of the plugin ? Currently i'm pulling all the information i need f...

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);
}
worldly sphinx
#

I do SetEnabled(false) on the whole menu but buttons still work

#

Bruh

#

I can paginate while nothing else works jerd_sunglasses_cool

fiery orchid
frank terrace
#

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 a24

fiery orchid
#

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 ?

frank terrace
fiery orchid
fiery orchid
frank terrace
#

for example m_wName

fiery orchid
#

oh ok

frank terrace
#

then re export and let the magic happen

fiery orchid
#

i assumed the m_w would be slapped on it, ok that's great

frank terrace
fiery orchid
#

now it works, that's PEAK

#

thanks a lot, it will make expanding it so much easier

frank terrace
#

and access any m_w with m_Widgets.m_wName.SetText("Hello World"); for example

fiery orchid
#

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

low geyser
#

How can I play a movie on a render target? Does anyone have any ideas?

worldly sphinx
# low geyser 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

low geyser
#

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.

solemn breach
#

how a CheckBoxWidget is working? I got it Enabled but can't change status clicking by mouse. is there something special for it?

candid pewter
# frank terrace Now inside your InfoDisplay you can initialise it like I just did here

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?

candid pewter
frank terrace
frank terrace
candid pewter
frank terrace
#

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

candid pewter
frank terrace
#

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

candid pewter
#

Thanks for the information.

covert mist
#

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.

tranquil linden
#

I believe it’s scale widget?

west void
#

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

cloud osprey
#

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

west void
frank terrace
covert mist
frank terrace
covert mist
cloud osprey
west void
amber glade
#

yo

#

how do i edit the settings page to fit the extra tab that are added from certain mods

nova fjord
#

How can I change the font size in the Label component of SCR_EditBoxComponent? Thx.

small vapor
#

anyone know why the UI layout is buggy/ isnt the same as in the editor?

very inexperienced notlikemeow

onyx moss
small vapor
small vapor
#

also the text that i added wont save

onyx moss
#

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.

fiery orchid
#

@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)

fiery orchid
viscid nest
#

how can i script a custom message/widget to appear here? what class should i look for in the code?

frank terrace
worldly sphinx
#

Notification system having all of that hardcoded is really unfriendly

worldly sphinx
onyx moss
#

Does anyone happen to know how to crop/limit the scaled map widget so that you only see the selected area?

royal kayak
#

What izzy?

#

Just move this 'till it disappears?

#

Something about safety but don't know what exactly that means

frank terrace
frank terrace
onyx moss
frank terrace
onyx moss
forest field
#

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

quartz stone
#

Hi... what does this means? (E): Trying to use managed texture as widget's image

stoic plaza
stoic plaza
rough crane
#

Hey does anyone know how to work the "RPphone
by NewbKodii" with the Shop System by Euka

simple dagger
#

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

forest field
#

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?

forest field
half solstice
#

Custom = not vanilla

#

You're either using a context that you created or one supplied by B.I.

forest field
#

oh right yes it is custom dawg

half solstice
#

Contexts have to be activated.

#

Specifically from script

forest field
#

So i'd need a custom action?

half solstice
#

In an OnFrame event

#

No

#

You'd need your context to be activated every frame.

forest field
#

oh right

#

that would be based off the script yeah?

#

then plug that script to root widget?

half solstice
#

No

forest field
#

oh gawd haha

#

i apolgise i have been trying to read shit about UI and shit just aint making sense atm to me

half solstice
#

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

forest field
#

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?

half solstice
#

I just turned my PC off

#

Give me like 5 minutes

forest field
#

oh shiii 🙁

#

aight

#

i'll be chillin

rain coyote
#

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 😭

onyx moss
#

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".

onyx moss
rain coyote
#

So you set it up that way? Because mine is covering the whole box…

onyx moss
rain coyote
#

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…

rain coyote
#

I’ll look into it thanks!

rain coyote
half solstice
#

Everywhere.

rain coyote
#

Understood

half solstice
#

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.

half solstice
#

Layout, yellow box is the RTTextureWidget, it has a few child widgets

#

UVs

rain coyote
#

Ohhhhhh now I understand what’s wrong 🤣 everything🤣

oak iron
#

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.

half solstice
dense salmon
#

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.

meager lily
meager lily
#

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?

meager lily
dense salmon
#

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.

meager lily
#

Ahhh I thought you meant the .et files. That screenshot tool eventually worked for me, I did struggle with it

dense salmon
#

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.

meager lily
#

yeaaaaa, it definitely didn't do that for me.

dense salmon
#

It never created the plaecholder images.

meager lily
#

what is the URL of that in the Wiki?

upbeat flame
#

Any idea why in my layout this image is pixelated

wraith relic
#

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...

hollow locust
#

and try diffrent clipping

#

or tilling

#

or blend mode

#

changing those settings might help

small wigeon
#

How do RenderTargetWidgets work? Is there some sample code for creating a RenderTarget which can show the perspective of another camera? Thanks!

small wigeon
meager tiger
#

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

meager tiger
#

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

meager lily
#

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.

tired lily
worldly sphinx
meager tiger
#

Many vanilla textures are still affected by this too

worldly sphinx
#

Yeah I wonder if it's because of edds compression

static raven
#

See if it sorts it out

kind lintel
#

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.

#

?

solemn breach
#

what are those Height steps? how they are used?

frank terrace
# solemn breach 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

slender sierra
#

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()

graceful birch
#

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?

onyx moss
meager tiger
# static raven Use copy instead of compression

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

static raven
#

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

meager tiger
#

Oh its "Conversion: None"

static raven
#

Yeah that sets it to copy

#

(Internal name is copy)

meager tiger
#

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

static raven
#

But easiest fix, is to just tell it to be the same (Copy)

static raven
#

As for it being like that in AR with UI images

#

Maybe oversight from the UI team, or intentional not sure.

meager tiger
#

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

floral skiff
#

Hey guys
Which layout uses SCR_BleedingScreenEffect and similar effects, since everything listed there is wRoot

half solstice
#

I know. xD

half solstice
# floral skiff THE BEST!

They're handled by the SCR_ScreenEffectsManager on the player controller. Not sure if that's info you need, but just in case.

floral skiff
meager tiger
#

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 🤔

compact bough
#

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?

meager tiger
#

1/255 pixels on vanila textures again

onyx moss
floral skiff
#

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.

compact bough
#

Its my first time working with the GUI elements outside of basic visual edits

floral skiff
#

What is the name of the layout that is responsible for the hot button?

quartz stone
#

Following issue: My Widget on the RTT/RenderTarget have different scale if i play in 1080p or 2160p How can i fix this?

onyx moss
eternal tusk
#

Anyone else get alot of wb crashes trying to get camera moving /driven by mouse in preview panes?

eternal tusk
frank terrace
floral skiff
solar willow
#

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?

floral skiff
#

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?

finite tangle
iron dragon
#

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.

slender sierra
#

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

onyx moss
slender sierra
#

Oh so it’s a part of the task list?

onyx moss
#

ohh, no sry it was in SCR_Map UIElementContainer and task elemnt That should be it, or I'm remembering it wrong.

slender sierra
slender sierra
#

and adjust to your map config type for the minimap, ofc

dry rivet
#

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

cedar horizon
#

!purgeban 816956053350383637 0 bitcoin spam

lapis condorBOT
fallen aspen
#

purge not working right 😮

#

or discrod has trouble syncing the deletion

#

there it went

cedar horizon
#

Nope sorted

#

Valk missed it with the mass spam ban 😅

coral coral
#

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

meager tiger
#

Is there no way to change layout items order when inheriting a layout?

slender meteor
frank terrace
frank terrace
frank terrace
finite tangle
#

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.

static raven
#

Then the priority attribute will work as order index

#

Z-Order, not Priority

#

Priority was the name on older Enfusion Engine and Enforce Engine

onyx moss
# slender sierra solved, basically had it hide the icon once it goes outside the bounds of the mi...

`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.
worldly sphinx
#

Btw overriding styles seems to copy the whole styles file

coral coral
#

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

amber glade
#

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);
}

}

floral skiff
#

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.

hearty gale
#

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.

amber glade
onyx moss
meager tiger
#

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?

crystal hare
#

It won't stop giving me this

onyx moss
crystal hare
amber glade
sturdy carbon
#

Anyone have any idea why this is happening?

sturdy carbon
quartz stone
sturdy carbon
meager tiger
#

Not being able to scroll hierarchy while drag&drop'ing widgets is such an issue!

static raven
meager tiger
#

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

meager tiger
#

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

onyx moss
meager tiger
#

I need the height of elements inside to be half of the width

meager tiger
#

or it adds padding between items if vertical layout is taller

onyx moss
#

So basically, AspectRatioForce 2 is what you want to use, since it then makes it 1:2, at least for me.

meager tiger
#

Padding

limpid frost
#

idk if my issue goes into scripting or here but it refuses to load the distance ui

iron onyx
#

where can I or what layout should i edit so my hotkey that i set up show up there?

slender meteor
#

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

iron onyx
solid spade
#

Does anyone know what mod used to allow you to disable the group tracking icon? The blue Rectangle

cold moon
#

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 !

onyx moss
cold moon
#

Thanks i go check

meager tiger
#

There is no way to have horizontal scrollbar appear at the top, right?

vital ether
#

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?

half solstice
#

Why a grid?

#

Why not a vertical box with scroll?

vital ether
half solstice
#

Still kinda weird to use a grid

vital ether
#

so it would look like

half solstice
#

Yeah that doesn't need to be a grid

#

grids are uniform aren't they?

vital ether
half solstice
#

is there one called uniform grid widget?

#

if so then the regular one isn't uniform lol

#

I just can't remember

vital ether
#

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

vital ether
half solstice
#

change your grid layout to a vertical box

#

then use a horizonal to hold your prompt and command line

vital ether
#

thanks!

half solstice
#

you can make one aligned to left and other aligned to right

vital ether
#

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?

vital ether
#

like that

half solstice
#

You add a new horizontal for each "line"

vital ether
#

oh!

#

thanks!

half solstice
#

You can actually make it into its own layout

#

And drop as many of those in as you want

vital ether
half solstice
#

The horizontal with the prompt and command line

vital ether
#

oh yeah, it's seems to be working

half solstice
#

Then you can create them at runtime and add them through script

vital ether
#

I thought you can only add new children(pre-made)

half solstice
#

Yes, you can create them and add them as a child at runtime

vital ether
#

Clone?

half solstice
#

Search for create widget in find symbol

#

In script editor

vital ether
#

you can in WorkspaceWidget

#

I thought it's editor(workbench) only

#

thanks!
now it's looking almost perfect!

vital ether
#

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?

onyx moss
#

You might need to adjust the numbers so that they fit your situation.

meager tiger
#

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

meager tiger
#

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

meager tiger
#

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

vital ether
#

evene with

#

so the only way to make it works is to put empty spaces to text field 🙁

vital ether
#

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

onyx moss
#

I mean it like this, maybe it will help you.

vital ether
onyx moss
#

I used a scroll layout as an example.

vital ether
#

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

half solstice
#

@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.

vital ether
#

I ll upload my mod on github soon

#

if someone is interested

#

and, tbh it works. Maybe not as ellegant as it can be but still

onyx moss
vital ether
#

input field*

#

so it allows you to use the whole line

onyx moss
vital ether
#

I believe it's just a bug that would be fixed in the future

vital ether
onyx moss
vital ether
west void
#

Any way to make a layout follow the mouse?

hot dome
#

Any good tutorial about UI creation? I fail to understand some concepts, like no color in layout editor preview, anchor UI, etc...

onyx moss
hot dome
meager tiger
#

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

half solstice
meager tiger
half solstice
#

See if that is what you need

meager tiger
#

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 thonk

tired lily
#

Something like this in a sense where the left cannot impact the size when increased and right remains fixed right?

meager tiger
#

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!

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.

meager tiger
#

Is there a way to force a widget to appear on top of the other without re-arranging their order?

meager tiger
meager tiger
#

Is there a cool trick to make a widget have WIDTH of parent HEIGHT? (Frame is for test here, not necessary)

#

Expected result

onyx moss
exotic summit
#

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?

meager tiger
#

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?

frank terrace
#

Stretched align on frame inside

onyx moss
#

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.

patent fjord
#

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!

slender meteor
#

also take a look at some vanilla GUI because there are components that when added make them navigateable/highlights them automatically

exotic summit
#

@slender meteor Yes, I've already managed to adapt my menus, thank you.

lament pewter
#

how can I edit that ?

#

to add more proprieties

ionic storm
#

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.

half solstice
#

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.

ionic storm
half solstice
zenith vessel
#

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 have (in the past) switched between Keyboard/Mouse & using a controller, not sure if that'd be related

meager tiger
#

Wish widgets had text comment property so you can leave remarks for future self

onyx moss
#

Is there a description somewhere of how to generate night vision, or do I have to figure out how the RHS does it?

wicked lantern
#

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.

half solstice
solemn ice
#

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

half solstice
meager tiger
#

I see 2 ways of making an element to have 1/3 width of the parent:

  1. 0,33 anchor slot, but its gonna be impossible to move without changing offsets/anchor values
  2. Have 3 elements in an uniform grid (or grid with equal column fill)

Any other ways?

meager tiger
#

Why can you have negative columns in UniformGrids but not in normal grids? mad

meager tiger
#

Is there a way to combine two alpha masks?

#

I want one mask animated through progress and another static

solemn ice
half solstice
#

Ask in a relevant channel

frank terrace
frank terrace
meager tiger
cursive bay
#

I hate GUI

onyx moss
kindred glacier
#

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

worldly sphinx
#

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?

meager tiger
#

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.

rain coyote
#

Never tried but interested

warped void
meager tiger
warped void
meager tiger
#

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

warped void
#

When I get home from work I'm gonna do an experiment 🥼

kind lintel
#

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

#

??

onyx moss
onyx moss
#

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.

kind lintel
#

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

kind lintel
#

Color correct

plush ridge
stoic plaza
clear juniper
#

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

frank terrace
# clear juniper Any idea how to debug something like this better than simply with the logs ? ...

Heya !

Why its happening ?
a layout/widget you have created is using the wrong LayoutSlotType. 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 is Frame0. and it has a SlotType of GridWidgetSlot. 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)

meager lily
#

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).

stoic plaza
stoic plaza
stoic plaza
fiery orchid
#

nvm found it

fiery orchid
#

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

meager tiger
#

Just go up the hierarchy and set everything to be stretched horizontally until you find which one is the issue

fiery orchid
clear juniper
#

How do I tone down or disabled the light splashing on a item in inventory ?

silent ice
#

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

quartz stone
#

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!

meager tiger
dense salmon
#

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?

fading stirrup
half solstice
dense salmon
# half solstice 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.

half solstice
half solstice
#

No just make a user action that only appears when the grenade is in your hand.

dense salmon
half solstice
#

A good introduction to scripting for Reforger

ionic ravine
#

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?notlikemeow

meager tiger
#

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

keen rover
#

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

stark patio
#

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?

keen rover
#

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

dense salmon
gritty robin
#

Maybe someone can tell me how .layout for spawning vehicles form spawn point is called ?

rich slate
half solstice
#

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.

half solstice
amber glade
#

then do i need to add the context to chimera menu

half solstice
#

lol

amber glade
#

yes i am arent i

#

so help me understand i dont know your big terms i a UI designer not a scripter

half solstice
#

You must call ActivateContext on the context that your input is in.

amber glade
half solstice
amber glade
#

yep

half solstice
#

If you don't understand that. Look at any of the default contexts.

#

Call ActivateContext in an OnFrame event.

amber glade
#

yea i think im just cooked

#

i did what you said

#

still wont work

half solstice
#

If you did what I said it would work.

#

Try restarting workbench.

amber glade
#

i think my issue is my config

#

ok holdo n

half solstice
#

Configs are cached upon workbench boot up.

amber glade
#

mb im done for td ive been up for 20 hrs

amber glade
humble plinth
#

anyone know which layout hold this in map screen - like city points and names i want to change the font

covert mist
# humble plinth anyone know which layout hold this in map screen - like city points and names i ...

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.

meager lily
humble plinth
dense salmon
#

Is there a maximum size that these icons can be?

calm osprey
#

so what screen coordinates do the UIs in Enfusion use?

lean lion
#

Did ui stuff change btw? Or is it the same old pita 😅

#

Must admit I did not yet checked anything out

dawn ledge
#

It's significantly improved

fathom dew
#

Yeah, this would interest me as well.

#

Is there a UI editor in workbench?

lean lion
crude timber
#

Some UI scripts refer to 'layouts'. Where can I find these?

wet carbon
#

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

crude timber
#

Thanks. Thought the workbench itself was just a menu for the different editors, but I see it also has its own tools.

dawn ledge
lean lion
#

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

high yacht
#

looking like it's impossible to import custom fonts into enfusion? shame if true. someone lmk if i'm wrong on this.

gleaming notch
#

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

dawn ledge
high yacht
#

oh good to hear

knotty hound
#

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

fathom dew
round plaza
#

🙏

chrome zealot
graceful wharf
#

I totally missed this channel omfg

#

Now I look dumb

tropic sigil
graceful wharf
#

Is there a way to replace already existing menus with custom ones?

wet carbon
#

yeah, although it is a bit of a pain since you need to mod any code which references the menu via a resource path

graceful wharf
#

Hmm alrigthy ty

#

Gosh I need guides so badly

graceful wharf
#

Anyone knows where the weapon image/icons for the inventory are located?

wet carbon
#

they are dynamic, each inventory-y item has a component that'll contain a preview mesh+misc camera options

graceful wharf
#

OHH THATS NICE

#

TY

wet carbon
#

yeah it is mega convenient

graceful wharf
#

That makes things way easier

graceful wharf
#

If anyone would make gui guide I would kiss em

granite elk
#

Afaik, there should be a GUI guide coming on the Wiki in the following days

graceful wharf
misty vale
#

Is there anyone working/planning on creating a mod similar to Exile?

crude timber
#

nvm, I found the 'Create' tab.

swift cosmos
#

there is .. yes. That meowsweats

crude timber
#

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.

crude timber
#

Is there some easy way to size a widget to parent?

#

Yes that seem to be accomplished by the anchor

crude timber
#

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.

zenith shard
pale rain
#

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

swift cosmos
slow heart
#

Oh my god are they poptabs?

coral atlas
#

Has anyone got the map drawing tools to work If so how?

graceful wharf
#

Anyone could explain me how to override/replace already existing layouts? Would be awesome ty!

rough yoke
graceful wharf
#

Luv u

#

Ngl this overriding feature is very neat

#

No other SDK has this

pale rain
# coral atlas Has anyone got the map drawing tools to work If so how?

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

coral atlas
#

@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.

pale rain
#

And then I uncommented out the context menu code at the bottom

coral atlas
#

ahh I see, funny I thought the parent class already assigned m_rootwidget

pale rain
#

IIRC DrawingPalette is attached to the root Map layout and the root widget was always returning the frame widget or whatever it is

coral atlas
#

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!"

graceful wharf
coral atlas
#

@graceful wharf it is controlled by a config

graceful wharf
rough yoke
graceful wharf
coral atlas
#

@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

graceful wharf
#

Ah so that config tells the game what layout to load?

coral atlas
#

yep

graceful wharf
#

Alrighty thank you very much

coral atlas
#

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

graceful wharf
#

Aight ty

#

Oh I found it ty ty

mental egret
#

Hi, how add through mod new localization ?

crude timber
#

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.

half solstice
molten furnace
#

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?

sage current
molten furnace
sage current
#

the game doesn't actually load any mod before any scenario starts. Unless you use -addons parameter.

molten furnace
#

Ok, so workshop is not an option for my mod. Thank you for calrification

sage current
#

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.

sage current
molten furnace
#

Replacing all loading spinners with an angry owl

charred oyster
#

How can I display a custom hud while in a turret/emplacement?

misty vale
half solstice
#

@misty vale I'll send you my discord if you want to get involved

regal bluff
#

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?

lost steppe
#

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

restive elbow
#

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

past snow
#

basically the grid definition per item is hardcoded into the item prefab

ancient ridge
gleaming notch
#

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

median sigil
frozen lynx
#

Yes, you have to modify the chimeraMenus.conf file

#

and in Game/UI/Menu/ChimeraMenuBase.c add your preset

median sigil
#

humm duplicate file ChimeraMenuBase.c in folder mod ?

frozen lynx
#

yes

median sigil
#

ok thanks you !

frozen lynx
#

@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);
median sigil
#
    Can't open menu 'unknown preset' ``` humm is Editor no edit my config path in options ?
frozen lynx
#

I don't think so, show me your code (OpenMenu function)

#

did you added the ChimeraMenuPreset

#

?

#

And add your presset in chimeraMenus.conf ?

median sigil
#
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.
frozen lynx
#

in MyMenuUI override OnMenuOpen()

    override void OnMenuOpen(){
        super.OnMenuOpen();
        }
median sigil
#

😢 is not working

frozen lynx
#

are they in the correct folders ?

#

scripts/Game/UI/Menu/MenuUI.c
UI/Layouts/Menu.layout
Configs/System/chimeraMenus.conf

cobalt sky
#

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

runic cradle
#

I was wonderinf the same thing tbh!

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IM trying to figure out how to remove all UI

cobalt sky
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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

runic cradle
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Amazing!

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Please lmk when you do im more than happy to test

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I need it baaad for cinematic vids haha

cobalt sky
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Sure buddy will have "realism" in the name so you will find easily

runic cradle
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Perfect :) I think trhere is already docs on modding and mission making? not sure if thats what ya mean

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I mainly need the Vehicle UI off

cobalt sky
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Yep. Vehicles have the board anywau

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So ui is useless

runic cradle
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exactly!

cobalt sky
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I want less shit as possible

jaunty sage
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@frozen lynx having some issues getting my id to register for my menu

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is it name based?

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trying to find how to assign an id to this entry

gleaming notch
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There is a step we are missing

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🙁

devout cedar
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Hello, i Can help you i think

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What is your issue ?

frozen lynx
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you have to put a name

jaunty sage
frozen lynx
devout cedar
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After Update a config file