#Is it possible to have
1 messages ยท Page 1 of 1 (latest)
oh hi, yes I am ๐
so Ive tried setting the Z order of the dialog's root widget but that didnt help
I even tried this
SCR_InteractionHandlerComponent interactionHandler = SCR_InteractionHandlerComponent.Cast(
playerController.FindComponent(SCR_InteractionHandlerComponent)
);
if (interactionHandler)
{
// Try to get the HUD manager and find the interaction display
HUDManagerComponent hudManager = HUDManagerComponent.Cast(playerController.FindComponent(HUDManagerComponent));
if (hudManager)
{
array<BaseInfoDisplay> displayInfos = {};
int count = hudManager.GetInfoDisplays(displayInfos);
for (int i = 0; i < count; i++)
{
SCR_BaseInteractionDisplay current = SCR_BaseInteractionDisplay.Cast(displayInfos[i]);
if (current)
{
current.HideDisplay();
break;
}
}
}
}
but no luck
here is how I am opening the dialog:
(From a ScriptedUserAction)
SCR_ConfigurableDialogUi dialog = SCR_ConfigurableDialogUi.CreateFromPreset(
"{272B6C4030554E27}Configs/UI/Dialogs/DialogPresets_Campaign.conf",
"RENAME_RECRUIT"
);
my dialog conf:
everything works with the dialog and it does have UI focus however the interaction menu just renders in front of it
I think I also tried a few different action contexts to see if any with higher priority would work but they dont seem to control z indexing, only input context
Issue in your case is due to dialogs not being considered a "menu" so it doesnt know it should take priority. Do you have addon I could quickly test ?
its in our dev addon atm, just join "Overthrow Official Test Server" - 104.238.222.91:2010
then open overthrow menu (U key on PC), choose "Place", "Equipment Box" and then use interaction menu to "Save Loadout"
dont need to do it on the server, the mod is unlisted so you can just join to download it then use in single player if you like
alternatively, checkout this branch from github if you want to set it up in workbench: https://github.com/ArmaOverthrow/Overthrow.Arma4/tree/v1.3.0
thanks will be easier for me
there is a test world in the mod's worlds folder, is best for testing on a basic map
make sure you choose "Test world" difficulty in the start menu or you will be shot at ๐
(setting up everything, just a bit slow)
no rush
To keep it short the dialogs were not designed for this use case, they were meant to be used within menus. Currently looking around if there would be a clean/fast solution so you dont have to change your approach
Ok so I have a very ugly dirty solution for you x)
when you take the root of your dialog, you are in reality grabbing the root of the CONTENT of the dialog and not the dialog itself
got it
So I present you, this cursed solution
Widget childWidgt = dialog.GetRootWidget();
Widget parentWidgt = childWidgt.GetParent();
parentWidgt.SetZOrder(999);
seems simple enough
Because otherwise I would have recommended to use a proper menu, but yeah... This is faster this way
well that was my next solution I was going to try, just using a proper menu, context and layout
This would be the "clean" solution for reforger