Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
can not open, is 404 now, do you still have a copy? Thank you
Have a nice day and thanks for your attention
Hello. Sorry but i have not been active in arma community for years. Feel free to use this as you want.
I would like to make a request... I have been making a wheel addon using as base and required addon this one. It is a wheel that couples the ACE hand signals and the SOG Prairie Fire CDLC hand signals. It works perfectly, I'm very happy with the result, but I'm missing to be able to configure through the CBA Settings the key, button or macro I want (I've done it manually by modifying the code)... I've tried to do it myself, but I always end up breaking the code, I don't have that much knowledge. Do you see feasible to help with that or update it with that function?
THANK YOU!!!
I don´t think so. You have to try.
If you use "OptionWheel_fnc_setWheelKey" to change the key, replace "0x21" in the "OptionWheel_fnc_buttonDown" to the one you want to use.
Bellow is an example you can use.
You have to do your own research on keys but you can find all on the wiki.
Hope it helps.
animationListActivated = false;
(findDisplay 46) displayAddEventHandler ["KeyDown", {
params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"];
if!(animationListActivated)then{
//Key 1
if(_key isEqualTo 0x02)then{
[[["KEY 1","1"],[" 1","1"]],{hint str _this;},0.3,0.15] call OptionWheel_fnc_setWheel;
[_displayorcontrol, 0x21, _shift, _ctrl, _alt] call OptionWheel_fnc_buttonDown;
};
//Key 2
if(_key isEqualTo 0x03)then{
[[["KEY 2","2"],[" 2","2"]],{hint str _this;},0.3,0.15] call OptionWheel_fnc_setWheel;
[_displayorcontrol, 0x21, _shift, _ctrl, _alt] call OptionWheel_fnc_buttonDown;
};
};
}];
params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"];
//Key 1
if(_key isEqualTo 0x02)then{
[_displayorcontrol, 0x21, _shift, _ctrl, _alt] call OptionWheel_fnc_buttonUp;
};
//Key 2
if(_key isEqualTo 0x03)then{
[_displayorcontrol, 0x21, _shift, _ctrl, _alt] call OptionWheel_fnc_buttonUp;
};
}];
Can I separate categories access them directly by separate keys?
Example: Command in "º" key (with all kind of orders and stuff), weapons menu in "1" key, action menu in "2" key and so on.
The problem is that everytime you stop moving the mouse the position will reset to 0,0 (top left corner) and start to go up there.
Ah yes, this is the major bug in this mod. Unfortunately arma doesn´t give you good function to make an option wheel so i have made it by a weird method which is not perfect and i can´t really find a good solution. I have added so it should do it less but it can still happen.
Thank you!! Will do!
You can use it for your mod. Just add it to your credits list.
Good luck with your mod!
I'm a dev working on: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1816307682
Would you consider allowing it to be built-in in the mod? Or maybe if you're interested in that kind of gamemod you would want to join and help with some UI elements? (in that case - add me so we can discuss).
Best regards!
Yes
Nobody:
Not a single soul:
Not even arma 3 player:
The entire arma 3 player base: hipppidy hoppidy you're now my property
Meme.insert("Shut up and take my money");
Check out Weapon Wheel Beta in the workshop.
This still works.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1788029136
Lovely idea. I see what i can do.
This is a client function, so you need to run it once for a client. For example in a missions init.sqf file or init field of an object in the eden editor, it´s up to you.
If you create a singleplayer mission you can just add the example code above to the player objects init field and save. Everytime you run the mission it will start the option system.
I hope this answers your question.
I have documented the function at: https://github.com/AlkanetSmorgas/Option-Wheel/wiki
There is an example with images.
Yes, you can use any size as far as i know, but you specify the size of the icon in the setWheel function.