Commit Graph

26 Commits

Author SHA1 Message Date
jonpas
742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00
Kyle Mckay
e47e18001f
Docs - Update my display name everywhere (#9330)
* Update display name in team

* Update display name everywhere

* order

https://youtu.be/VYycQTm2HrM

---------

Co-authored-by: BrettMayson <brett@mayson.io>
2023-08-17 12:02:17 +02:00
Dedmen Miller
e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00
Dystopian
c35a53ba79 Clean up deprecated in 3.13 2018-05-05 21:54:13 +03:00
SilentSpike
51a61653f4 Update spectator docs (#5362)
* Add player initilization safety to setSpectator

Public function which should wait for player unit to exist before running.
With this change an additional variable is now set on the player unit which
can be used to check whether players are spectators or not (part of
grander plans).

* Add UI initalization safety to setSpectator

Should make it so that calling the public function before the main display
has initalized will correctly wait until it has before starting spectator

* Overhaul spectator

Initial WIP overhaul of spectator component. Based on BI's End Game
Spectator and AACO's work on POTATO spectate. The essential functionality
is in place, but some things are broken and some are still to be
transferred.

* Remove redundant canInteract condition

Spectator UI will be open anyway so this is pointless.

* Fix follow camera controls

Also ensure unit camera modes have a target more consistently

* Fix widget weapon icon for unarmed

* Fix follow camera zooming

* Fix entity list not updating correctly

* Remove redundant conditions

* Fix list click behaviour

* Remove a bunch of old debug

* Alter behaviour of camera speed

* Restructure the spectator addon

* Fix camera tracking behaviour

* Fix very fast camera toggle

* Fix initial camera mode

* Fix double click behaviour

* Make AI name display consistent

* Add UI toggle

* Fix current camera mode button highlighting

* Fix focus info widget when clicked on in 3D world

* Improve key handling

Use of `inputAction` could result in weirdness when multiple keys pressed
at the same time. Hardcoded for now.

* Implement dynamic help UI element

* Remove some redundant code

* Fix follow camera jitter

* Add projectile drawing

Technically the capability to draw projectiles has been in since the
start. However it took me a bit of time to figure out how best to
add/remove the required event handlers.

I decided to add them during the process of finding things to draw, since
I'm iterating over the list of spectatable entities here anyway. With an
additional GVAR containing up to date entities, the fired EHs can remove
themselves when applicable. This avoids any granularity issues with adding
EHs en masse.

* Improve naming convention related to drawing

* Remove outdated unit and side settings

Also re-add unit whitelisting/blacklisting support

* Rename public function for consistency

Adds a deprecated warning to the old function name.

* Update stringtable

Some entries are replaced with BI translations, others are no longer
needed. I pieced together one of the camera mode settings by combining the
BI translations of the individual versions.

* Add location public functions and list population

Just need to take care of drawing and then camera interaction now

* Add location 2D and 3D drawing

* Respect whitelist and blacklist correctly

* Add location camera focus capability

* Fix local helicopters follow mode bug

* Add compatibility with `counter` template

Simply repositions the counter UI to the top of the screen out of the way

* Update respawn template

This template is only compatible with respawn types 2 & 3

* Rename compatibility function

* Add compatibility for respawn types 1,4 and 5

* Update setCameraAttributes function

* Fix draw3D for respawn types 1,4 and 5

* Fix screeching seagulls #4265

* Fix script command typo

* SQF Linter Pass

* Add obsolete warning for public func params

* Deprecate interrupt function

* Fix incorrect function call

* Make playable virtual spectator work

* Improve focus handling in public function

- User might want to reset focus for free cam, in which case objNull
  cannot be reserved for random
- Focus is still required for unit camera
- Update some function headers

* Note explicitly the use of `player`

* Remove unused base classes

* Improve seagull culling

* Add projectile drawing to vehicles

* Fix same tab selection clearing list

* Make projectile lines last 1 frame longer

* Add true zeus compatibility

- Re-opens spectator when zeus closes
- Transfers the curator module over in the respawn template
- Only handle uiForced in setSpectator to avoid issues with esc key
- Add safety to setFocus so that it only updates the UI when applicable

* Fix player moving in FPP

* Fix zeus transfer and re-opening

* Consolidate icon definitions

* Fix AI setting for player groups

* Improve handling of alive spectators

Instead of disabling simulation, just stage them automatically if alive.

* Fix respawn template for types 2 & 3

* Fix pre-set camera mode with no focus

- Improve handling of UI updates in camera related functions
- More explicit UI initalisation
- Find a focus if one wasn't pre-set for a camera mode which requires a
  focus

* Localise key names

* Fix camera mode and vision settings on init

When spectator starts the available camera modes and vision modes should
be consulted to ensure they are respected upon opening.

* Fix key localisation

* Add next/prev entity keys

* Fix vision modes update while camera active

- Updates the camera vision mode in case the current was removed

* Add public getCameraAttributes function

* Fix spectator zeus compatibility

- Camera control wasn't returned on exit due to change in fnc_ui

* Improve vision mode handling

- Curator now resets vision mode on entry
- First person also reset vision mode so that it is consistent between
  camera changes

* Improve location handling

- It makes more sense to specifiy the position ATL since the text is going
  to be rendered there and a z of 0 is then ground height.
- Updates the ui immediately if the list is already on locations

* Disable list keyboard search

* Fix handling of forced camera mode with no focus

* Fix handling of free mode removal while no target

* Fix locations respecting available modes

* Fix list entry removal code

- Replace getTargetGroups with getTargetEntities for consolidated
  filtering.
- Fix the step of the removal loops and make them go to index 0 instead of
  1

* Improve side handling of unit list

- Accounts for possibly of whitelisted random objects that belong to other
  sides
- Move the index decrement to loop, not within every loop

* Add linter ignore directive

* Fix list code

* Improve entity fetching

- Change whitelist/blacklist application to optimize the code

* Include dead units in the list

- Allow getTargetEntities to return dead units too
- Iterate over allGroups in list updates to reduce overhead

* Take care of TODOs

* Mark stageSpectator as non-public

* Fix updating list focus

* Adjust default camera speed

* Include the function file

* Generalise camera button UI

- Makes it easier to extend with future camera mode buttons
- Removes potential error when display doesn't exist

* Remove obsolete staged event

- Add vision toggle to help
- Restructure some function PREP

* Add public function to return all spectators

* Change default briefing name used on map display

* Fix the order of 4 main sides in list

* Restore non-toggle behaviour of camera speed

* Fix UI gap between list and tabs

* Force update UI list when player is staged

Hopefully this fixes any issues related to the player appearing in the
list

* Update controls strings

* Fix entity tooltips showing short name

- Also revert changes to common function and just handle in this component

* Include dead in unit switching

* Show rank and vehicle icon in list

- Rank is shown in tooltip
- Vehicle icon is used to see which units in the list are mounted

* Change default vehicle icon

* Show whether medic/engineer in tooltip

* Improve list double click behaviour

* Improve group icon handling

* Use dynamic group icons for drawing

* Fix EFUNC call

* Update all function headers

* All the changes I had staged before arma broke git

Arma managed to crash my whole system again, breaking my git repo and I
resorted to nuking it and pasting the changes I had comitted locally back
in. From memory:

- Fix icon paths
- use distanceSqr for minor speed boost
- Add setting to show map locations in the UI
- Limit location rendering based on distance
- Probably some other crap

* Fix squared comparisons

* Remove unnecessary variable publicity

* Deprecate fnc_stageSpectator

The function was a source of confusion alongside fnc_setSpectator and so
it is replaced by an additional parameter to hide the unit as part of
fnc_setSpectator. No longer is the unit moved either, to reduce complexity
and give more control to mission maker.

* Fix undefined variable

* Update spectator framework doc

* Update spectator feature doc

* Fix typos and grammar

* Revent version introduced number

* Update with new changes
2017-10-17 20:19:10 +02:00
SilentSpike
d3ce75daef Spectator overhaul (#5171)
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
2017-08-12 14:25:48 +01:00
SilentSpike
74399be109 Optimize spectator unit list function
Making good use of the new `select` CODE syntax.
2017-05-05 23:02:19 +01:00
SilentSpike
4079ca354e Update spectator function headers 2015-10-04 18:30:07 +01:00
jokoho48
b7e02da1cc remove if (!hasInterface) from PFH
move ! in ()
2015-09-11 16:58:26 +02:00
SilentSpike
bcb21b782e Overhaul spectator icon handling and rendering
- Optimize and improve 3D icon drawing
- Combine 2D and 3D PFHs into 1
- Render group icons outside of 200m, unit icons within
- Store list of groups on units update to cut down on what needs to be done each frame
- Change map control type to 100 to remove all default unit icons
- Improve colour caching, group colours don't change, unit colours do
- Remove icon setting, toggling should be at users discretion
2015-08-06 16:03:32 +01:00
SilentSpike
5200fd6a02 Add new option to spectator unit filter setting
Adds an option to use playableUnits for scenarios where AI playable units are enabled.
2015-08-05 14:55:02 +01:00
SilentSpike
63c034e348 Differentiate between staged and set spectators
Existing variable "ace_spectator_isSpectator" split into counterparts "ace_spectator_isSet" and "ace_spectator_isStaged" in order to better manage spectator events
2015-08-02 12:51:42 +01:00
SilentSpike
7107514b05 New function to precisely control spectatable sides 2015-07-25 13:24:49 +01:00
SilentSpike
e413cb3d91 Cache unit information 2015-07-24 17:17:00 +01:00
SilentSpike
8509646f88 Correct side usage 2015-07-20 18:37:07 +01:00
SilentSpike
e406a794f2 Add hostile sides filter 2015-07-19 22:14:08 +01:00
SilentSpike
8d6f167d97 Safer unit updates 2015-07-19 12:09:57 +01:00
SilentSpike
e4ba5aaf1b Camera mode cycling 2015-07-18 18:53:27 +01:00
SilentSpike
60b3c6c0f8 Improved camUnit handling 2015-07-18 16:50:11 +01:00
SilentSpike
2f8432699b Fix side filtering 2015-07-18 00:40:20 +01:00
SilentSpike
832fa1e832 Side filter 2015-07-17 20:51:04 +01:00
SilentSpike
cfcb9fedb6 Updating ace settings 2015-07-17 16:13:24 +01:00
SilentSpike
27d85180f1 Improve handling of unit tree 2015-07-17 02:38:42 +01:00
SilentSpike
81f87ee13c params for public functions 2015-07-17 02:05:24 +01:00
SilentSpike
d043a471b3 Improving unit list handling 2015-07-16 15:49:02 +01:00
SilentSpike
7f04164653 Handling the spectatable unit list 2015-07-15 14:58:38 +01:00