PabstMirror
1213c08e4b
Fix cached call events
2016-07-14 13:06:45 -05:00
Glowbal
afb9eb3084
Merge pull request #3342 from acemod/vehicleInteractionDistance
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Uniformize interaction distance for vehicle based on bounding box
2016-06-20 09:55:55 +02:00
jonpas
03e923aa68
Cleanup Function Headers titles
2016-06-18 11:50:41 +02:00
esteldunedain
ff04ca8981
Uniformize interaction distance for vehicle. Distance is now aprox 4m from the bounding box of the vehicle, consistent with interaction with people.
2016-02-18 20:20:02 -03:00
esteldunedain
cebc8a2d07
Slightly reduce the distance for which the LOS check is skipped. Fix #3270
2016-02-08 19:19:10 -03:00
PabstMirror
ed4cc42897
Cleanup Interaction Menu
2016-01-08 23:29:32 -06:00
Michael Braun
77e62946ae
Updated parameterization in Interact_menu module.
2015-08-05 00:47:18 +02:00
PabstMirror
5e80f9d8d3
Merge branch 'master' into userActionPrototype
2015-07-01 15:04:40 -05:00
SilentSpike
25f613b712
Initial implementation of static zeus menu
2015-06-04 23:24:57 +01:00
PabstMirror
78dec5debc
Merge branch 'master' into userActionPrototype
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Conflicts:
addons/interact_menu/XEH_preInit.sqf
2015-05-16 22:49:09 -05:00
esteldunedain
5ef29c2354
Merge remote-tracking branch 'origin/master' into interactionOclusion
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Conflicts:
addons/interact_menu/functions/fnc_keyDown.sqf
2015-05-14 10:39:02 -03:00
PabstMirror
6c45292e89
Merge branch 'master' into userActionPrototype
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Conflicts:
addons/interact_menu/functions/fnc_renderBaseMenu.sqf
2015-05-04 14:23:21 -05:00
esteldunedain
d07b69aca4
Increase the minimum distance required to perform LOS checks to 1.5m; should avoid LOS checks for medical bodyparts entirely, thus avoiding problems with weaponholders obstructing actions.
2015-05-04 13:37:14 -03:00
esteldunedain
e6c333bff4
Fix oclusion when self-interacting
2015-05-02 14:54:57 -03:00
esteldunedain
1735047e3c
Make closer action points oclude farther ones. Improves the clutter of the interact menu when interating with a person from the side. Close #738
2015-05-02 14:37:58 -03:00
PabstMirror
d2fdeb5e96
Allow Skipping LOS Check (Because of doors)
2015-05-02 00:13:09 -05:00
esteldunedain
324b9510e3
Allow positions for actions to be computed dynamically. Also leverage that for the position of the "Weapon" action, instead of hard coding an exception for that.
2015-05-01 01:56:39 -03:00
PabstMirror
47d4446520
Don't check intersection if distance < 1m
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Related to #869
2015-04-29 02:34:47 -05:00
PabstMirror
d7d43ce3b1
#828 - Private Variables for Interact Menu
2015-04-29 01:26:13 -05:00
esteldunedain
c8563ce484
Add LOS check for actions points. Close #785
2015-04-24 00:57:22 -03:00
Nou
fff8a240e3
Remove compensation for movement, instead use modelToWorldVisual
2015-04-03 15:31:44 -07:00
Nou
6541600d44
Switch everything to use modelToWorldVisual instead of modelToWorld.
2015-04-03 15:26:27 -07:00
Nicolás Badano
a1d6c052ba
Refactored interaction key handling while boarded:
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- Self-interaction key opens up your own self interaction menu
- Interaction key opens interaction options of the vehicle and passengers
2015-03-24 12:27:27 -03:00
Nicolás Badano
5e79970740
Switching nicknames
2015-03-24 01:18:00 -03:00
Nicolás Badano
a432f74a6b
Make self interact_menu finally work on the map screen!!
2015-03-23 18:26:20 -03:00
Nicolás Badano
eb557bf777
Make interac_menu work in real 2D:
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- Children positions are calculated directly on screen space
- Saves a lot of worldToScreen, ATLtoASL, etc calls
- Selector is now a control instead of a 3D icon
2015-03-23 18:08:31 -03:00
Nicolás Badano
dbbfdd88df
Forgotten line
2015-03-23 16:53:28 -03:00
Nicolás Badano
213b817947
Added to cachedCall an option to clear the cache on an event
2015-03-21 17:50:35 -03:00
Nicolás Badano
3d6660b115
Debug stuff
2015-03-20 22:44:36 -03:00
Nicolás Badano
84bf44e026
Refactoring of interact_menu:
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- Reordering of action members
- Removed full path from actions, so they can be mounted under different paths if needed
- Added api for creating actions
- Api for adding actions for objects or classes
2015-03-19 23:32:44 -03:00
Nicolás Badano
3030b78ea2
Refactor the interact_menu so options for multiple objects can coexist inside a single action point
2015-03-17 00:37:28 -03:00
Nicolás Badano
14b97de930
Cache the generation of active action trees for action points. This sensibly cuts down the execution of action conditions.
2015-03-10 23:23:13 -03:00
Nicolás Badano
27808847db
- Solve a number of ASL vs ATL issues
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- Replace the way of calculating 3D positions for subactions
2015-03-03 01:37:17 -03:00
Nicolás Badano
1c25baa404
Base interaction distance in distance to head instead of distance to camera. Works much better on third person view
2015-03-03 00:34:34 -03:00
Nicolás Badano
b675d9d180
Compensate for movement during the frame to get rid of jittering
2015-03-03 00:16:38 -03:00
Nicolás Badano
83572921ae
- Modification of actions data structure to separate action parameters from children
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- The action tree of each interaction point is parsed before drawing, pruning inactive actions
- Parent actions without statements or active children are not drawn, in order to reduce clutter
2015-03-02 23:29:57 -03:00