Commit Graph

27 Commits

Author SHA1 Message Date
Michael Braun
77e62946ae Updated parameterization in Interact_menu module. 2015-08-05 00:47:18 +02:00
SilentSpike
f2e5f729e8 Merge branch 'master' into gm_revamp 2015-06-27 18:26:30 +01:00
SilentSpike
cb1b0c6262 Added zeus exception for interaction conditions 2015-06-07 20:21:51 +01:00
SilentSpike
5cc6abd49a Open menu over zeus inerface 2015-06-06 16:20:22 +01:00
SilentSpike
25f613b712 Initial implementation of static zeus menu 2015-06-04 23:24:57 +01:00
jaynus
c924baefd7 All instances of time and diagTicktime changed to ACE_time / ACE_diagTime. 2015-05-21 09:42:44 -07:00
esteldunedain
fae10aa731 Replace dialog by display. 2015-05-02 01:33:28 -03:00
commy2
8c8e310d66 handle cursor mode 2015-04-30 21:00:30 +02:00
PabstMirror
9e8b13cd2b Merge branch 'master' into altSelfInteract
Conflicts:
	addons/interact_menu/functions/fnc_renderIcon.sqf
	addons/interact_menu/functions/fnc_renderSelector.sqf
	addons/interact_menu/stringtable.xml
2015-04-28 14:02:03 -05:00
commy2
f96deadd20 imenu: remove shadow, fix caching 2015-04-26 12:41:15 +02:00
esteldunedain
9295393dd6 Allow cursor for interactions 2015-04-20 13:54:51 -03:00
esteldunedain
f928f37e26 Eliminate interact_menu fps drops due to high nearby object counts.
Instead of reanalizing every frame which actions points should be rendered based on distance, that job is now done only 5 times per second.
The rest of the frames the action points from the last frame are rerendered..
Close #434
2015-04-20 01:16:51 -03:00
PabstMirror
350a79c8a4 #498 - Use cursor mode when scoped 2015-04-11 19:44:42 -05:00
PabstMirror
03dbe8e6c5 Make it optional 2015-04-07 22:57:58 -05:00
PabstMirror
ce70c72cd6 wip1 2015-04-07 22:44:41 -05:00
Nicolás Badano
1e0ece9fa2 Revert "Revert "1.42 - cursor mode when bipod deployed"" 2015-03-30 17:32:55 -03:00
Nicolás Badano
d9bfb84675 Revert "1.42 - cursor mode when bipod deployed" 2015-03-30 17:31:50 -03:00
commy2
e574d19844 1.42 - cursor mode when bipod deployed 2015-03-28 16:24:17 +01:00
Nicolás Badano
a1d6c052ba Refactored interaction key handling while boarded:
- 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
70ffefde10 Possibly close multiple dialogs when interact_menu is opened 2015-03-23 21:26:40 -03:00
Nicolás Badano
f64092f09c Close dialogs when pressing the interaction k 2015-03-23 20:02:30 -03:00
PabstMirror
858e5def5a Interact menu event consistant
"interactMenuOpened",  to match event from #191
2015-03-11 12:45:01 -05:00
PabstMirror
49cef030d5 Add "interact_keyDown" local event to interactMenu 2015-03-10 15:48:08 -05:00
Nicolás Badano
85a77150c9 - Add cursored self interaction menu (for using inside vehicles)
- Renamed the base menu "SelfActions" to "ACE_SelfActions"
- Limit the amount of objects the player is shown interactions with. This are the 3 nearest objects which have active action points visible on screen.
- Cull action points that are not visible, to far away, etc before checking if they are active.
2015-02-28 17:48:46 -03:00
Nicolás Badano
6b7f649244 interact_menu: add headers 2015-02-21 17:11:03 -03:00
Nicolás Badano
d055315661 interact_menu: tab to space 2015-02-19 10:49:36 -03:00
Nou
6a04408a74 Initial nou menu commit. 2015-01-18 10:38:27 -08:00