武装突袭3

武装突袭3

ZEUS WARGAME [RTS mod]
Mr Elusive 2023 年 11 月 19 日 下午 2:05
[Suggestion] Option to enable "Create" menu.
Hey,

Would it be possible to get a CBA option for re-enabling the "Create" menu and the Zeus "mana bar" at the top?

I've been working on a mission with my own custom cost tables (like the vanilla ZSC scenario). I was able to get those interface elements through the debug console as a workaround, but I have to keep running it every time I enter/exit Zeus or leave remote control.

((findDisplay 312) displayCtrl 450) ctrlShow true; ((findDisplay 312) displayCtrl 16806) ctrlShow true;

I'd like to use those features to make a Call to Arms / World in Conflict style mission where you spawn your forces in from "drop zones" (edit areas) and earn resources per second by holding flags. I'm sure you know what I mean.

Thanks!
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Jacktheviper  [开发者] 2023 年 11 月 19 日 下午 10:41 
That option already exists, uncheck the "Hide Zeus interface" option to see the normal zeus interface and the create menu.

That mission sounds very interesting, if you need any more help, feel free to message me.
最后由 Jacktheviper 编辑于; 2023 年 11 月 19 日 下午 10:42
Mr Elusive 2023 年 11 月 21 日 下午 5:42 
引用自 Jacktheviper
That option already exists, uncheck the "Hide Zeus interface" option to see the normal zeus interface and the create menu.

Thanks Jack - I know about that option already, but it's not quite what I'm after.

The problem with that is it doesn't work if you have "force Zeus interface" (or whatever it's called) checked in the module, because you can't leave and re-enter Zeus. Even with the option disabled, you'd have to keep backing out and changing that setting each time you switch between spawning units and controlling units.

To be clear; I'm not saying get rid of the existing CBA setting or modifying it, I'm actually proposing a separate one and an "if" statement for when Zeus is opened. Does that make sense?

If you want, I can even draft up the code and put it on Pastebin for you?
Mr Elusive 2023 年 11 月 22 日 下午 8:55 
I figured out a workaround - for anyone stumbling upon this, add the code below to initPlayerLocal.sqf

This could probably be further tweaked and optimized, but I've confirmed it works in SP and MP (listen & dedicated servers).

addMissionEventHandler ["EachFrame", { if (jac_activateWargameMod && (!isNull findDisplay 312) && !(ctrlShown ((findDisplay 312) displayCtrl 450)) && !(ctrlShown ((findDisplay 312) displayCtrl 16806))) then { ((findDisplay 312) displayCtrl 450) ctrlShow true; ((findDisplay 312) displayCtrl 16806) ctrlShow true; }; }];
最后由 Mr Elusive 编辑于; 2023 年 11 月 22 日 下午 8:56
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