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Medical - Add action context icons #88
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UIInfo SCR_ActionContextUIInfo "{61DD27CF77DAA241}" { | ||
m_sLayoutName "{7C1C535E08C5F282}UI/layouts/HUD/InteractionSystem/ContextHealInteractionBlip.layout" | ||
} | ||
ContextName " ChestHeal" |
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The typo in ContextName needs fixing.
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Oh, you mean the space before "ChestHeal"?
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Yup, I am not sure if it will break anything, but better safe than sorry.
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I don't think it would effect anything since the actionUI is connected to it via a drop down menu in the engine, I will fix it anyways for cleanliness. Thank you and good catch.The project is a WIP ofcourse and open to suggestions and refinement. Appreciate all input.
Seems rather ugly that we need for each action its own context. From what I see, we could use |
If we do stick to colors, we may want to rethink some of the colors. I would propose that saline (currently blue) and medical kit (currently green) both become red as well. |
It would almost defeat the purpose and be counter-intuitive to not use colours. The colour is for ease of visibility and ease of use. Red should indicate bleeding or a severe state of injury. I disagree that red should be used on actions designated to heal. It might be possible to call different contexts through script using a checker in the actual action but I'm not sure.. in the end that's all a workaround to make the action menu cleaner for no reason except readability(which imo is easier since vanilla actions weren't even labeled) ultimately how it functions in game should be priority within reason |
The other option was to create a .imageset where the images are created and make those coloured. it would be cleaner in the action menu but more difficult to achieve as you need different variants of the same icon |
That's actually exactly why I propose red for the medical kit to indicate an injured body part to heal. Ofc ideally we would have different colors based on the severity, but that doesn't seem to be possible yet, so I would stick to red for now. Edit: And it is also more in line with the coloring in ACE3's interaction menu. |
Good idea. Didn't think of this. We should just make our own image set for it to retain colors. |
You could script in a checker class that inherits the original action to check for severity of injury and have the script assign a different imageset based on what the checker reads. It should be possible to script in a checker for severity. I think matching how ACE does it in Arma 3 would be best as it will probably also align better for future medical updates from ACE. |
I originally wanted to do this this way but it is harder and the way I have here is just for proof of concept. I don't know how imageset variants are created. If you look at them, they have 5 different pictures probably for LOD or something I'm unsure of. I don't understand how it works to be completely honest. |
I checked the code and it doesn't seem to be possible to change the image set on the fly (or at least it will be difficult to do so). Hence, I propose to just make two derived actions that inherit from the original, but do the additional check in Edit: Actually modding the original might be cleaner by just introducing the threshold as a new attribute |
Creating image sets is fairly easy. I've done it before. Hence, I can take care of it if you want. |
Might be cleaner since not that much will be involved so it should be ok with future updates to the class by BI. |
If you want to sure, I'm just interested in knowing how to do it for future use |
It turns out you can only have one icon per context. If you have actions with different icons on the same context, only one icon will show, even if that action is not performable. Your approach is therefore the only way to accomplish it. So I suggest we just leave it as it is, except for the suggested changes to coloring and distinguishing between healing critical and non-critical injuries. |
Did you try setting the priority to -1? They wouldn't show for me unless the priority was -1. However I didn't try multiples on the same context. |
I kept the priority at -1 and they do show up. The problem is that the icon is always the morphine one on arms and legs, even if I have the bandage equipped. |
That's strange... What is the colour scheme we decided on and how are we determining severity? |
They probably implemented it that way for performance reasons, but we could still make a bug report for it. |
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I had another look on this and unfortunately, I have to say that the current approach is not good enough. The fundamental problem is that multiple contexts on the same position clash with each other. I noticed that your current workaround is to move the context of the bandage action for the lower torso, which is already questionable. It only gets worse when considering compatibility with other mods like ACE Carrying, Bon Action Animations and especially ACE Medical Prototypes, which all add actions to body parts.
To be frank, I don't think there's a solution to this, unless BI improves the system by associating the icons with actions rather than context and have the icon shown for the topmost action. |
No worries was just trying to help |
Adds UI context icons that can be viewed by freelooking when holding specific gadgets. For example: When a person is bleeding you can put a bandage in your hand and free look to find where he is bleeding through icons.