showCommandingMenu: Difference between revisions

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| Create the commanding menu described by the given config class or menu name. When the name is empty, the current menu is hidden.  |= Description
| Create the commanding menu described by the given config class or menu name. When the name is empty, the current menu is hidden.<br><br>
If commanding menu has "expression" set up, the expression will receive the following arguments when user activated the menu item:
* Local variable  <tt>_target</tt>: [[Object]] - Target under the cursor. This works in both 3D and 2D, when cursor is over the unit icon on the map.
* Local variable <tt>_pos</tt>: [[Array]] - Cursor position.
* Local variable <tt>_is3D</tt>: [[Boolean]] - [[false]] if cursor is over the map, otherwise [[true]].  |= Description
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| [[commandingMenu]], [[BIS_fnc_createmenu]] |= SEEALSO  
| [[commandingMenu]], [[Arma_3_Communication_Menu]], [[BIS_fnc_createmenu]] |= SEEALSO  


|  |= MPBEHAVIOUR  
|  |= MPBEHAVIOUR  

Revision as of 22:49, 7 October 2016

Hover & click on the images for description

Description

Description:
Create the commanding menu described by the given config class or menu name. When the name is empty, the current menu is hidden.

If commanding menu has "expression" set up, the expression will receive the following arguments when user activated the menu item:
  • Local variable _target: Object - Target under the cursor. This works in both 3D and 2D, when cursor is over the unit icon on the map.
  • Local variable _pos: Array - Cursor position.
  • Local variable _is3D: Boolean - false if cursor is over the map, otherwise true.
Groups:
Uncategorised

Syntax

Syntax:
showCommandingMenu name
Parameters:
name: String - Class name or user menu name (with "#USER:" prefix and "_#" page number suffix, where # is the page number starting with 0).
Return Value:
Nothing

Examples

Example 1:
showCommandingMenu "";
Example 2:
showCommandingMenu "MyClassName";
Example 3:
showCommandingMenu "#USER:Tag_Menu_myMenu_0";
Example 4:
showCommandingMenu "RscMainMenu";

Additional Information

See also:
commandingMenuArma_3_Communication_MenuBIS_fnc_createmenu

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on July 22nd, 2012 - 15:37 (GMT+1)
LaKing
//This script will create a custom menu, and display it once.

MY_SUBMENU_inCommunication =
[
	["User submenu",true],
	["Option-1", [2], "", -5, [["expression", "player sidechat ""-1"" "]], "0", "0", "\ca\ui\data\cursor_support_ca"],
	["Option 0", [3], "", -5, [["expression", "player sidechat "" 0"" "]], "1", "0", "\ca\ui\data\cursor_support_ca"],
	["Option 1", [4], "", -5, [["expression", "player sidechat "" 1"" "]], "1", "CursorOnGround", "\ca\ui\data\cursor_support_ca"]
];

MY_MENU_inCommunication = 
[
	// First array: "User menu" This will be displayed under the menu, bool value: has Input Focus or not.
	// Note that as to version Arma2 1.05, if the bool value set to false, Custom Icons will not be displayed.
	["User menu",false],
	// Syntax and semantics for following array elements:
	// ["Title_in_menu", [assigned_key], "Submenu_name", CMD, [["expression",script-string]], "isVisible", "isActive" <, optional icon path> ]
	// Title_in_menu: string that will be displayed for the player
	// Assigned_key: 0 - no key, 1 - escape key, 2 - key-1, 3 - key-2, ... , 10 - key-9, 11 - key-0, 12 and up... the whole keyboard
	// Submenu_name: User menu name string (eg "#USER:MY_SUBMENU_NAME" ), "" for script to execute.
	// CMD: (for main menu:) CMD_SEPARATOR -1; CMD_NOTHING -2; CMD_HIDE_MENU -3; CMD_BACK -4; (for custom menu:) CMD_EXECUTE -5
	// script-string: command to be executed on activation. (no arguments passed)
	// isVisible - Boolean 1 or 0 for yes or no, - or optional argument string, eg: "CursorOnGround"
	// isActive - Boolean 1 or 0 for yes or no - if item is not active, it appears gray.
	// optional icon path: The path to the texture of the cursor, that should be used on this menuitem.
	["First", [0], "", -5, [["expression", "player sidechat ""First"" "]], "1", "1"],
	["Second", [2], "", -5, [["expression", "player sidechat ""Second"" "]], "1", "1"],
	["Submenu", [3], "#USER:MY_SUBMENU_inCommunication", -5, [["expression", "player sidechat ""Submenu"" "]], "1", "1"]
];

showCommandingMenu "#USER:MY_MENU_inCommunication";

// Appendix, list of optional argument strings
HasRadio
CanAnswer
IsLeader
IsAlone
IsAloneInVehicle
IsCommander
VehicleCommander
CommandsToGunner
CommandsToPilot
NotEmpty
NotEmptySoldiers
NotEmptyCommanders
NotEmptyMainTeam
NotEmptyRedTeam
NotEmptyGreenTeam
NotEmptyBlueTeam
NotEmptyYellowTeam
NotEmptySubgroups
NotEmptyInVehicle
SelectedTeam
SelectedUnit
FuelLow
AmmoLow
Injured
Multiplayer
AreActions
CursorOnGroupMember
CursorOnHoldingFire
CursorOnEmptyVehicle
CursorOnVehicleCanGetIn
CursorOnFriendly
CursorOnEnemy
CursorOnGround
CanSelectUnitFromBar
CanDeselectUnitFromBar
CanSelectVehicleFromBar
CanDeselectVehicleFromBar
CanSelectTeamFromBar
CanDeselectTeamFromBar
FormationLine
FormationDiamond
SomeSelectedHoldingFire
PlayableLeader
PlayableSelected
IsWatchCommanded
IsSelectedToAdd
HCIsLeader
HCCursorOnIcon
HCCursorOnIconSelectable
HCCanSelectUnitFromBar
HCCanDeselectUnitFromBar
HCCanSelectTeamFromBar
HCCanDeselectTeamFromBar
HCNotEmpty
PlayerVehicleCanGetIn
IsXbox
IsTeamSwitch
CursorOnNotEmptySubgroups
SomeSelectedHaveTarget
CursorOnGroupMemberSelected
HCCursorOnIconSelectableSelected
HCCursorOnIconenemy
PlayerOwnRadio
CursorOnNeedFirstAID
CursorOnNeedHeal

Bottom Section

Posted on July 23, 2016 - 14:40 (UTC)
SilentSpike
You can combine the argument strings (see the above note) together to create OR conditions. Hence "HasRadioIsLeader" is true when the unit is a leader or has a radio.