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View Code? Open in Web Editor NEWA modular campaign developed for Arma 3, in the early stages
A modular campaign developed for Arma 3, in the early stages
When pressing 'Change gear' for the first time, switching operators in the combobox works without issues /ie it does not suddenly show gear of the operator where loadout change is desired). However when saving the gear and then changing gear yet again, the LBSelChanged EH assigned via config fires.
For some reason, ctrlRemoveAllEventHandlers seems to work even with a config-based entry, but only the first time around.
Neither smokes nor chemlights have a 'displayName' or 'picture' config entry in CfgAmmo, so they can't be shown.
UI needed for Gear View. Should present main gun, sidearm, grenades etc. No fancy pictures, just text. No plans yet to make gear changeable on this screen, as BIS' Arsenal is better suited for that purpose.
Does not stick with operator that was selected.
Extreme UI slowdown when rapidly switching between Operator Class, Gear View or Change Gear View.
Possible scheduler issue? There is still one SQF script running (operatorlist.sqf) on dialog init in Operator Class View.
There's no way for the .sqf to know it's modified instead of new, so modifying an operators name will lead to the creation of a new operator. Untested with stats or gear changes in same operator file.
A BIS' Arsenal should be readily available at the Hub, to tie in with the Operator View.
Switching back and forth between gear- and class view will cause gear view to be unable to populate listboxes with gear.
Work-in-progress idea, issue opened for reminders.
Idea is to have a folder with all operators, where name, class, gear, stats and a picture a specified. Info is used by ARC_fnc_addOperatorToNamespace to add operator to profileNamespace, where relevant info is pulled by different functions.
The end-user (mission maker) will only have to do two things: add an .sqf file with relevant info about their operator, and add the .sqf file name to a master file also found in the same folder.
Documentation is provided in a readme.txt in the folder.
Will have to find a way to 'safely' delete profileNamespace variables every time dialog is re-opened although this may lead to unsaved gear and other unspecified errors.
The gear view should have a drop down menu below each operator to select gear (would probably have to replace the operator selection drop down, meaning it will be a bit clunky in that regard) from the user-saved gear made in Arsenal.
Will have to figure out a way to integrate missions into the Mission View list, and to make it easily accessible. The class Campaign {} structure is still something I have to figure out personally, with all the chapters and such. Is it possible to have two chapters running at the same time? IE use Chapter 1 for "official" missions, Chapter 2+ for any user-added missions.
Hub needs to be freshened up a bit. Question is also if it should be kept in VR or moved to Altis / Stratis. Personally I find VR better due to little resource use, but it's arguably not as pretty as Altis / Stratis.
UI needed for stats view. Should present AI stats (accuracy etc, set by setSkill) in a neat fashion under the name. Probably should use the same UI as the original Operator View.
Various small features still need to be added. Thinking about a shooting range, etc. Secondary features.
There needs to be a script that randomly generates operators - names, faces, etc along with a randomly chosen picture from the operator pictures list. Stats should also be randomly generated.
UI may need some work in the future. Currently trying to keep it within safezone limits for obvious reasons, but it may need to be expanded considering how long most strings are.
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