Closed linkion closed 1 year ago
Sorry for the closing and reopening of the same pull request, it's my first time using git.
Please do give me suggestions on what to do in the future.
Sorry for the closing and reopening of the same pull request, it's my first time using git.
Please do give me suggestions on what to do in the future.
Don't worry, all good!
If you want to still work on this you can conver it to a draft
I added your branch to VS Code to keep working on it. Feel free to contribute to it as well. We can merge it when we are happy =)
How do you get hashmaps to work? I've defined _selectHashMap in the beginning, and I'm trying to set [_itemClass, [data]] from within ENH_fnc_virtualArsenalManager_switchNodeState
But getting _selectHashMap from within ENH_fnc_virtualArsenalManager_switchNodeState is returning any
and not the hashmap.
I'm hoping to use _selectHashMap to save the selection to the profile and other stuff.
nvm, I just realized I have to set _selectHashMap to be a variable in uiNamespace.
Probably because it's a private variable. uiNamespace should be fine.
Note: use this function to init ace Arsenal.
Current state
I'm having an issue with testing, the GUI is half gone and this error keeps popping up.
Is there a cache for arma 3 mods? since I'm also having an issue where the mod isn't updating anymore when I build it.
Did you sync your local repository? Otherwise I will check tomorrow morning
yeah, I also unpacked the PBO that's built and it is updated
It has to be an older version in my screenshot since when I click on a folder all the debug 3DEN notifications started popping up, even though I deleted those ages ago.
Just checked the function viewer ingame and none of the functions are being updated, even though the unpacked pbo shows that they should be.
Arma has to have some kind kind of cache or something, the mod loaded doesn't match the mod in the mods folder
fixed it, cfgFunctions wasn't updated to the new folder path.
so I've fixed what I thought would have worked with ace by instead editing the 3den attribute "ace_arsenal_attribute"
And I added a TODO, to add a second checkbox for whether to use BI virt arsenal since most groups who run with ace don't include BI arsenals.
So it would be nice if the GUI would detect if isClass(configFile >> "CfgPatches" >> "ace_arsenal")
is true and then show the ace and BI arsenal checkboxes, else default to BI arsenal
Also, can we extend the window width-wise and have the right half to show the select item descriptions and stats for weapons and ammo, like what we see in the ace arsenal?
And to have the bottom half of that panel be another table view for compatible attachments like scopes, pointers, and magazines.
bask in the glory of my terrible ms paint skills
*for compatible items, they'll be separated by attachment type, not mod (scopes, pointers, bipods, magazines, etc.)
So it would be nice if the GUI would detect if isClass(configFile >> "CfgPatches" >> "ace_arsenal") is true and then show the ace and BI arsenal checkboxes, else default to BI arsenal
Good idea.
Also, can we extend the window width-wise and have the right half to show the select item descriptions and stats for weapons and ammo, like what we see in the ace arsenal?
Stats are planned.
I almost finished up tvItemInit.
Need to set up selection/deselection and figure out a way to update the main table view to reflect what is currently selected.
Updating based on VAM_selectHashMap is the route I will go; this will also open up shortly to load the selection hashmap from the profile.
Currently, the accessories table view is just floating since I don't need to learn to work with GUIs.
Not the prettiest thing in the world, but at least it symmetric and got space for your tree view at the bottom. Total height still exceeds screen which I'll fix next.
Currently exam season for me, and was pretty stretched thin
I've done some work in the attachments tree, now I'm gonna try to make it to be a full list when no weapon is selected, then split when there is one selected.
Getting a weird error with my new function
Error GIAR pre stack size violation
I added functionality to load a _selectHashMap from an 3den object and I added it to arsenalPrototype to run when the window opens.
loadObject uses _display since it has a dialog popup for when ace mod is loaded to choose between using the ace arsenal attribute or BI arsenal attribute
Getting a weird error with my new function
Error GIAR pre stack size violation
I added functionality to load a _selectHashMap from an 3den object and I added it to arsenalPrototype to run when the window opens.
loadObject uses _display since it has a dialog popup for when ace mod is loaded to choose between using the ace arsenal attribute or BI arsenal attribute
So far I know this error is caused by a large array that has a wrong syntax. For example a missing bracket.
I'm having some issues with handleItemStats
It's not working... 🙃
The bars aren't changing positions, even with the random test
nvm, it's because the ctrl isn't being inputted as a parameter
I'm getting some weird stuff
In the function I'm getting the correct display but the _ctrlProgress_1 is incorrect and unrecognizable
Initial creation In handleItemStats
figured it out, it's because the IDCPROGRESS* were not defined in the function
works now
Now all that's left is:
working on loading from selected object and ran into that arma 3 stores BI ammoBox in the weirdest way
it's a string with which the array is within and calling toArray just spews out random numbers
fixed it by using [_object] call BIS_fnc_getVirtualWeaponCargo
working on loading from selected object and ran into that arma 3 stores BI ammoBox in the weirdest way
it's a string with which the array is within and calling toArray just spews out random numbers
I think the UI is finally ready to get its config setup
Though I'd like to add frames around each table view
We'll work on loading from the profile later
idk why but _ctrlProgress_1 just doesn't want to listen to the commands
Looking good. Unfortunately I dont have much time atm to work on this.
made ctrlAddEventHandler fire once on creation for AccTV since some weird glitch where clicking the same item in the main TV twice would break the AccTV
I just realized why my AccTV and ProgressBar1 don't listen to me.
they're both idc = 40... ðŸ˜
Also debating whether or not to remove stats since I don't think it's needed and just clutters the UI while being hard to implement
Also debating whether or not to remove stats since I don't think it's needed and just clutters the UI while being hard to implement
We could create a sub-ui showing the stats if needed.
Huh, also, I ran a profiler, and with large modsets, the initialization takes likes 2 seconds.
Most egregious, the accessory TV init is taking 300 ms, which causes a lag between selecting weapons.
At least the switchNodeState is really fast.
Can the accTV asynchronously load somehow?
Everything about loading the accessories is slow, the retrieval of mags, the filling of the TV. While it isn't really needed immediately.
All except for retrieving the other compatible items using ENH_fnc_compatibleItems
.
Can the accTV asynchronously load somehow?
Everything about loading the accessories is slow, the retrieval of mags, the filling of the TV. While it isn't really needed immediately.
All except for retrieving the other compatible items using
ENH_fnc_compatibleItems
.
Which function handles that?
Can the accTV asynchronously load somehow? Everything about loading the accessories is slow, the retrieval of mags, the filling of the TV. While it isn't really needed immediately. All except for retrieving the other compatible items using
ENH_fnc_compatibleItems
.Which function handles that?
fn_VAM_tvItemInit
I'm gonna try to call the individual add TVitems using spawn, but I'm having some issues with actually killing them when _displayName or _class is nil
There's also quite the bug where with large modsets, the mainTV just freezes and is un-interactable, which is frustrating
And many things could be causing it, like the large amount of items, the pictures, maybe the eventHandler, or it could be something else loading and taking up the scheduler
though all the other controls, like close, work
removed checking for ace being loaded to show checkboxes since it's not really required to apply the attribute
kept for loading objects though
The applyAttribute function is having some issues with the BI apply, ace works flawlessly
but BI only works if you were to apply and then open the attributes of the object.
I've tried setting the 3DENAttribute manually, but then I couldn't addAction for arsenal
260 #258 #261
for real this time