acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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Updated Spectator feedback #5857

Closed Cyruz143 closed 3 years ago

Cyruz143 commented 6 years ago

Arma 3 Version: 1.78 (stable) CBA Version: 3.4.1.170912 (stable) ACE3 Version: 3.11.0 (stable)

Mods:

- CBA_A3
- ace

Feedback:

Notes:

kymckay commented 6 years ago

This ticket can serve as a discussion rather than a bug report per se 👍

Good feedback, to address why some things are certain ways (not necessarily justify them, just explain):

Cyruz143 commented 6 years ago

Thanks for taking the time Spike.

kymckay commented 6 years ago

Ah yeah, in that case the concern is that the controls menu would grow too large and be overwhelming 😆

An issue I was aware of but unsure how to handle best. Currently that menu is updated contextually so it never grows too large, but those keys would always be available. I do have an experimental local branch where I add a second tab to the left hand list pane which switches to a controls/options menu with on-screen toggles and things, but it looks clunky. Would work better with the new menu control type, but that's broken and deletes itself from the display when you click anywhere.

commy2 commented 6 years ago

This was because I had to use images to build the compass unlike the engine driven zeus compass (which I'd love for BI to add a control type for).

While it is hardcoded, I was able to create this scripted solution: #5860. Maybe this helps?

commy2 commented 6 years ago

Keybind limitations

The day of the keybinding rewrite came already. You can add full support of all keybinds by copying what this function does for your display: https://github.com/CBATeam/CBA_A3/blob/master/addons/events/fnc_initDisplayCurator.sqf

kymckay commented 6 years ago

Very nice work with that compass function 👍

As for the keybinding stuff, I'm not sure I'd necessarily want to enable all keybindings - just the ones specific to spectator.

kymckay commented 6 years ago

Some things I would like to add in future:

I think maybe if I add a context menu to the list that'd be the best way to show the toggles and things (as mentioned above, wouldn't want to over-saturate the controls element in bottom right).

stale[bot] commented 5 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

stale[bot] commented 5 years ago

This issue has been automatically closed due to inactivity. If this is still an issue, please feel free to re-open this. If necessary, provide any additional details to help us solve this issue. If you wish to assist us resolving this issue, please re-open or create a new issue stating you wish to help us out. Thank you for your contributions.

dedmen commented 5 years ago

This is still in ongoing milestone and isn't done. This should not be closed. Also the bot should be ignoring things in milestones, that's apparently not working right https://github.com/acemod/ACE3/blob/master/.github/stale.yml#L46

Quailsnap commented 5 years ago

Request: Add the 'compass' control, or whatever's use to render it, to the list of things that are automatically hidden when the UI is toggled.

Bugs me that it isn't hidden with the rest.

Quailsnap commented 5 years ago

Additionally -- why not include a "hide even more stuff" option. Like Zeus, where normal backspace hides the UI, but backspace+shift+ctrl hides the UI, the logo, everything.

Could place an invisible box over the text chat to hide it, etc, etc. Would be very handy for collecting mission footage, and doubly so if the feature request for "a camera smoothing option" is integrated later at some point.

PaxJaromeMalues commented 3 years ago

When the ACE Spectator is called manually like in my case from the init of a playerobject right at mission start and no manual delay of 2+secs is added it sorta shits its pants.

this spawn {
  waitUntil {alive _this};
  sleep 3;
  if (local _this && isPlayer _this && hasInterface && (!isServer)) then {
    [true, true, true] call ACE_spectator_fnc_setSpectator;
  };
};
kymckay commented 3 years ago

@PaxJaromeMalues Can you open an new issue report for that? 😃

I'm going to close this issue as it's been around for ages and was more relevant when spectator was first reworked. Development habits have improved and it's nice to have a single ticket for each thing.