Chief Wiggum's Actionmenu
[AWC] Chief Wiggum
It's a simple actionmenu that allows scripters to add entrys with assigned actions to it.
If you have your own medic-system for example, and you don't want to create a whole new GUI for it, you can simply add an entry call "MEDIC SYSTEM" to the menu.
As you can see in the picture above, the menu consists of 2 listboxes. The right listbox won't be displayed until a main entry of the left listbox has been clicked.
But not just scripters can use it. It's also a cool tool for mission-builders.They can add entrys like "ENSURE DATA FROM LAPTOP".
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
You can also use -nosplash to get rid of the splash art and intro videos.
And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!
When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods
After you've downloaded and installed it like any other mod, you can open the menu ingame by pressing STRG+SHIFT+J.
The shortcut can be changed by using the CBA-Keybinding Menu in the options.
Note: If there aren't any entrys added, you will only see a transparent box.
An entry is added using the fnc_cw_gui_templates_menu_addEntry function.
And this is how it works:
Add an entry:
"MAIN ENTRY 1", //NAME OF THE MAIN ENTRY
"cw_ActionMenuEntry1", //UNIQUE ENTRY CLASSNAME
[ //ARRAY WITH ALL SENCONDARY ENTRYS THAT BELONG TO THE MAIN ENTRY
["SECONDARY ENTRY 1","execVM ""Scipts\entry1.sqf""","player == vehicle player"], //NAME OF THE SECONDARY ENTRY(STRING),ACTION(STRING),CONDITION(STRING)
["SECONDARY ENTRY 2","execVM ""Scipts\entry2.sqf""","damage player > 0.3"],
["SECONDARY ENTRY 3","execVM ""Scipts\entry3.sqf""","cursorTarget == MyUnit1"],
["SECONDARY ENTRY 4","execVM ""Scipts\entry4.sqf""","player != vehicle player"],
["SECONDARY ENTRY 5","execVM ""Scipts\entry5.sqf""","MyGlobalVariable == ""TEST"""],
["SECONDARY ENTRY 6","execVM ""Scipts\entry6.sqf"""],
["SECONDARY ENTRY 7","execVM ""Scipts\entry7.sqf"""],
["SECONDARY ENTRY 8","execVM ""Scipts\entry8.sqf"""] //<--THERE IS NO ,
//YOU CAN ADD AS MUCH SECONDARY ENTRYS AS YOU WANT TO.
"MAIN ENTRY 1 HEADER", //THE HEADER OF THE RIGHT LISTBOX
"player != vehicle player" //CONDITION OF MAIN ENTRY
] call fnc_cw_gui_templates_menu_addEntry;
Delete an entry:
["MAIN_ENTRY_CLASSNAME"] call fnc_cw_gui_templates_menu_deleteEntry;
I would really appreciate it, if you post some feedback and it would also be cool to see some future projects supporting this.
And please remember: This is still WIP, so there might be a few bugs.
Please give me feedback concerning the dialog, because a friend had problems with shifted elements in my last GUI.
Credits & Thanks:
Larrow - String Condition
- added: condition for main entry
- added: "delete main entry"-function
- first release
- BI forums