武装突袭3

武装突袭3

DUI - Squad Radar
608 条留言
Jouklik 'Sabi' 11 月 14 日 上午 8:00 
Lower radar opacity like 0.35 makes FOV distortion issue less annoying.

Adding outline/background to the compass line would make it easier to see against bright sky and some opacity would make it less glaring in dark conditions like during night.
Mr.Sterben 10 月 28 日 上午 11:36 
I would be very glad if you could help me with it, maybe contact through discord for better communication instead of comments here.
diwako  [作者] 10 月 28 日 上午 12:18 
The compass itself is one solid image, you would need to create your own image and supply it as a compat mod or or mission config

You mostly only need to add to the config entry named "diwako_dui_compass_style" really. Several compasses have the photoshop file in the github repository, so you can take those as a base.

If you want i can give you some more detailed instruction if you are willing to make some compat mod or the like.
Mr.Sterben 10 月 27 日 下午 6:47 
Is it possible to modify the compas to say the direction in different language ? Like its South, East, North, West and i want to change it to my native language.

Thank you in advance.
diwako  [作者] 10 月 8 日 下午 10:22 
might be a mission thing. unsure, really.
Xherdos 10 月 8 日 下午 3:24 
I noticed that when playing it with the Scenario "Forgotten Few 2" that the Nametags (when looking at Soldiers) disappear after completing a Mission (Evac or doing Sustained Operation)

but other then that it works flawlessly.
Xherdos 10 月 7 日 上午 1:23 
ah okay thanks for the answer xD
diwako  [作者] 10 月 7 日 上午 12:32 
That is more or less what it does. It is meant to be used in milsim style operations, so you can assign a buddy within a fire team without needing more colors.
Xherdos 10 月 6 日 下午 4:32 
what does "Assign Buddy [HUD]" do besides giving them a Different marker?
diwako  [作者] 8 月 1 日 上午 4:40 
It is an arma issue. In the mod's description is a section named "Known issues". It says that custom FOV cannot be supported as Arma itself does not properly support that.
安和昴可可爱爱呐 8 月 1 日 上午 4:23 
Well, I gave it a try and only installed the CBA_A3 and DUI - Squad Radar mods. However, the oval radar issue still persists.
diwako  [作者] 8 月 1 日 上午 4:08 
It will not be a circle again, check the known issues.
安和昴可可爱爱呐 8 月 1 日 上午 4:04 
After I modified the FOV, the shape changed from a circle to an ellipse. What settings should I adjust to make it return to a circle?
diwako  [作者] 7 月 21 日 下午 10:55 
As of now, no. Can only enable or disable it.
HBAOplus 7 月 21 日 下午 7:20 
Is there a way to make the line compass only appear when being a crew member of a vehicle?
diwako  [作者] 7 月 21 日 上午 12:53 
On the radar, no. It is meant to be only for your own group. The is the whole idea. You can use the out of group tracking feature, but you need to set it up yourself

https://github.com/diwako/diwako_dui/wiki/Out-of-group-tracking
Smithsonian 7 月 21 日 上午 12:17 
Are you able to see people from other groups/squads in some way? Tried playing with the settings but couldn't get it right, can only see my assigned people
diwako  [作者] 7 月 19 日 下午 2:53 
Depends if the main menu scene uses a feature camera or not. If it does not, then DUI will show up, if it does then DUI is hidden.
Parzidem 7 月 19 日 下午 1:47 
is there any reason the main menu renders the radar and compass?
michy_REV19 5 月 22 日 上午 5:39 
@diwako
I see, so there is optional variable available, thanks!
My community is about 50+ players, so I'll try it keeping an eye on performance :)
diwako  [作者] 5 月 22 日 上午 1:58 
It always depends how many units there are you want to display. By default there is no support for it, simply for performance sake.

If you really want this tho you could use the special track variable and add all units of the same side and subtract the units in your group.

https://github.com/diwako/diwako_dui/wiki/Out-of-group-tracking
michy_REV19 5 月 21 日 下午 6:49 
@diwako
I love this MOD so much :)
Our COOP community uses this MOD as 6th sense of solider.
It would be better for us if all units in same side (not only my group, like a BlueHud) could also be displayed on radar, as optional feature.
There may be technical difficulties and performance concerns, but I hope you will consider it!
diwako  [作者] 5 月 18 日 上午 12:15 
Check the addon options settings. There should be a slider by now
VexingWeeb - Discord 5 月 17 日 下午 7:41 
Is there a way to make the distance farther? I think the max distance is like 50m, is there a way to change this to say like, 500 m?
Rice Pudding 5 月 8 日 下午 2:51 
Can i make mission task markers visible on the line compass?
ADK 4 月 5 日 上午 10:09 
Ah I found the solution. You need to set it client side. You cant set it server side - which makes perfect sense. Thanks.
ADK 4 月 5 日 上午 9:58 
Same as j.yellow28's post. The line compass cannot be turned off or overridden. Am I missing something or is it a bug?
j.yellow28 4 月 4 日 下午 3:19 
I have a bug on dedicated server where the new line compass can not be overidden to disable server side. Everytime we try to override the line cumpass setting it resets itself.
It is the only setting that dose this.
diwako  [作者] 4 月 2 日 上午 1:05 
Technically there are 5. None, red, green, yellow, blue.
Arma has none more than that. you could however do some scripting and use the special track variable for a sixth color

https://github.com/diwako/diwako_dui/wiki/Out-of-group-tracking
Mr. J Soda 4 月 1 日 下午 6:30 
Is there a way to have more than 4 team colors active?
Angelin01 3 月 27 日 下午 5:19 
♥♥♥♥♥♥♥♥♥ Arma has a layout editor. I feel like one of today's lucky 10000 [xkcd.com]. Many thanks!
diwako  [作者] 3 月 26 日 下午 11:44 
You can edit the position of the line compass inside the ingam UI layout editor. Just drag and drop the bar around.
Angelin01 3 月 26 日 下午 6:43 
The new line compass is GREAT, I immediately love it.

However, I am playing with Vindicta, which puts its giant "undercover" bar right over it. Imma poke around the code a bit, see if I can add an offset or something. Thanks!
The Pink Panther 3 月 26 日 下午 3:09 
Don't know how feasible it would be, but adding a compat to use some of the new unit markers added in Spearhead would be super cool. https://community.bistudio.com/wiki/Spearhead_1944_CfgRoles
SirCobra 3 月 19 日 上午 10:50 
Hey, would it be possible to get an unconscious indicator? Idk how that trigger works and if it is even possible in general. But often times one in the team goes uncon and nobody realizes (yes, we aren't pros) and it would be a great benefit to the group to get this indicated. The chat message often fades too fast or ppl dont look at it.
diwako  [作者] 3 月 17 日 上午 1:27 
I am here to inform you that this mod uses all colors available, including the ones from a rainbow.
KJW 3 月 16 日 下午 6:04 
DUI? more like DEI!!!! :rofl: :rofl: :rofl: !!! 💀💀💀💀 😂😂😂😂😂😹☺️☺️☺️😄😄😃😃
diwako  [作者] 3 月 7 日 上午 7:31 
New major feature added!
The line compass component has been added, see the wiki entry for a bit more information
https://github.com/diwako/diwako_dui/wiki/Module-Overview#linecompass
simonusios 3 月 3 日 下午 1:11 
You're a legend! Thanks!
diwako  [作者] 3 月 3 日 下午 12:45 
simonusios 3 月 3 日 下午 12:00 
Hey, I have a quick question.

How do I temporarily disable the squadradar while I'm playing a cinematic? There must be a variable somewhere, you even have the keybind set up to toggle it. I just cant find the variable :)

thanks!
diwako  [作者] 2 月 22 日 上午 4:43 
It is an open source project, feel free to create a pull request with the changes. There is a pending update with a new feature in the works anyways, so now is a good time for that.
Elitehunter34 2 月 22 日 上午 4:11 
Got it yeah. For my purposes that would be a bit clumsy, especially since it's mainly for a player in my group and not myself. Personally I think a small update to the mod to change the max values for the group indicators in the addon options to as high as you want.

Server owners can always override it at a certain value with the addon override options if desired I believe right? I think that doing that could be the best of both worlds.
diwako  [作者] 2 月 22 日 上午 3:58 
@Elitehunter34
Those are 2 variables, yes you can dynamically change their value with the debug console, or mission file or even another mod.
Elitehunter34 2 月 22 日 上午 3:52 
@diwako
Right, I know you can adjust those in the files, I've done the same for the original STUI mod, but since it still works it's not worth the effort. I mainly wanted to see if this mod handles it differently. Unless you mean you can use those commands to adjust them in game through the debug console?
SeaCaptainJim 2 月 19 日 下午 1:54 
I'll harass BI! Don't stress it!

Thanks for getting back to me!
diwako  [作者] 2 月 18 日 下午 10:56 
@SeaCaptainJim
There is currently no getter command for setCompassDeclination or setCompassOscillation. Nothing much i can do, other than introduce a variable or function in DUI that the mission maker also needs to use.

@Elitehunter34
DUI was initially made for milsim, thus it was restricted to 50 meters max for the radar and 100 meter for the indicators.

The vanilla indicators were hidden using a config edit, which is not toggable due to the static nature of many config entries.

However, since this is all just code and DUI is made with mission makers and developers that know SQF in mind, you can simply set these variables to what ever numeric value you desire
"diwako_dui_indicators_range" and "diwako_dui_indicators_range_crew"
Elitehunter34 2 月 18 日 下午 9:42 
@[+| CL rautamiekka

If that's the case ideally an option that disables the fade out functionality completely and restores the default in engine behavior would be even better.
SeaCaptainJim 2 月 18 日 下午 2:14 
Hi

Just played a mission with some friends. Our ZGM used https://community.bistudio.com/wiki/setCompassDeclination

with magnetic north moving as the time changed.

This affected our in-game inventory compasses but (thankfully/sadly) did not change the DUI hud.

Not sure if there's a way to getCompassDeclination and apply it to DUI.

Keep up the good work

Jim
[+| CL rautamiekka 2 月 18 日 上午 11:12 
@Elitehunter34

I reckon it's cuz although both the game engine & scripting engine have become way faster over the years and they even introduced code compilation a'la the underlying C++ language, the various in-engine calls the mod uses still ain't exactly instant (like the visibility checks), so apart from some small optimizations (like not lazy-evaluating a boolean check) within the mod I immediately found that could be made, the performance probly got much worse past 100 meters. If not performance, probly felt like 100 meters is more than enough. All that is just my semi-educated speculation.