CT OBJECT CONTAINER
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Introduction
See CT_OBJECT for more information on the basics of object dialogs. In addition to CT_OBJECT this control type supports the addition of controls inside of a predefined area of the object which means that if the object moves so do the controls inside of it.
Note
For an object with selections one can use user texture. For example
"\A3\Misc_F\Helpers\UserTexture1m.p3d"has selections:usertexture,usertexture TL,usertexture TR,usertexture BL.
Related commands & functions
Related User Interface Eventhandlers
Alphabetical Order
Note
TokenNames common to most controls, such as x, y, w, h, text, idc... can be found here.
Warning
Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with this config crawler.
#define CT_OBJECT_CONTAINER 82
A
Areas
Type: Class
Description: n/a
class Areas
{
class Usertexture
{
selection = "display";
class Controls
{
};
};
};
D
direction
Type: Array
Description: n/a
direction[] = {0,0,1};
E
enableZoom
Type: Number
Description: n/a
enableZoom = 1;
I
inBack
Type: Number
Description: n/a
inBack = 0;
M
model
Type: String
Description: n/a
model = "\core\notepad\notepad.p3d";
P
paper1
Type: String
Description: n/a
paper1 = "#(argb,8,8,3)color(1,1,1,1)";
paper2
Type: String
Description: n/a
paper2 = "#(argb,8,8,3)color(1,1,1,1)";
paper3
Type: String
Description: n/a
paper3 = "#(argb,8,8,3)color(1,1,1,1)";
paper4
Type: String
Description: n/a
paper4 = "#(argb,8,8,3)color(1,1,1,1)";
paper5
Type: String
Description: n/a
paper5 = "#(argb,8,8,3)color(1,1,1,1)";
paper6
Type: String
Description: n/a
paper6 = "#(argb,8,8,3)color(1,1,1,1)";
paper7
Type: String
Description: n/a
paper7 = "#(argb,8,8,3)color(1,1,1,1)";
position
Type: Array
Description: n/a
position[] = {-0.08,0,0.32};
positionBack
Type: Array
Description: n/a
positionBack[] = {-0.325,0.197,0.8};
S
scale
Type: Number
Description: n/a
scale = 1.2;
selectionPaper
Type: String
Description: n/a
selectionPaper = "paper";
U
up
Type: Array
Description: n/a
up[] = {0,1,0};
X
xBack
Type: String
Description: n/a
xBack = "25 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
Y
yBack
Type: String
Description: n/a
yBack = "12 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
Z
z
Type: Number
Description: n/a
z = 1;
zBack
Type: Number
Description: n/a
zBack = 2;
zoomDuration
Type: Number
Description: n/a
zoomDuration = 0.5;
Default Classes
Note
Arma 3: AddOns: Classes need to be initialised first with
class SomeClass;
Missions: Since Arma 3 v2.02 one can use
import SomeClass;to initialise a class (see the import keyword).In older versions, use
"Default" call BIS_fnc_exportGUIBaseClasses;and paste the result into the description.ext.
None
Other Examples
class MyDrink
{
idd = -1;
movingEnable = 0;
enableSimulation = 1;
class Objects
{
class Can
{
onObjectMoved = "systemChat str _this";
idc = -1;
type = 82;
model = "\A3\Structures_F\Items\Food\Can_V3_F.p3d";
scale = 1;
direction[] = {0, -0.35, -0.65};
up[] = {0, 0.65, -0.35};
//position[] = {0,0,0.2}; optional
x = 0.5;
y = 0.5;
z = 0.2;
//positionBack[] = {0,0,1.2}; optional
xBack = 0.5;
yBack = 0.5;
zBack = 1.2;
inBack = 1;
enableZoom = 1;
zoomDuration = 0.001;
class Areas
{
class Something1
{
selection = "Area_1";
// game will expect "Area_1 TL", "Area_1 TR", "Area_1 BL" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls
// Only controls are supported (no object in object)
class Controls
{
};
};
// Multiple areas are supported
class Something2
{
selection = "Area_2";
// game will expect "Area_2 TL", "Area_2 TR", "Area_2 BL" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls
class Controls
{
};
};
};
};
};
};