Commander Menu

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Mats391
PR:BF2 Lead Developer
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Commander Menu

Post by Mats391 »

I reworked the CO menu abit. My main focus was to get a bigger map and i scaled it up to 598x598 from 561x561:
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The "To Squad menu" button brings to to the screen you get when using CAPSLOCK as non CO, this is to easily check squad names.
Since ListNodes are a ***** the chat reaches into the map and i had to move a part of the squad list of screen (now only shows max 5 instead of 6 SMs).
I also want to replace the "No satellite image available" screen with the map overview you get in loading screen. So my question is can i override a part of the memeatlas from within the level init code?
Feel free to suggest stuff :)
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Mats391
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Re: Commander Menu

Post by Mats391 »

changed some more stuff:
-map size now 600x600 cause why not
-added transparent texture to ensure chat on map is readable
-started working on new spotting menu with more options
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Mineral: TIL that Wire-guided missiles actually use wire
Steeps
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Joined: 2011-08-15 15:58

Post by Steeps »

I think the only two things I would be looking to be upgraded are the spotting menu and the squad members increased to 8.
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lucky.BOY
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Re: Commander Menu

Post by lucky.BOY »

Not sure I like how the text goes into the minimap, kinda breaks the feeling for me..
Moszeusz6Pl
Retired PR Developer
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Re: Commander Menu

Post by Moszeusz6Pl »

I wanted to implement that, but I didn't finish cleaning menu still...
I think you should make chat inside box, map don't need to be that big.

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Mineral
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Re: Commander Menu

Post by Mineral »

Yeah, I think the size of the minimap was fine.
I mostly want more info on the team itself, like if you press a squad, you get all the names and kits. Nice work on the spotting menu! You can probably also remove the filters? Does anybody ever use that?
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Moszeusz6Pl
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Re: Commander Menu

Post by Moszeusz6Pl »

I think most players don't know what they are for. TBH I was quite impressed how can you check where each kit is, when you activate it.

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Mats391
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Re: Commander Menu

Post by Mats391 »

[R-DEV]Moszeusz6Pl wrote: I think you should make chat inside box, map don't need to be that big.
the main reason for me to increase map size to the maximum was to make playing makers on the zoomed in map more accurate. i can make it smaller again, but personally i dont mind the chat thing. the normal chat floats in mid air and noone seems to care :P
You can probably also remove the filters? Does anybody ever use that?
they are usefull to find that one guy that is wasting the HAT :D
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Mineral: TIL that Wire-guided missiles actually use wire
Spook
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Re: Commander Menu

Post by Spook »

The new spotting options are awesome. So many icons missing in the default commander menu. Always bugged me. Bigger map not needed IMO. Better decrease it and increase the squad bars to show all 8 players.
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Mats391
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Re: Commander Menu

Post by Mats391 »

Spook wrote:increase the squad bars to show all 8 players.
Squad list is done by a ListNode and those are pretty hardcoded, there is no way from within bf2 what it displays. So changing anything on the list needs to be done with PR launcher

Here is how the spotting menu looks like with all icons filled:
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Mineral: TIL that Wire-guided missiles actually use wire
Jacob PR
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Re: Commander Menu

Post by Jacob PR »

All buttons have their letters in CAPS. It would look better if the "To Squad menu" button was in caps as well.
The "To" isn't really needed. Make it say "SQUAD MENU", it would fit in better. Just a small gripe I had. :P
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Mats391
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Re: Commander Menu

Post by Mats391 »

I finished the spotting menu and the choice menu.
HudElementsCommanderMenu
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Erase Icon

HudElementsChoiceMenu
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Last edited by Mats391 on 2013-08-28 11:40, edited 1 time in total.
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Mineral: TIL that Wire-guided missiles actually use wire
Steeps
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Post by Steeps »

Can we put this in 1.0 without getting kicked for md5 mismatches?
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Mats391
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Re: Commander Menu

Post by Mats391 »

Steeps wrote:Can we put this in 1.0 without getting kicked for md5 mismatches?
no. you have to wait for DEVs to put it in. But for that only some rcon cmds need to be added to make the new buttons functional.
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Mineral: TIL that Wire-guided missiles actually use wire
Nate.
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Re: Commander Menu

Post by Nate. »

Mats391 wrote: The "To Squad menu" button brings to to the screen you get when using CAPSLOCK as non CO, this is to easily check squad names.
Is it integrated into the commander-layout? Can you use it to give orders and open/close the squads? Would be the best thing that ever happened to the commander-screen ;)

Good work!
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Mats391
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Re: Commander Menu

Post by Mats391 »

Nate(GER) wrote:Is it integrated into the commander-layout? Can you use it to give orders and open/close the squads? Would be the best thing that ever happened to the commander-screen ;)

Good work!
It is not integrated into the CO Interface, it switches you to the squad menu just like if you used ENTER->Click on "SQUAD". It is just a shortcut. In this you can see the squad names, open/close squads to check kits, see markers of in CO Interface selected squads, but you cant give new orders.
I would love to integrate it into the CO interface but bf2 does not like it to use ListNodes in multiple places, so it gets buggy when you have it in squad menu and co interface
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Mineral: TIL that Wire-guided missiles actually use wire
Nate.
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Re: Commander Menu

Post by Nate. »

sad, but still better than before.
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Mats391
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Re: Commander Menu

Post by Mats391 »

redid the CO interface after feedback. it now has chat where it belongs and shows maximum squad members (6). Map is only 571x571 so still 10pixel more in each direction
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Mineral: TIL that Wire-guided missiles actually use wire
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