Even though repeating myself - superb job Mandoble
Preface:
First item: Do you have an issue tracker somewhere running? For such a complex project it would be certainly
very helpful. A forum is rather messy and OFPEC forum forcing you to one post makes the post huge, takes
long to load and preview broken.
Second item: Is MM a single man coding project (on purpose)? In other words are you interested in others
to help out in the coding? If so, how should this be organized? Or do you prefer full control and people to
submit diffs or just suggestions?
Here is in-depth feedback, several questions and a few suggestions.
Lets start with the technical details.
Can you please explain the two gamelogic approach for the full init.
To me it seems one GL/script launch per functionality (full / gun / ship) doable.
(does full include gun and ship?)
There are two aspects you have to take into consideration with the start up from what I understand.
1) To avoid duplicate/multiple script execution.
2) Not to disable a customized MMA/MMS setup (maybe).
In addition you have to take into account MMA + MM in a mission running at the same.
To me it seems logical to have the MMS (script) version running, if both are active.
I did not look into the code itself so far - is this taken care yet?
It might be a good addition to allow to disable a MMS version running (and run the addon version instead).
So design wise it should not be that complicated to set it up to allow a XEH addon to initialize MM
automatically. The basic system could be:
1) XEH: preInit: call MMA (init+full) // should be a single script call - internally the call does both
// XEH PreInit should be guaranteed to be launched before init.sqf.
// The XEH addon sets the default configuration.
2) Next mission init.sqf - it may contain MMS call // might be good to spawn a separate script that does the
execution timing internally. Like wait a second.
3) If MMS present, the configuration should be used instead.
// If the scripts of the MMA or MMS should be used is a different consideration.
// So running both XEH MMA + MMS should be doable.
4) Optional: a version compare and hint to player if MMA older than MMS might be useful.
In other words it should be possible to have MM active via XEH addon in any mission.
This will help make MM used a lot more. At the same time MMS in a mission should work.
Even more it'd be great if people could set mission specific settings for the XEH MMA launch as well.
Like
a) always on.
b) always on and using mission specific setting
c) mission specific MM launch (and configuration)
Alright lets move on. Is there design limitation to reduce MM interface to normal IGUI?
The safeZone a2 thingy allows one to make dialogs fitting to any resolution - it is more work yes.
Yet once understood, it is rather easy to convert the static position and size values to relative.
A maybe related problem is that while you zoom in, the MM dialogs keep the size AND even more problematic
the logic adapts as well.
First pic: Rather big circle resulting in a big lock area.
Second pic: If you zoom in, the circle GUI size remains the same. This means the effective lock area gets
far smaller.
The problem is that you might not detect, if one goes into optics/zooms in perfectly.
Checking the key input via key actions should work, yet you may not know which state your are in.
If you loose track, this would get messy (feature might be possible to reset the GUI to no zoom).
The other problem here is that in optics / zoom in most times the (outer) MM GUI elements no longer fit.
This might be annoying effort to figure out the right position for each vehicle - no zoom and zoomed in.
Sorry I give up for now. The edit and preview loading time kill me.
I will add the other tomorrow.