Advanced Equipment is an Arma Reforger mod, that brings equipment to life, like laptops and lamps (It's a port of the Arma 3 mod for the Enfusion engine)
Currently, I use a separate EditBox with a "Action" button that works as an "Enter" button to interact with the terminal because at the moment I can't figure out how to add an event handler to the widget. This is necessary to catch the KeyDown events or something similar. For now, it's ok to work with this setup but I should improve this in the future.
Sometimes after putting the laptop into the backpack and putting it back on the ground the laptop disappears; I case of a disappeared model, the laptop is still there if you look on the grund via the inventory
Always, after putting laptop into inventory and back on the ground the open/close animation does not work
Always, after putting laptop into inventory and back on the ground the terminal input widget does not respond (I can't enter texts although the cursor blinks)
I think that all bugs are related to a bad configuration, so it's only a matter of understanding and fixing the config, I would say.
Currently, you can only use the laptop prefab in the World Editor. To allow placing the laptop in the Game Master mode, I need to take some extra steps. Currently, the mod is in a very draft state. Therefore, I should wait with the Game Master support until the necessary features and settings are clear, like what parameters should be available in the Game Master interface. There are already tutorials in the Reforger wiki explaining what needs to be done.
The terminal input is now a separate EditBoxWidget, that will change it's position due to the active line in terminal and due to the length of the current prompt. The EditBoxWidget has some additional features that could help in setting up new features but it could became more complicated in some cases:
EditBoxWidget supports obsfuscation (replace characters with a character like '*' to hide the text input) so it's easy to use it for password inputs
There is also a MultilineEditBoxWidget that could be used in case of an text editor
If we implement the scaling of font sizes, we need to recalculate the position of the EditBoxWidget
EditBoxWidget hat a 'Limit visable' property, that prevents inputing longer texts as they would fit inside; Bose cases are interesting; If not limited the texts scrolls horizontally; The 'limit' option seems to be broken, because it's not updating after resizing the widget and unfortunately, there is no command to disable and reenable the 'limit' option
Currently, we are using the font 'robotomono_msdf_28.fnt' that does not support special and language specific characters like the german umlauts ö,ä,ü or the ß but it's the only available monospace font available at the moment.
Either there will be new fonts in Reforger or later in Arma 4 or perhaps we can add our own font. For now it's a known issue that we won't fix soon.
The laptop model is not very good looking at the moment. It needs more love in terms of modelling details, texture and so on. Things like ports (mainly USB ports), keyboard, power button and some status LEDs should be clearly visible. Perhaps I can define a separate texture for the display that can be used later for a "UI-on-texture" feature like in Arma 3. There are rumors that there is something like that in the enfusion engine.
In the AER_FilesystemComponent only AER_FileObject and AER_DirectoryOBject should be available. But at the moment, because both inherit from AER_FilesystemObject, the parent class is also available but that doesn't make sense and could lead to accidental misconfiguration.