terrence 10 Posted December 29, 2013 (edited) Architect's Debugging Panel V1.1 @file Version: 1.1 @file Name: Architect's Debugging Panel V11 @file Author: THumbert https://imagizer.imageshack.us/v2/1280x720q90/819/lbyo.jpg (110 kB)http://imageshack.com/a/img844/1779/n0xm.jpg (280 kB) Description: The Architect's Debugging Panel allows the user to: Spectate any unit in the mission Kill any unit in the mission Teleport anywhere on the map Enable Gode Mode Open the Functions Viewer Open the Config Viewer Change View Distance Settings Change Grass Quality Settings Change Shadow Distance Settings Spawn any weapon or item in Arma or your favorite Mod Spawn any Vehicle in Arma or your favorite Mod Spawn pretty much anything ie. Buildings, Signs, Lights Displays all class of anything you spawn along with magazine class if applicable ADP can watch up to 8 variables simultaneously ADP has 3 Execute lines that can be executed locally, globally, or on the server Changelog: -------------------------------------------- +Completely rewrote the spectate script. +Added Player information during spectating +Added an exit button "SPACE BAR" to ext spectating +Adjusted the time to 3 minutes but now you can exit anytime by pushing spacebar +Changed the Player list text to correspond with the player side +Adjusted hpp files to allow easier access of using multiple addons that use CfgFunctions +Added subclassed for Scrollbar +Changed install intructions +Other small improvements Download Link: Download Links Installation: Place ADP Folder and ADPInit in your mission directory PLACE THIS IN YOUR DESCRIPTION.EXT #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; }; if class CfgFunctions already exists in your description.ext then put class ADP{class DialogControl{#include "ADP\Dialog\functions.hpp"};}; in it. Like so: #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" class CfgFunctions { // //Whatever your other mods are // class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; }; -------------------------------------------- PLACE THIS IN YOUR Init.sqf -------------------------------------------- [] execVM "ADPInit.sqf"; **IF RUNNING ON A SERVER PUT YOUR UID IN THE ADPInit.sqf! ------------------------------------------- Bug Reports: Please let me know of any bugs @ http://offgaming.us/forums/viewforum.php?f=12&sid=c820be690b16 Edited April 7, 2014 by terrence Updating Share this post Link to post Share on other sites
Guest Posted December 29, 2013 Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. Architect's Debugging Panel v1.0 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
d3lta 10 Posted December 29, 2013 Good work, but it's conflicting with TAW_VD Script. http://www.armaholic.com/page.php?id=19751&highlight=TAW_VD Share this post Link to post Share on other sites
terrence 10 Posted December 29, 2013 (edited) Thanks Delta and Foxhound. Found the problem and will fix on next patch. If you would like for both of them to work or any other script that uses CfgFunctions before the patch this is what you do: Delete class CfgFunctions out of APD\DIALOG\DEFINES.HPP class CfgFunctions { class ADP { class DialogControl { #include "functions.hpp" }; }; }; and put this in your Description.ext class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; #include "taw_vd\CfgFunctions.hpp" //If your using TAW_VD }; Making your description.ext looking something like this: #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" #include "taw_vd\dialog.hpp" //If your using TAW_VD class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; #include "taw_vd\CfgFunctions.hpp" //If your using TAW_VD }; respawn = "BASE"; respawndelay = 5; disabledAI = 1; respawnDialog = 1; respawnTemplates[] = {"MenuPosition"}; saving=0; Edited February 17, 2014 by terrence Share this post Link to post Share on other sites
armatech 8 Posted December 30, 2013 you might wanna try this on the dev branch Fixs to help you Spawning.hpp find class ADP_SpawnListBox: ADPRscListbox { idc = 1500; x = 0.396875 * safezoneW + safezoneX; y = 0.555 * safezoneH + safezoneY; w = 0.12375 * safezoneW; h = 0.363 * safezoneH; onLBSelChanged = "[1500,(_this) select 1, 1400,1201,1401] call ADP_fnc_getClassinfo"; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; sizeEx = 0.025; class ScrollBar { type = CT_XSLIDER; color[] = {1,1,1,1}; colorActive[] = {1,1,1,1}; thumb = "#(argb,8,8,3)color(0,0,0,9)"; arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)"; arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)"; border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)"; }; }; Replace with class ADP_SpawnListBox: ADPRscListbox { idc = 1500; x = 0.396875 * safezoneW + safezoneX; y = 0.555 * safezoneH + safezoneY; w = 0.12375 * safezoneW; h = 0.363 * safezoneH; onLBSelChanged = "[1500,(_this) select 1, 1400,1201,1401] call ADP_fnc_getClassinfo"; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; sizeEx = 0.025; class ScrollBar { type = CT_XSLIDER; color[] = {1,1,1,1}; colorActive[] = {1,1,1,1}; thumb = "#(argb,8,8,3)color(0,0,0,9)"; arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)"; arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)"; border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)"; }; class ListScrollBar: ScrollBar { height = 0.021; width = 0.021; autoScrollEnabled = 0; color[] = {1,1,1,1}; }; }; ADP.hpp Find ADP_LIST and ADP_LIST1 Add under class ScrollBar { type = CT_XSLIDER; color[] = {1,1,1,1}; colorActive[] = {1,1,1,1}; thumb = "#(argb,8,8,3)color(0,0,0,9)"; arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)"; arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)"; border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)"; }; class ListScrollBar: ScrollBar { height = 0.021; width = 0.021; autoScrollEnabled = 0; color[] = {1,1,1,1}; }; Find ADP_COMBO and ADP_COMBO1 and ADP_COMBO2 Add under class ScrollBar { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; thumb = "#(argb,8,8,3)color(1,1,1,1)"; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; border = "#(argb,8,8,3)color(1,1,1,1)"; }; class ComboScrollBar: ScrollBar { color[] = {1,1,1,1}; }; Share this post Link to post Share on other sites
terrence 10 Posted December 30, 2013 Thanks armatec. Didn't realize there was a sub class for scrollbar :) Share this post Link to post Share on other sites
terrence 10 Posted February 17, 2014 ADP Updated to Version 1.1. Sorry for the wait just didnt have enough time to work on the panel as I wanted Share this post Link to post Share on other sites
Guest Posted February 17, 2014 Thanks for informing us of the update :cool: New version frontpaged on the Armaholic homepage. Architect's Debugging Panel v1.1 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Devy08 10 Posted February 17, 2014 Does anybody know how to change the button that opens the panel, I own an altis life server and Y is used to open player menu, how do i change it so i use the letter O or somthing to open it Share this post Link to post Share on other sites
terrence 10 Posted February 18, 2014 It can be changed in the open function if i remeber right. What key do you want it to be ? When i get on my computer ill be able to give you an answer and exactly how to change it:) Sent from my HTL21 using Tapatalk 2 Share this post Link to post Share on other sites
Devy08 10 Posted February 18, 2014 (edited) It can be changed in the open function if i remeber right. What key do you want it to be ? When i get on my computer ill be able to give you an answer and exactly how to change it:) Thank You, I would like it to be the Letter O If that is possible, Thank You :) Great Tool by the way Edited February 18, 2014 by Devy08 Share this post Link to post Share on other sites
ARMA3FlyGun1 1 Posted February 19, 2014 I'm not sure if this has any impact on the mission or not, but the log is giving me this error in it with v1.1: defines.hpp, line 361: '/ADPRscListBox.border': Missing ';' at the end of line Spawning.hpp, line 259: '/ADPSpawning/Controls/ADP_SpawnButtonSpawn.tooltip': Missing ';' at the end of line Spawning.hpp, line 271: '/ADPSpawning/Controls/ADP_SpawnButtonDelete.tooltip': Missing ';' at the end of line Share this post Link to post Share on other sites
Devy08 10 Posted February 19, 2014 Are you installing it correctly, I am not having Any problems with it. It does not effec the mission file. Share this post Link to post Share on other sites
hotshotmike1001 0 Posted February 20, 2014 great tool thank you for creating this i use it for testing addons is there anyway to make it spawn ammo boxes from the menu aswell? Thank you ahead of time Share this post Link to post Share on other sites
terrence 10 Posted February 21, 2014 Thank You,I would like it to be the Letter O If that is possible, Thank You :) Great Tool by the way Go in to ADP\Functions\ADP_F_OpenPanel.sqf and go to line 9 where is says: if (_KeyCheck == "21") then //Checks if Y is Pressed and change "21" to the key code you want. You can put this in your adpint to find out which codes go to which keys: moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "hint str _this;"]; Note: I believe the second variable the code kicks out is the code Share this post Link to post Share on other sites
tylerhimself 10 Posted March 29, 2014 When I press 'y' I get "Resource ADBLoading Not Found" and nothing comes up. my cfgfunctions portion of description.ext class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; #include "Functions.h" }; any ideas? Share this post Link to post Share on other sites
terrence 10 Posted March 31, 2014 tylerhimself, Check you ADP_F_OpenPanel.sqf in ADP/Functions line 16 should read createDialog "ADPLoading"; If that doesn't work PM me and we'll figure it out. BTW is this v1.1 or 1.0 Share this post Link to post Share on other sites
tylerhimself 10 Posted March 31, 2014 tylerhimself,Check you ADP_F_OpenPanel.sqf in ADP/Functions line 16 should read createDialog "ADPLoading"; If that doesn't work PM me and we'll figure it out. BTW is this v1.1 or 1.0 // @file Version: 1.0 // @file Name: ADP_F_OpenPanel.sqf // @file Author: THumbert // @file Created: 12/14/2013 // @file Description: Opens the ADP _KeyNum = _this select 1; _KeyCheck = format ["%1", _KeyNum]; if (_KeyCheck == "24") then //Checks if Y is Pressed { for "_i" from 0 to (OpenID) do { disableSerialization; (findDisplay 46) displayRemoveEventHandler ["KeyDown",_i]; }; createDialog "ADPLoading"; }; v1.1 Share this post Link to post Share on other sites
Littlemax456 10 Posted July 12, 2014 How do I get to this description.EXT? Share this post Link to post Share on other sites