twisted 128 Posted December 13, 2014 so im trying to put display dialogues in my mission. you using a defines.hpp and cutRsc like mentioned in here by deadfast http://forums.bistudio.com/showthread.php?144954-Dialog-Tutorial-For-Noobs-By-A-Noob&p=2286391&viewfull=1#post2286391 seems to work for my purposes. and i use killzone kids great site to understand it more. but then when i call bis arsenal to change loadout the display disappears and doesnt return . how do i avoid this other than not using the arsenal? Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted December 13, 2014 You should restart your ArmA 3 with the startup parameter "-showScriptErrors" to see if any errors accur while you use that script. From what you wrote, I could not tell what is going wrong. To set the startup parameter, go to your steam library, right-click ArmA 3, click "Properties" and on the first tab, click the button for the startup parameters. Share this post Link to post Share on other sites
twisted 128 Posted December 14, 2014 thanks, tried that. no error messages created. more detail is i loop the below. it works great. but whn i open bis arsenal then the below disappears never to ever reappear unless i restart mission entirely. [color=#000000][color=#0000BB]disableSerialization[/color][color=#007700]; [/color][color=#FF8000]//We need this to be able to store UI info in normal variables. There are implications to using this (as well as resources in general) when it comes to game saves. But I won't go into it unless specifically asked. For now, let's just say it stops an error message from appearing. [/color][color=#0000BB]cutRsc [/color][color=#007700][[/color][color=#DD0000]"TAG_RscWhatever"[/color][color=#007700], [/color][color=#DD0000]"PLAIN"[/color][color=#007700]]; [/color][color=#FF8000]//Display our resource [/color][color=#0000BB]_display [/color][color=#007700]= [/color][color=#0000BB]uiNamespace getVariable [/color][color=#DD0000]"TAG_RscWhatever_display"[/color][color=#007700]; [/color][color=#FF8000]//Get its display [/color][color=#0000BB]_ctrl [/color][color=#007700]= [/color][color=#0000BB]_display displayCtrl 1000[/color][color=#007700]; [/color][color=#FF8000]//Get the control of HUD_THIRST (1000 is its IDC) [/color][color=#007700]while {![/color][color=#0000BB]isNull _display[/color][color=#007700]} do [/color][color=#FF8000]//Loop as long as the resource is shown [/color][color=#007700]{ [/color][color=#0000BB]_ctrl ctrlSetText format[/color][color=#007700][[/color][color=#DD0000]"Thirst: %1"[/color][color=#007700], [/color][color=#0000BB]TAG_thirstLevel[/color][color=#007700]]; [/color][color=#FF8000]//Display the thirst value //Now for something fancy, let's change the text color based on how high our thirst is. [/color][color=#0000BB]_color [/color][color=#007700]= if ([/color][color=#0000BB]TAG_thirstLevel [/color][color=#007700]> [/color][color=#0000BB]90[/color][color=#007700]) [/color][color=#0000BB]then [/color][color=#007700]{ [[/color][color=#0000BB]1[/color][color=#007700],[/color][color=#0000BB]0[/color][color=#007700],[/color][color=#0000BB]0[/color][color=#007700],[/color][color=#0000BB]1[/color][color=#007700]] [/color][color=#FF8000]//Red [/color][color=#007700]} else { [[/color][color=#0000BB]1[/color][color=#007700],[/color][color=#0000BB]1[/color][color=#007700],[/color][color=#0000BB]1[/color][color=#007700],[/color][color=#0000BB]1[/color][color=#007700]] [/color][color=#FF8000]//White [/color][color=#007700]}; [/color][color=#FF8000]//We got the color... [/color][color=#0000BB]_ctrl ctrlSetForegroundColor _color[/color][color=#007700]; [/color][color=#FF8000]//And now we've applied it. [/color][color=#0000BB]sleep 5[/color][color=#007700]; [/color][color=#FF8000]//No need to loop that often. [/color][color=#007700]}; [/color][/color] Share this post Link to post Share on other sites
iceman77 18 Posted December 14, 2014 Create the display on it's own layer. Share this post Link to post Share on other sites
twisted 128 Posted December 14, 2014 (edited) Create the display on it's own layer. hey just want to say thanks for that great tutorial, i cant find the pdf but yours was the first one that gave me the basics and made kk tuts accessible. edit - shit i've found this page that talks to layers but not sure how to apply it. http://killzonekid.com/arma-scripting-tutorials-gui-part-2/ Edited December 14, 2014 by twisted Share this post Link to post Share on other sites
iceman77 18 Posted December 14, 2014 99 cutRsc ["TAG_RscWhatever", "PLAIN"]; Share this post Link to post Share on other sites
killzone_kid 1330 Posted December 14, 2014 Make sure you check biki pages for command info, they sometime contain useful information https://community.bistudio.com/wiki/cutRsc Share this post Link to post Share on other sites
twisted 128 Posted December 14, 2014 99 cutRsc ["TAG_RscWhatever", "PLAIN"]; thanks it worked a treat. and thansk killzone kid for the advice. i look as much as i can but its tutorials like yours and iceman77s that make this more accessible. Share this post Link to post Share on other sites
iceman77 18 Posted December 14, 2014 Yeah well, my tutorial could use revising. It gets the job done, but I've learned alot myself since then. Austin_Medic made a dialog tutorial recently. It's floating around somewhere. I think it'd be a better "stepping stone" to KK's tuts. I haven't read it, but it has to be better than my old tut. Share this post Link to post Share on other sites
twisted 128 Posted December 14, 2014 Yeah well, my tutorial could use revising. It gets the job done, but I've learned alot myself since then. Austin_Medic made a dialog tutorial recently. It's floating around somewhere. I think it'd be a better "stepping stone" to KK's tuts. I haven't read it, but it has to be better than my old tut. thanks, i think i found it. http://forums.bistudio.com/showthread.php?184768-Guide-Your-Guide-to-Dialogs gonna go over it now. Share this post Link to post Share on other sites