draugar 0 Posted April 28, 2016 This is what I have so far. http://pastebin.com/HEYcH7tq It does everything I need it to do, like display the icons when they player stats change. It aligns them to one side, and if there is more that three, it waits for the three to disappear before it displays the next three. The problem is every time it needs to display an I icon, 2 of the same appear right after each other. So when 2 need to show up, it actually displays 3, then when they clear it displays the remaining one when the first 3 are gone. Let me know if more information is needed, and thank you in advance. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 28, 2016 I cant open those links at work because its forbidden here. Post the script please. Share this post Link to post Share on other sites
draugar 0 Posted April 28, 2016 cloud8_HUD = { waitUntil {!isNull player}; if (!local Player) exitWith {}; private ["_pDamage", "_status"]; while {true} do { sleep 0.1; _pDamage = damage player; _status = ""; switch (true) do { case (_pDamage <= 0.2): {_status = "icons\c8HUD\damage_g.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {damage player > 0.2};}; case (_pDamage > 0.2 && _pDamage <= 0.4): {_status = "icons\c8HUD\damage_y.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {damage player <= 0.2 || damage player > 0.4};}; case (_pDamage > 0.4): {_status = "icons\c8HUD\damage_r.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {damage player <= 0.4};}; }; }; }; cloud8_HUD1 = { waitUntil {!isNull player}; if (!local Player) exitWith {}; private ["_pHunger", "_status"]; while {true} do { sleep 0.1; _pHunger = life_hunger; _status = ""; switch (true) do { case (_pHunger >= 80): {_status = "icons\c8HUD\hunger_g.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_hunger < 80};}; case (_pHunger >= 20 && _pHunger < 80): {_status = "icons\c8HUD\hunger_y.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_hunger < 20 || life_hunger >= 80};}; case (_pHunger < 20): {_status = "icons\c8HUD\hunger_r.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_hunger >= 20};}; }; }; }; cloud8_HUD2 = { waitUntil {!isNull player}; if (!local Player) exitWith {}; private ["_pThirst", "_status"]; while {true} do { sleep 0.1; _pThirst = life_thirst; _status = ""; switch (true) do { case (_pThirst >= 80): {_status = "icons\c8HUD\thirst_g.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_thirst < 80};}; case (_pThirst >= 20 && _pThirst < 80): {_status = "icons\c8HUD\thirst_y.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_thirst < 20 || life_thirst >= 80};}; case (_pThirst < 20): {_status = "icons\c8HUD\thirst_r.paa";[_status, false] spawn cloud8_Player_HUD;waitUntil {life_thirst >= 20};}; }; }; }; cloud8_Player_HUD = { disableSerialization; params ["_status"]; while{true} do { if(!message1_active) exitwith { 11 cutRsc ["TAG_C8_display","PLAIN"]; _POPUPCLASS1 = uiNameSpace getVariable ["TAG_C8_display",displayNull]; message1_active = true; _POPUP = _POPUPCLASS1 displayCtrl 520505; _POPUP ctrlSetText _status; sleep 10; message1_active = false; }; if(!message2_active) exitwith { 12 cutRsc ["TAG_C8_display1","PLAIN"]; _POPUPCLASS2 = uiNameSpace getVariable ["TAG_C8_display1",displayNull]; message2_active = true; _POPUP = _POPUPCLASS2 displayCtrl 520506; _POPUP ctrlSetText _status; sleep 10; message2_active = false; }; if(!message3_active) exitwith { 13 cutRsc ["TAG_C8_display2","PLAIN"]; _POPUPCLASS3 = uiNameSpace getVariable ["TAG_C8_display2",displayNull]; message3_active = true; _POPUP = _POPUPCLASS3 displayCtrl 520507; _POPUP ctrlSetText _status; sleep 10; message3_active = false; }; sleep 0.05; }; }; Share this post Link to post Share on other sites
draugar 0 Posted April 30, 2016 Anyone able to take a look at this for me? Share this post Link to post Share on other sites
draugar 0 Posted May 8, 2016 I figured it out. The HUD was being called from two different places. Share this post Link to post Share on other sites