Adam Kadmon 1 Posted January 28, 2017 Aight so here we go. I am trying to make a script that pops up a dialog with some buttons to press in order to paint an object. This is how my Picture part of it looks like. class RscPaintPicture { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; style = 48; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class Paintdialog { class controls { class RscPicture_White: RscPaintButton { idc = 1200; text = ""; colorBackground[] ={1,1,1,1}; colorFocused[] ={1,1,1,1}; colorBackgroundActive[] ={1,1,1,0.6}; x = -1 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 6 * GUI_GRID_W; h = 5 * GUI_GRID_H; tooltip = "White"; action = "['White'] spawn GG_fnc_BasePaint_onButtonClick"; }; And up until here everything looks good. When I started this script, all I was doing was painting with regular colors: White, Blue, Red, etc. Then I decided to change my colors with textures so I simply changed my code to: FROM switch (_colorPaint) do { case "White" : { _smokeClass = "SmokeShell"; _texture = "\A3\Data_F\Flags\flag_white_co.paa"; TO switch (_colorPaint) do { case "White" : { _smokeClass = "SmokeShell"; _texture = "BasePaint\images\afghancamo.paa"; }; After all this, I wanted to actually change the picture from a plain color to a text, so I moved afghancamo.paa to the mission file and redid my function as it follows: class RscPaintPicture { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; style = 48; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class Paintdialog { class controls { class RscPicture_White: RscPaintButton { idc = 1200; text = "afghancamo.paa"; x = -1 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 6 * GUI_GRID_W; h = 5 * GUI_GRID_H; tooltip = "White"; action = "['White'] spawn GG_fnc_BasePaint_onButtonClick"; }; But apparently no success. I tried to change both my style and type various times, using ST_PICTURE , ST_TILE_PICTURE , CT_ANIMATED_TEXTURE, a mix and match of everything but at the end of the day this is always my result: Either this, or the text is not even showing. Does anyone have any idea how I can solve this? Share this post Link to post Share on other sites
soolie 189 Posted January 28, 2017 As far as I know, the only way to make a button with a texture file is using active text. class RscActiveText { idc = -1; type = CT_ACTIVETEXT; style = ST_PICTURE; x = 0.75; y = 0.5; w = 0.2; h = 0.035; font = PuristaMedium; sizeEx = 0.024; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; colorDisabled[] = {1,1,1,1}; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1}; // basic button sound soundEscape[] = { "", 0, 1 }; action = ""; tooltip = ""; text = ""; // texture location default = true; }; 1 Share this post Link to post Share on other sites
Adam Kadmon 1 Posted January 28, 2017 4 minutes ago, soolie said: As far as I know, the only way to make a button with a texture file is using active text. So given the fact that the other function besides the RcsPicture are those: class RscPaintText { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 0; colorShadow[] ={0,0,0,0.5}; font = "RobotoCondensed"; SizeEx = "(((((safezoneW / safezoneH) min 0.9) / 1.2) / 25) * 1)"; linespacing = 1; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class RscPaintStructuredText { deletable = 0; fade = 0; access = 0; type = 13; idc = -1; style = 0; colorText[] ={1,1,1,1}; class Attributes { font = "RobotoCondensed"; color = "#ffffff"; colorLink = "#D09B43"; align = "left"; shadow = 1; }; x = 0; y = 0; h = 0.035; w = 0.1; text = ""; size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; shadow = 1; Should I just change the RCSPicture to active text or something else? Share this post Link to post Share on other sites
soolie 189 Posted January 28, 2017 class RscPicture_White: RscPaintButton RscPaintButton should be RscActiveText and RscActiveText needs to be defined somewhere using what I gave you. Feel free to check out my GUI Tutorial 1 Share this post Link to post Share on other sites
Adam Kadmon 1 Posted April 2, 2017 On 1/28/2017 at 11:09 AM, soolie said: class RscPicture_White: RscPaintButton RscPaintButton should be RscActiveText and RscActiveText needs to be defined somewhere using what I gave you. Feel free to check out my GUI Tutorial Btw forgot to thank you, That was it! :) 1 Share this post Link to post Share on other sites