sabot10.5mm 47 Posted April 25, 2017 i call it from an action on a button ok action = "call fn_commitWeather;"; call |#|fn_commitWeather undefined expression in varible i dont understand why i cant get this to work? Dialogs.hpp class nevDebugMenu { duration = 99999; idd = 80000; onLoad = "call fn_onLoad"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Gary, v1.063, #Goqyvo) //////////////////////////////////////////////////////// class RscFrameF: RscFrame { idc = 1801; text = "Weather Dialog"; //--- ToDo: Localize; x = 0.422676 * safezoneW + safezoneX; y = 0.346018 * safezoneH + safezoneY; w = 0.154647 * safezoneW; h = 0.329962 * safezoneH; }; class RscButtonOK: RscButton { idc = 1600; text = "OK"; //--- ToDo: Localize; x = 0.427831 * safezoneW + safezoneX; y = 0.620986 * safezoneH + safezoneY; w = 0.056704 * safezoneW; h = 0.0329962 * safezoneH; action = "call fn_commitWeather;"; tooltip = "Commit to changes"; //--- ToDo: Localize; }; class RscButtonCnl: RscButton { idc = 1601; text = "Cancel"; //--- ToDo: Localize; x = 0.509392 * safezoneW + safezoneX; y = 0.622018 * safezoneH + safezoneY; w = 0.056704 * safezoneW; h = 0.0329962 * safezoneH; tooltip = "Cancel to changes"; //--- ToDo: Localize; }; class RscSliderOst: RscSlider { idc = 1900; x = 0.427831 * safezoneW + safezoneX; y = 0.368015 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change overcast"; //--- ToDo: Localize; }; class RscSliderLght: RscSlider { idc = 1901; x = 0.427831 * safezoneW + safezoneX; y = 0.401012 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Lightning"; //--- ToDo: Localize; }; class RscSliderFog: RscSlider { idc = 1902; x = 0.427831 * safezoneW + safezoneX; y = 0.434008 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Fog"; //--- ToDo: Localize; }; class RscsliderFogD: RscSlider { idc = 1903; x = 0.427831 * safezoneW + safezoneX; y = 0.467004 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Fog Decay"; //--- ToDo: Localize; }; class RscSliderFogB: RscSlider { idc = 1904; x = 0.427831 * safezoneW + safezoneX; y = 0.5 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Fog Base"; //--- ToDo: Localize; }; class RscSliderRain: RscSlider { idc = 1905; x = 0.427831 * safezoneW + safezoneX; y = 0.532996 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Rain"; //--- ToDo: Localize; }; class RscSliderWaves: RscSlider { idc = 1906; x = 0.427831 * safezoneW + safezoneX; y = 0.565992 * safezoneH + safezoneY; w = 0.144337 * safezoneW; h = 0.0219974 * safezoneH; tooltip = "Change Waves"; //--- ToDo: Localize; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; fn_commitWeather fn_commitWeather = { // Overcast _overcast = sliderPosition 1900; 0 setOvercast _overcast; // Lightnings _lightning = sliderPosition 1901; 0 setLightnings _lightning; // Fog _fogValue = sliderPosition 1902; _fogDecay = sliderPosition 1903; _fogBase = sliderPosition 1904; 0 setFog [_fogValue, _fogDecay, _fogBase]; // Rain _rain = sliderPosition 1905; 0 setRain _rain; // Waves _waves = sliderPosition 1906; 0 setWaves _waves; forceWeatherChange; } fn_onload fn_onLoad = { _dialog = _this select 0; // Overcast slider _overcastSlider = _dialog displayCtrl 1900; _overcastSlider sliderSetRange [0, 1]; _overcastSlider sliderSetPosition overcast; // Lightnings slider _lightningSlider = _dialog displayCtrl 1901; _lightningSlider sliderSetRange [0, 1]; _lightningSlider sliderSetPosition lightnings; // Fog value slider _fogValueSlider = _dialog displayCtrl 1902; _fogValueSlider sliderSetRange [0, 1]; _fogValueSlider sliderSetPosition (fogParams select 0); // Fog decay slider _fogDecaySlider = _dialog displayCtrl 1903; _fogDecaySlider sliderSetRange [0, 1]; _fogDecaySlider sliderSetPosition (fogParams select 1); // Fog base slider _fogBaseSlider = _dialog displayCtrl 1904; _fogBaseSlider sliderSetRange [0, 1]; _fogBaseSlider sliderSetPosition (fogParams select 2); // Rain slider _rainSlider = _dialog displayCtrl 1905; _rainSlider sliderSetRange [0, 1]; _rainSlider sliderSetPosition rain; // Waves slider _wavesSlider = _dialog displayCtrl 1906; _wavesSlider sliderSetRange [0, 1]; _wavesSlider sliderSetPosition waves; } functions.hpp class gary { tag = "gary"; class functions { file = "functions"; class commitWeather {}; class onload {}; }; }; Share this post Link to post Share on other sites
Neviothr 102 Posted April 26, 2017 Can you post the whole RPT, please? Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 26, 2017 Where do you define fn_commitWeather? 2 Share this post Link to post Share on other sites
sabot10.5mm 47 Posted April 26, 2017 8 hours ago, killzone_kid said: Where do you define fn_commitWeather? this was the first time using functions so it took me a while to figure out how to define functions. inside my functions.hpp class gary { tag = "gary"; class functions { file = "functions"; class commitWeather { preInit = 0; //(formerly known as "forced") 1 to call the function upon mission start, before objects are initialized. Passed arguments are ["preInit"] postInit = 1; //1 to call the function upon mission start, after objects are initialized. Passed arguments are ["postInit", didJIP] preStart = 0; //1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".sqf"; //Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf". headerType = -1; //Set function header type: -1 - no header; 0 - default header; 1 - system header. recompile = 0; //1 to recompile the function upon mission start (config.cpp only; functions in description.ext are compiled upon mission start already) }; class onload { preInit = 0; //(formerly known as "forced") 1 to call the function upon mission start, before objects are initialized. Passed arguments are ["preInit"] postInit = 1; //1 to call the function upon mission start, after objects are initialized. Passed arguments are ["postInit", didJIP] preStart = 0; //1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".sqf"; //Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf". headerType = -1; //Set function header type: -1 - no header; 0 - default header; 1 - system header. recompile = 0; //1 to recompile the function upon mission start (config.cpp only; functions in description.ext are compiled upon mission start already) }; }; }; Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 26, 2017 Seems broken. Also pasting bits and pieces instead of full cfgfunctions config is not helpful at all. If you ask for help then make sure you provide as much information in your request as possible. Share this post Link to post Share on other sites
Neviothr 102 Posted April 26, 2017 You also might want to look at the updated version. https://github.com/Neviothr/ArmA/tree/master/NEV_Addons/nev_debug_menu 1 Share this post Link to post Share on other sites
sabot10.5mm 47 Posted April 26, 2017 3 hours ago, killzone_kid said: Seems broken. Also pasting bits and pieces instead of full cfgfunctions config is not helpful at all. If you ask for help then make sure you provide as much information in your request as possible. functions.hpp class gary { tag = "gary"; class functions { file = "functions"; class commitWeather { preInit = 0; //(formerly known as "forced") 1 to call the function upon mission start, before objects are initialized. Passed arguments are ["preInit"] postInit = 1; //1 to call the function upon mission start, after objects are initialized. Passed arguments are ["postInit", didJIP] preStart = 0; //1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".sqf"; //Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf". headerType = -1; //Set function header type: -1 - no header; 0 - default header; 1 - system header. recompile = 0; //1 to recompile the function upon mission start (config.cpp only; functions in description.ext are compiled upon mission start already) }; class onload { preInit = 0; //(formerly known as "forced") 1 to call the function upon mission start, before objects are initialized. Passed arguments are ["preInit"] postInit = 1; //1 to call the function upon mission start, after objects are initialized. Passed arguments are ["postInit", didJIP] preStart = 0; //1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".sqf"; //Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf". headerType = -1; //Set function header type: -1 - no header; 0 - default header; 1 - system header. recompile = 0; //1 to recompile the function upon mission start (config.cpp only; functions in description.ext are compiled upon mission start already) }; }; }; Share this post Link to post Share on other sites
sabot10.5mm 47 Posted April 26, 2017 28 minutes ago, Neviothr said: You also might want to look at the updated version. https://github.com/Neviothr/ArmA/tree/master/NEV_Addons/nev_debug_menu thanks i will look into this Share this post Link to post Share on other sites
sabot10.5mm 47 Posted April 26, 2017 9 hours ago, Neviothr said: You also might want to look at the updated version. https://github.com/Neviothr/ArmA/tree/master/NEV_Addons/nev_debug_menu is their a way to manipulate skiptime using a slider or is setdate the only way? would this work? edit yes it works! fn_onLoad = { _dialog = _this select 0; // time slider _timeSlider = _dialog displayCtrl 1907; _timeSlider sliderSetRange [0, 23]; _timeSlider sliderSetPosition daytime; }; fn_commitWeather = { // time _time = sliderPosition 1907; skipTime _time; }; Share this post Link to post Share on other sites