GEORGE FLOROS GR 4207 Posted December 29, 2018 davidoss , every suggestion is welcome ! 1 Share this post Link to post Share on other sites
Chuc 83 Posted January 3, 2019 hey mate happy new year been awhile. Just got back into mission making and would like to know how i can put this status bar at the top of the screen. I've looked at the code but just am not sure 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 3, 2019 Hello there Chuc ,happy new year + best wishes ! check inside : GF_Ravage_Status_Bar_HPP.hpp Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 (edited) Hi George me again, So, I was doing a teeny bit of configging and got curious. So Since I'm not really using rads in the modules I figure let's get it out of there right? So I did and I get an .html color code appearing after money where fps should be. I first noticed it when I figured out I should remove the pic line for radiation. I had the rad .paa showing with the fps number next to it and the .html number behind it. but here's what I got now. https://imgur.com/a/sjPlJbn And here's the GF_Ravage_Status_Bar_GF.sqf //________________ Author : [GR]GEORGE F ___________ 08.06.18 _____________ /* ________________ GF Ravage Status Bar Script ________________ https://forums.bohemia.net/forums/topic/215645-ravage-status-bar-gf-script/?tab=comments#comment-3279085 Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ include this in your initPlayerLocal : [] execVM "Ravage_Status_Bar_GF\Ravage_Status_Bar_GF.sqf"; */ waitUntil {!(isNull (findDisplay 46))}; disableSerialization; [] spawn { _uid = getPlayerUID player; while {true} do { sleep 0.01; _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false]; if(isNull ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554)) then { diag_log "statusbar is null create"; disableSerialization; _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false]; }; _unit = _this select 0; //________________ IMPORTANT ! edit your selection for MP or SP score ________________ _Kills = score player; //Returns the person's score in MP. _count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP. _health = round ((1 - (damage player)) * 100); _hydration = player getVariable ["thirst", 100]; _nutrition = player getVariable ["hunger", 100]; //_money = {_x isEqualTo "rvg_money"} count magazines player; _money = player getVariable ["cmoney",0] call fn_numbersText; _serverFPS = round diag_fps; _radiation = player getVariable ["radiation", 0]; _maxHealth = (_radiation / 10000) - 0.3; _rad = round ((player getVariable ["radiation",0]) / 100); _pos = getPosATL player; _dir = round (getDir (vehicle player)); _Bearing = _dir; _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _Time= format ["%1", ([dayTime, "HH:MM:SS"] call BIS_fnc_timeToString)]; switch true do { case(((_dir >= 355) && (_dir <=359)) || ((_dir >= 0) && (_dir <= 5))) : {_Bearing = "N";}; //Bearing North case((_dir > 5) && (_dir < 85)) : {_Bearing = "NE";}; //Bearing North-East case((_dir >= 85) && (_dir <= 95)) : {_Bearing = "E";}; //Bearing East case((_dir > 95) && (_dir < 175)) : {_Bearing = "SE";}; //Bearing South-East case((_dir >= 175) && (_dir <= 185)) : {_Bearing = "S";}; //Bearing South case((_dir > 185) && (_dir < 265)) : {_Bearing = "SW";}; //Bearing South-West case((_dir >= 265) && (_dir <= 275)) : {_Bearing = "W";}; //Bearing West case((_dir > 275) && (_dir < 355)) : {_Bearing = "NW";}; //Bearing North-West }; //________________ Color Gradient ________________ //Additional color codes can be found here: http://html-color-codes.com/ _colour_Default = parseText "#FBFCFE"; _colour90 = parseText "#F5E6EC"; _colour80 = parseText "#F0D1DB"; _colour70 = parseText "#EBBBC9"; _colour60 = parseText "#E6A6B8"; _colour50 = parseText "#E191A7"; _colour40 = parseText "#DB7B95"; _colour30 = parseText "#D66684"; _colour20 = parseText "#D15072"; _colour10 = parseText "#CC3B61"; _colour0 = parseText "#C72650"; _colourDead = parseText "#000000"; //________________ Changing Colour based on health ________________ _colour_Health = _colour_Default; if(_health >= 100) then{_colour_Health = _colour_Default;}; if((_health >= 90) && (_health < 100)) then {_colour_Health = _colour90;}; if((_health >= 80) && (_health < 90)) then {_colour_Health = _colour80;}; if((_health >= 70) && (_health < 80)) then {_colour_Health = _colour70;}; if((_health >= 60) && (_health < 70)) then {_colour_Health = _colour60;}; if((_health >= 50) && (_health < 60)) then {_colour_Health = _colour50;}; if((_health >= 40) && (_health < 50)) then {_colour_Health = _colour40;}; if((_health >= 30) && (_health < 40)) then {_colour_Health = _colour30;}; if((_health >= 20) && (_health < 30)) then {_colour_Health = _colour20;}; if((_health >= 10) && (_health < 20)) then {_colour_Health = _colour10;}; if((_health >= 1) && (_health < 10)) then {_colour_Health = _colour0;}; if(_health < 1) then{_colour_Health = _colourDead;}; //________________ Changing Colour based on Thirst ________________ _colour_Hydration = _colour_Default; switch true do { case(_hydration >= 100) : {_colour_Hydration = _colour_Default;}; case((_hydration >= 90) && (_hydration < 100)) : {_colour_Hydration = _colour90;}; case((_hydration >= 80) && (_hydration < 90)) : {_colour_Hydration = _colour80;}; case((_hydration >= 70) && (_hydration < 80)) : {_colour_Hydration = _colour70;}; case((_hydration >= 60) && (_hydration < 70)) : {_colour_Hydration = _colour60;}; case((_hydration >= 50) && (_hydration < 60)) : {_colour_Hydration = _colour50;}; case((_hydration >= 40) && (_hydration < 50)) : {_colour_Hydration = _colour40;}; case((_hydration >= 30) && (_hydration < 40)) : {_colour_Hydration = _colour30;}; case((_hydration >= 20) && (_hydration < 30)) : {_colour_Hydration = _colour20;}; case((_hydration >= 10) && (_hydration < 20)) : {_colour_Hydration = _colour10;}; case((_hydration >= 1) && (_hydration < 10)) : {_colour_Hydration = _colour0;}; case(_hydration < 1) : {_colour_Hydration = _colourDead;}; }; //________________ Changing Colour based on Hunger ________________ _colour_Nutrition = _colour_Default; if(_nutrition >= 100) then{_colour_Nutrition = _colour_Default;}; if((_nutrition >= 90) && (_nutrition < 100)) then {_colour_Nutrition = _colour90;}; if((_nutrition >= 80) && (_nutrition < 90)) then {_colour_Nutrition = _colour80;}; if((_nutrition >= 70) && (_nutrition < 80)) then {_colour_Nutrition = _colour70;}; if((_nutrition >= 60) && (_nutrition < 70)) then {_colour_Nutrition = _colour60;}; if((_nutrition >= 50) && (_nutrition < 60)) then {_colour_Nutrition = _colour50;}; if((_nutrition >= 40) && (_nutrition < 50)) then {_colour_Nutrition = _colour40;}; if((_nutrition >= 30) && (_nutrition < 40)) then {_colour_Nutrition = _colour30;}; if((_nutrition >= 20) && (_nutrition < 30)) then {_colour_Nutrition = _colour20;}; if((_nutrition >= 10) && (_nutrition < 20)) then {_colour_Nutrition = _colour10;}; if((_nutrition >= 1) && (_nutrition < 10)) then {_colour_Nutrition = _colour0;}; if(_nutrition < 1) then{_colour_Nutrition = _colourDead;}; //________________ FPS Colour ________________ _colour_Blue = parseText "#0033FF"; _colour_Blue_light = parseText "#3399FF"; _colour_Green = parseText "#339933"; _colour_Yellow = parseText "#FFFF33"; _colour_Red = parseText "#FF3333"; //________________ Changing Colour based on FPS ________________ _colour_Fps = _colour_Default; switch true do { case(_serverFPS >= 60) : {_colour_Fps = _colour_Blue;}; case((_serverFPS >= 45) && (_serverFPS < 60)) : {_colour_Fps = _colour_Blue_light;}; case((_serverFPS >= 30) && (_serverFPS < 45)) : {_colour_Fps = _colour_Green;}; case((_serverFPS >= 15) && (_serverFPS < 30)) : {_colour_Fps = _colour_Yellow;}; case((_serverFPS >= 1) && (_serverFPS < 15)) : {_colour_Fps = _colour_Red;}; case(_serverFPS < 1) : {_colour_Fps = _colourDead;}; }; //________________ display information ________________ /* You can delete the Line that you dont want. The numbers at the end of the lines , are defined below At the end of the lines , are the spaces between the next number and logo IMPORTANT ! as mentioned above , edit your selection for MP or SP score ________________ Switch your Selection below ________________ _Kills = score player; //Returns the person's score in MP. _count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP. */ ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText parseText format [" <t shadow='1' shadowColor='#000000' color='%12'>%2<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Players.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%13'>%3%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Health.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%14'>%4%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Hydration.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%15'>%5%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Nutrition.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%6%7<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Compass.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%8<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Kills.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%9<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Money.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%16'>%11<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\FPS.paa' /> </t>", "%", //1 count playableUnits, //2 _health, //3 _hydration, //4 _nutrition, //5 _Bearing, //6 _dir, //7 _Kills, //8 _money, //9 //_rad, //10 _serverFPS, //11 _colour_Default, //12 _colour_Health, //13 _colour_Hydration, //14 _colour_Nutrition, //15 _colour_Fps //16 ]; }; }; I've fiddled with these status bars before but I don't know what I did to break it if you could check my "work" here that would be awesome! I potentially want to remove the nav part so players have to find a compass and the color part of the fps too but am weary of fooling with it now. 😄 Edited February 4, 2019 by jimbob6661 typo 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 3 hours ago, jimbob6661 said: Hi George me again, Hello there jimbob ! Just to be sure about, you want to excule the rad , the compass and keep the fps but remove the color right ? 1 Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 Hi George! I actually have decided on just trying to keep _health, _hydration, _nutrition, _Kills, and _money But I'm stuck with the color codes as shown. 1 Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 This is how I now have it //________________ Author : [GR]GEORGE F ___________ 08.06.18 _____________ /* ________________ GF Ravage Status Bar Script ________________ https://forums.bohemia.net/forums/topic/215645-ravage-status-bar-gf-script/?tab=comments#comment-3279085 Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ include this in your initPlayerLocal : [] execVM "Ravage_Status_Bar_GF\Ravage_Status_Bar_GF.sqf"; */ waitUntil {!(isNull (findDisplay 46))}; disableSerialization; [] spawn { _uid = getPlayerUID player; while {true} do { sleep 0.01; _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false]; if(isNull ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554)) then { diag_log "statusbar is null create"; disableSerialization; _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false]; }; _unit = _this select 0; //________________ IMPORTANT ! edit your selection for MP or SP score ________________ _Kills = score player; //Returns the person's score in MP. _count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP. _health = round ((1 - (damage player)) * 100); _hydration = player getVariable ["thirst", 100]; _nutrition = player getVariable ["hunger", 100]; _money = player getVariable ["cmoney",0] call fn_numbersText; //_serverFPS = round diag_fps; _radiation = player getVariable ["radiation", 0]; _maxHealth = (_radiation / 10000) - 0.3; _rad = round ((player getVariable ["radiation",0]) / 100); _pos = getPosATL player; //_dir = round (getDir (vehicle player)); //_Bearing = _dir; _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _Time= format ["%1", ([dayTime, "HH:MM:SS"] call BIS_fnc_timeToString)]; /* switch true do { case(((_dir >= 355) && (_dir <=359)) || ((_dir >= 0) && (_dir <= 5))) : {_Bearing = "N";}; //Bearing North case((_dir > 5) && (_dir < 85)) : {_Bearing = "NE";}; //Bearing North-East case((_dir >= 85) && (_dir <= 95)) : {_Bearing = "E";}; //Bearing East case((_dir > 95) && (_dir < 175)) : {_Bearing = "SE";}; //Bearing South-East case((_dir >= 175) && (_dir <= 185)) : {_Bearing = "S";}; //Bearing South case((_dir > 185) && (_dir < 265)) : {_Bearing = "SW";}; //Bearing South-West case((_dir >= 265) && (_dir <= 275)) : {_Bearing = "W";}; //Bearing West case((_dir > 275) && (_dir < 355)) : {_Bearing = "NW";}; //Bearing North-West };*/ //________________ Color Gradient ________________ //Additional color codes can be found here: http://html-color-codes.com/ _colour_Default = parseText "#FBFCFE"; _colour90 = parseText "#F5E6EC"; _colour80 = parseText "#F0D1DB"; _colour70 = parseText "#EBBBC9"; _colour60 = parseText "#E6A6B8"; _colour50 = parseText "#E191A7"; _colour40 = parseText "#DB7B95"; _colour30 = parseText "#D66684"; _colour20 = parseText "#D15072"; _colour10 = parseText "#CC3B61"; _colour0 = parseText "#C72650"; _colourDead = parseText "#000000"; //________________ Changing Colour based on health ________________ _colour_Health = _colour_Default; if(_health >= 100) then{_colour_Health = _colour_Default;}; if((_health >= 90) && (_health < 100)) then {_colour_Health = _colour90;}; if((_health >= 80) && (_health < 90)) then {_colour_Health = _colour80;}; if((_health >= 70) && (_health < 80)) then {_colour_Health = _colour70;}; if((_health >= 60) && (_health < 70)) then {_colour_Health = _colour60;}; if((_health >= 50) && (_health < 60)) then {_colour_Health = _colour50;}; if((_health >= 40) && (_health < 50)) then {_colour_Health = _colour40;}; if((_health >= 30) && (_health < 40)) then {_colour_Health = _colour30;}; if((_health >= 20) && (_health < 30)) then {_colour_Health = _colour20;}; if((_health >= 10) && (_health < 20)) then {_colour_Health = _colour10;}; if((_health >= 1) && (_health < 10)) then {_colour_Health = _colour0;}; if(_health < 1) then{_colour_Health = _colourDead;}; //________________ Changing Colour based on Thirst ________________ _colour_Hydration = _colour_Default; switch true do { case(_hydration >= 100) : {_colour_Hydration = _colour_Default;}; case((_hydration >= 90) && (_hydration < 100)) : {_colour_Hydration = _colour90;}; case((_hydration >= 80) && (_hydration < 90)) : {_colour_Hydration = _colour80;}; case((_hydration >= 70) && (_hydration < 80)) : {_colour_Hydration = _colour70;}; case((_hydration >= 60) && (_hydration < 70)) : {_colour_Hydration = _colour60;}; case((_hydration >= 50) && (_hydration < 60)) : {_colour_Hydration = _colour50;}; case((_hydration >= 40) && (_hydration < 50)) : {_colour_Hydration = _colour40;}; case((_hydration >= 30) && (_hydration < 40)) : {_colour_Hydration = _colour30;}; case((_hydration >= 20) && (_hydration < 30)) : {_colour_Hydration = _colour20;}; case((_hydration >= 10) && (_hydration < 20)) : {_colour_Hydration = _colour10;}; case((_hydration >= 1) && (_hydration < 10)) : {_colour_Hydration = _colour0;}; case(_hydration < 1) : {_colour_Hydration = _colourDead;}; }; //________________ Changing Colour based on Hunger ________________ _colour_Nutrition = _colour_Default; if(_nutrition >= 100) then{_colour_Nutrition = _colour_Default;}; if((_nutrition >= 90) && (_nutrition < 100)) then {_colour_Nutrition = _colour90;}; if((_nutrition >= 80) && (_nutrition < 90)) then {_colour_Nutrition = _colour80;}; if((_nutrition >= 70) && (_nutrition < 80)) then {_colour_Nutrition = _colour70;}; if((_nutrition >= 60) && (_nutrition < 70)) then {_colour_Nutrition = _colour60;}; if((_nutrition >= 50) && (_nutrition < 60)) then {_colour_Nutrition = _colour50;}; if((_nutrition >= 40) && (_nutrition < 50)) then {_colour_Nutrition = _colour40;}; if((_nutrition >= 30) && (_nutrition < 40)) then {_colour_Nutrition = _colour30;}; if((_nutrition >= 20) && (_nutrition < 30)) then {_colour_Nutrition = _colour20;}; if((_nutrition >= 10) && (_nutrition < 20)) then {_colour_Nutrition = _colour10;}; if((_nutrition >= 1) && (_nutrition < 10)) then {_colour_Nutrition = _colour0;}; if(_nutrition < 1) then{_colour_Nutrition = _colourDead;}; /* //________________ FPS Colour ________________ _colour_Blue = parseText "#0033FF"; _colour_Blue_light = parseText "#3399FF"; _colour_Green = parseText "#339933"; _colour_Yellow = parseText "#FFFF33"; _colour_Red = parseText "#FF3333"; //________________ Changing Colour based on FPS ________________ _colour_Fps = _colour_Default; switch true do { case(_serverFPS >= 60) : {_colour_Fps = _colour_Blue;}; case((_serverFPS >= 45) && (_serverFPS < 60)) : {_colour_Fps = _colour_Blue_light;}; case((_serverFPS >= 30) && (_serverFPS < 45)) : {_colour_Fps = _colour_Green;}; case((_serverFPS >= 15) && (_serverFPS < 30)) : {_colour_Fps = _colour_Yellow;}; case((_serverFPS >= 1) && (_serverFPS < 15)) : {_colour_Fps = _colour_Red;}; case(_serverFPS < 1) : {_colour_Fps = _colourDead;}; }; //________________ display information ________________ /* You can delete the Line that you dont want. The numbers at the end of the lines , are defined below At the end of the lines , are the spaces between the next number and logo IMPORTANT ! as mentioned above , edit your selection for MP or SP score ________________ Switch your Selection below ________________ _Kills = score player; //Returns the person's score in MP. _count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP. */ ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText parseText format [" <t shadow='1' shadowColor='#000000' color='%12'>%2<img size='1.6' image='addons\GF_Ravage_Status_Bar\images\Players.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%13'>%3%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Health.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%14'>%4%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Hydration.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%15'>%5%1<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Nutrition.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%8<img size='1.3' image='addons\GF_Ravage_Status_Bar\images\Kills.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%9<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Money.paa' /> </t> <t shadow='1' shadowColor='#000000' color='%12'>%10<img size='1.0' image='addons\GF_Ravage_Status_Bar\images\Radiation.paa' /> </t>", "%", //1 count playableUnits, //2 _health, //3 _hydration, //4 _nutrition, //5 //_Bearing, //6 //_dir, //7 _Kills, //8 _money, //9 _rad, //10 //_serverFPS, //11 _colour_Default, //12 _colour_Health, //13 _colour_Hydration, //14 _colour_Nutrition //15 //_colour_Fps //16 ]; }; }; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 1 hour ago, jimbob6661 said: This is how I now have it Not working ? Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 1 minute ago, GEORGE FLOROS GR said: Not working ? No sir. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 3 minutes ago, jimbob6661 said: No sir. Just call me George , this is my real name also ! I'll check it in a while that i can and add this here ! 1 Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 Thank you George, no rush its the colors i goofed it all up. I'm going to take a break away for a short bit anyway. :) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 40 minutes ago, jimbob6661 said: I'm going I'm going to check it now. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 2 hours ago, jimbob6661 said: Thank you George, I just remembered this is a project also not published that i was trying to add a HUD and i had in mind to create a new Scipt - Mod similar to the Status bar and Ravage Status bar. It works differenlty , with drawIcon3D. If there are guys interested about tell me to create a Ravage Version of this . It will be way more configurable and easier to use , just by selecting everything from options , example : //________________ Settings ________________ //________________ Set true or false ________________ GF_Hud_Rank = true; //________________ _Rank ________________ GF_Hud_Rank_color = [1,1,1,1]; GF_Hud_Rank_position = [16,13,25]; GF_Hud_Rank_width = 1; GF_Hud_Rank_height = 1; GF_Hud_Rank_angle = 0; GF_Hud_Rank_shadow = 2; GF_Hud_Rank_textSize = 0.05; GF_Hud_Rank_font = "PuristaMedium"; Since it says above Rank , i wanted also to add that there is also an unpublished Rank Script - Mod - Custom Experience -score promotion based on Kills. Thanks ! https://imgur.com/a/DWCRBJA Zoomed in : 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 2 hours ago, jimbob6661 said: Thank you George, Jimbo , i'm sending you on private the files to test THIS Script. Share this post Link to post Share on other sites
jimbob6661 20 Posted February 5, 2019 OK Thank you George! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 5, 2019 I didn't had time to edit the GF Ravage status bar , once i can i'll fix this, in the meantime test the script that i send you ! Share this post Link to post Share on other sites
jimbob6661 20 Posted February 5, 2019 Hi George! OK, so once I got back going I remembered where I had an old status bar hiding from an old mission I used to host. the icons are a but different but this is working for me I don't need the colors changing etc So this is good. I did borrow your Kill.paa icon and add it to it and I put you in the credits of it. If you would like to see the code I will post it. It seems that formatting is an important thing to make these work properly, this is how it looks now. https://imgur.com/a/g5UWZFy I will do some good testing on what you have here shortly. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 On 2/5/2019 at 2:38 PM, jimbob6661 said: I did borrow your Kill.paa icon and add it to it and I put you in the credits of it. If you would like to see the code I will post it. Sure , it's always good sharing info ! # i didn't had notice the post before ! Share this post Link to post Share on other sites