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Sorted. My resolution is at 1920x1080. I just changed this;
 

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        class statusBarImage
      {
        idc = 55557;
        type = 0;
        style = 48;
        x = safezoneX + safezoneW - 1.41;    //1.50     left       1.20     right
 


to this;

 

Spoiler

    class statusBarImage
      {
        idc = 55557;
        type = 0;
        style = 48;
        x = safezoneX + safezoneW - 1.90;    //1.50     left       1.20     right


Same with the status bar text also.

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On 6/5/2018 at 1:09 AM, chrispools said:

Sorted. My resolution is at 1920x1080. I just changed this;

 

Thank you very much chrispools !

 

I couldn't do this on my own cause of the resolution that was not available !

I will add this settings in the update.

Thanks again !

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Hey GEORGE FLOROS GR, this is a nice status bar!

I am trying to rearrange it a bit, because I only show hydration, hunger and health and I figure these three could easily go stacked to the right side of screen, instead of side by side.
Because of that, I wanted to change background as well. As far as I know, .paa with RGBA & DXT5 should offer alpha channel transparency - right? I only see my texture surrounded by a black box.

Can you help?

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Hello there strongground !

 

On 9/5/2018 at 4:26 PM, strongground said:

I only show hydration, hunger and health

 

Can you tell me what is your resolution?

 

On 9/5/2018 at 4:26 PM, strongground said:

RGBA & DXT5 should offer alpha channel transparency - right? I only see my texture surrounded by a black box.

 

Yes it is true . When you see your image.paa , is it displaying correctly at the textview2 program?

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On 5/10/2018 at 2:44 PM, GEORGE FLOROS GR said:

Hello there strongground !

 

 

Can you tell me what is your resolution?

 

 

Yes it is true . When you see your image.paa , is it displaying correctly at the textview2 program?

Any reason behind this causing a huge delay in my gameplay? Ever since I started using this I find it extremely hard to use my interaction menu, meaning when I try to use my interaction menu, it takes about 2-3 minutes for that action to be completed... Also when it says in the top right "killed" there's a huge delay in that too... Wasn't sure why but if you could help that'd be much appreciated! Thanks!

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10 minutes ago, socs said:

Any reason behind

 

Are you using something extra, script or mod that maybe is interfering?

Have you tried this without mods?

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12 minutes ago, GEORGE FLOROS GR said:

 

Are you using something extra, script or mod that maybe is interfering?

Have you tried this without mods?

I removed just the status script as that's when it started and that was genuinely the problem... I have quite a few other mods but as soon as I removed the status bar the problem cleared up... I'm using this with your cargo script but that's it.. I have no other script files in my folder, just mods through steam workshop... Plus my frame rates die as well, lol...

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So far i haven't notice something and i 'm playing with this for a long time.

 

**anyone else with this problem????

 

If you want send me the mission in order to check this.

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46 minutes ago, GEORGE FLOROS GR said:

So far i haven't notice something and i 'm playing with this for a long time.

 

**anyone else with this problem????

 

If you want send me the mission in order to check this.

Sent

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question, would it be possible to get the distance between the center of the screen and the left/right safezone and use a little calculation to position this so its always in the center?

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3 hours ago, gokitty1199 said:

always in the center

 

Hello there gokitty1199 !

 

When i wrote the script i used a lower resoloution , this is why in a 1920x1080 appears at the right side of the screen .

 

Here is a quick fix for this thanks to @chrispools

On 26/3/2018 at 1:48 AM, GEORGE FLOROS GR said:

Quick FIX for resoloution 1920x1080

( before the update )

On 6/5/2018 at 1:09 AM, chrispools said:

 

Sorted. My resolution is at 1920x1080. I just changed this;
 

  Hide contents

        class statusBarImage
      {
        idc = 55557;
        type = 0;
        style = 48;
        x = safezoneX + safezoneW - 1.41;    //1.50     left       1.20     right
 


to this;

 

  Hide contents

    class statusBarImage
      {
        idc = 55557;
        type = 0;
        style = 48;
        x = safezoneX + safezoneW - 1.90;    //1.50     left       1.20     right


Same with the status bar text also.

 

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4 hours ago, GEORGE FLOROS GR said:

ok hold on.

Alright sent again to your requested site... 

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1 hour ago, GEORGE FLOROS GR said:

 

Hello there gokitty1199 !

 

When i wrote the script i used a lower resoloution , this is why in a 1920x1080 appears at the right side of the screen .

 

Here is a quick fix for this thanks to @chrispools

im not talking about the fix, i mean in general is it possible to do with the method in my post so that way it would appear centered no matter what the resolution is? sorry i dont have much experience in this area

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I 'm not either a proffesional scripter !

as i have tried something like #align center , it didn't seem to work.

I have in my mind to check it once i have time.

 

Someone else with a solution about?

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8 hours ago, socs said:

Alright sent again

 

Ok Socs i 'm sending you the mission in private message.

I added some more Scripts!

Good editing!

Tell me the results and i will wait also to see your mission in a topic in BIS forums !

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Updated

 

Changelog:

v2.0
Code optimization,
everything will work without any delay,
the status is adjusted for 1920x1080,
minor changes,
changed the name of all the scripts , starting now with GF .

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Use safeZone. Example:

x = 0.25 * safezoneW + safezoneX;
y = 0.96 * safezoneH + safezoneY;
w = 0.5 * safezoneW;
h = 0.04 * safezoneH;

https://i.imgur.com/YlOAtZ8.jpg

 

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9 hours ago, brunohxcx said:

any way to not count zombies?

 

Do you mean the kills ?

 

You can just delete the lines that you dont want , or change this to whatever.

 

In the Status bar (in the simple verion ) i have add instead of food , water , radiation and money ,

first aid kits , mags altitude , grid and time.

 

So you can reedit this as you want.

 

Check here and tell me:

G2lE_seASKeITKlGfHGkEQ.png

 

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Here is an example of my :

WIP Mission Salvation 2

 

mGhCewiwQC_b2U_Gtxri3g.png

 

 

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I mean zombies kills, I want to keep the ai kills, but without the zombie kills, cuz right now, its counting everything.

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2 hours ago, brunohxcx said:

its counting everything.

 

Hold on  , i 'll check.

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5 hours ago, brunohxcx said:

I want to keep the ai kills, but without the zombie kills

 

Here is the code:

 

This is to exclude the kill count for ravage zombies.

//________________	You can Select the  "_count_Dead_Exclude_list" in order to exclude certain units from count ________________
_Dead_Exclude_list = [
"zombie_runner",
"zombie_walker",
"zombie_bolter"
]; 

_count_Dead_Exclude_list = {(!((typeOf _x) in _Dead_Exclude_list))} count allDeadMen; //Returns the Dead units except the list. 

 

and change also as before the selection for MP or SP to

_count_Dead_Exclude_list :

 

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On 9/4/2018 at 1:19 PM, GEORGE FLOROS GR said:
On 8/4/2018 at 12:06 PM, piptpipt said:

@GEORGE FLOROS GR

 

Ok I can see where this part needs to go

 

//________________ 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.

 

But unsure where this part needs to go.

 

and put your selection below in the parseText format also :

_Kills  for  MP Score  or  _count_dead  for  SP Score

 

Once you add also this line:



_count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP.

 

Then  , check the script , where it says:

 

_kills,  //7    change this to    _count_dead,  //7     for  score in SP.



//________________ 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

((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText
parseText format
	["
<t shadow='1' shadowColor='#000000' color='%11'>%2<img size='1.5' 	image='Ravage_Status_Bar_GF\images\Players.paa' />				</t>	
<t shadow='1' shadowColor='#000000' color='%12'>%3%1<img size='1.5' image='Ravage_Status_Bar_GF\images\Health.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%13'>%4%1<img size='1.5' image='Ravage_Status_Bar_GF\images\Hydration.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%14'>%5%1<img size='1.5' image='Ravage_Status_Bar_GF\images\Nutrition.paa' />				</t>
<t shadow='1' shadowColor='#000000'	color='%11'>%6<img size='1.5' 	image='Ravage_Status_Bar_GF\images\Compass.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%11'>%7<img size='1.5' 	image='Ravage_Status_Bar_GF\images\Kills.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%11'>%8<img size='1.5' 	image='Ravage_Status_Bar_GF\images\Money.paa' />				</t>				
<t shadow='1' shadowColor='#000000' color='%11'>%9<img size='1.5' 	image='Ravage_Status_Bar_GF\images\Radiation.paa' />				</t>								
<t shadow='1' shadowColor='#000000' color='%15'>%10<img size='1.5' 	image='Ravage_Status_Bar_GF\images\FPS.paa' />
</t>",
		"%",					//1
		count playableUnits,	//2
		_health,				//3
		_hydration,				//4
		_nutrition,				//5
		_dir,					//6
		_Kills,					//7  *** Change this from  _Kills  to  _count_dead ***
		_money,					//8
		_rad,					//9	
		_serverFPS,				//10
		_colour_Default,		//11
		_colour_Health,			//12
		_colour_Hydration,		//13
		_colour_Nutrition,		//14
		_colour_Fps				//15
		];

 

 

 

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Hi George,

 

I'm a bit confused how to include this mod with the missions in THIS LINK

Here is the file structure.

File_Structure.jpg

 

Right or wrong this is what I did.

Copied your initPlayerLocal.sqf into Ravage-[Coop]The_Escape_NE.Altis.

Copied your folder from the download GF_Ravage_Status_Bar into Ravage-[Coop]The_Escape_NE.Altis.

 

I tried launching a MP mission within the editor and the status bar did not work, again maybe this is wrong.

 

Would you please expand instructions on how to incorporate this mod into existing missions?

I only used Ravage mod and CBA.

Thanks

 

 

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