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gf-status-bar-script-version-100-preview

 

GF Status Bar script

 

by

 

GEORGE FLOROS [GR]

 

 

Description:

GF Status Bar Script , configurable .
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !


Installation / Usage:

For usage instructions and information of how to use the GF Status Bar Script please refer to the included documentation and/or example mission.

Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.sqf , to copy paste in your mission.

 

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/

 

Notes :

 

    1.Players in the server
    2.Health
    3.Direction
    4.Kills
    5.FirstAidKit
    6.Mags
    7.Altidude
    8.Grid
    9.Time
    10.FPS


    

Credits and Thanks to :


Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .


Changelog:


v1.0

 
 

Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40080

 

 

 

Armaholic

GF Status Bar script

 

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33 minutes ago, foxhound said:

An Armaholic mirror is now available:

 

 

Thank you Foxhound very much for everything !

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3 hours ago, Rockapes said:

place in a couple of missions

 

Hello there Rockapes !

 

Thank you very much !

If it's anything feel free to ask!

 

 

This Script was made originally for Ravage Mod:

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

GXWFmykTSJ68UwI4UKXCBQ.png

GF Ravage Status Bar script

 

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It is possible to mix these and create your own.

 

Check here:

 

3 minutes ago, GEORGE FLOROS GR said:

Here is an example of my :

WIP Mission Salvation 2

 

mGhCewiwQC_b2U_Gtxri3g.png

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21 minutes ago, GEORGE FLOROS GR said:

 

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 :

 

  Reveal hidden contents
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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Dunno what i did wrong.. but now its counting even the ai killing ai.. i think ill stay with your vanila script them..

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1 hour ago, brunohxcx said:

but now its counting even the ai killing ai..

 

Yes it will count every dead except zombies .

 

Otherwise you can keep the  MP score.

On 27/7/2018 at 12:12 AM, GEORGE FLOROS GR said:

//________________ 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.

 

and put your selection below in the parseText format also :

_Kills  for  MP Score  or  _count_dead  for  SP Score

 

 

Here is the requested version of the script:

( Not counting Zombies - from Ravage mod )

 

Spoiler




//________________  Author : [GR]GEORGE F ___________ 30.07.18 _____________

/*
________________ 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. 


//________________	You can Select the  "_count_Dead_Exclude_list" in order to exclude certain units from count in SP ________________

//	These classnames are for Ravage mod Zombies
_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. 



_health = round ((1 - (damage player)) * 100);
_hydration = player getVariable ["thirst", 100];
_nutrition = player getVariable ["hunger", 100];
_money = {_x isEqualTo "rvg_money"} count magazines player;
_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. 

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


((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText
parseText format
	["
<t shadow='1' shadowColor='#000000' color='%12'>%2<img size='1.5' 	image='GF_Ravage_Status_Bar\images\Players.paa' />				</t>	
<t shadow='1' shadowColor='#000000' color='%13'>%3%1<img size='1.5' image='GF_Ravage_Status_Bar\images\Health.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%14'>%4%1<img size='1.5' image='GF_Ravage_Status_Bar\images\Hydration.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%15'>%5%1<img size='1.5' image='GF_Ravage_Status_Bar\images\Nutrition.paa' />				</t>
<t shadow='1' shadowColor='#000000'	color='%12'>%6%7<img size='1.5' image='GF_Ravage_Status_Bar\images\Compass.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%12'>%8<img size='1.5' 	image='GF_Ravage_Status_Bar\images\Kills.paa' />				</t>
<t shadow='1' shadowColor='#000000' color='%12'>%9<img size='1.5' 	image='GF_Ravage_Status_Bar\images\Money.paa' />				</t>				
<t shadow='1' shadowColor='#000000' color='%12'>%10<img size='1.5' 	image='GF_Ravage_Status_Bar\images\Radiation.paa' />				</t>								
<t shadow='1' shadowColor='#000000' color='%16'>%11<img size='1.5' 	image='GF_Ravage_Status_Bar\images\FPS.paa' />
</t>",
		"%",					//1
		count playableUnits,	//2
		_health,				//3
		_hydration,				//4
		_nutrition,				//5
		_Bearing,				//6
		_dir,					//7
		_count_Dead_Exclude_list,					//8	
		_money,					//9	
		_rad,					//10	
		_serverFPS,				//11
		_colour_Default,		//12
		_colour_Health,			//13
		_colour_Hydration,		//14
		_colour_Nutrition,		//15
		_colour_Fps				//16
		];
	};
};

 

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awsome... its excluding the zombies, but its counting a kill when i respawn or kill myself, and still counting ai killing ai..

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

 

thanks anyway.. great script

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If you run the script in multiplayer using

 

_Kills = score player; //Returns the person's score in MP.

 

it will give you the score as normal ,

 

otherwise you have generally to count the dead ones.

If i have time i will check this more but , i think to do that , it's a little bit complicated.

 

Personally , when i 'm using this script i like to see the mags instead of kills !

 

like in the pic above :

Spoiler
On 26/7/2018 at 2:51 PM, GEORGE FLOROS GR said:

Here is an example of my :

WIP Mission Salvation 2

 

mGhCewiwQC_b2U_Gtxri3g.png

 

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25 minutes ago, Fabien Jost said:

can you put step by step the installation of the script

 

Include in your mission the following files and codes :

 

 

add the folder GF_Status_Bar

 

and :

 

description.ext

 

//____________________________________________________

class RscTitles
{
	#include "GF_Status_Bar\GF_Status_Bar_HPP.hpp"		
};

initPlayerLocal.sqf

 

[] execVM "GF_Status_Bar\Credits.sqf";	// Please keep the Credits or add them to your Diary
[] execVM "GF_Status_Bar\GF_Status_Bar.sqf";

 

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