GEORGE FLOROS GR 4207 Posted June 10, 2018 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 3 1 Share this post Link to post Share on other sites
Guest Posted June 11, 2018 An Armaholic mirror is now available: GF Status Bar Script v1.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 11, 2018 33 minutes ago, foxhound said: An Armaholic mirror is now available: Thank you Foxhound very much for everything ! Share this post Link to post Share on other sites
Rockapes 103 Posted June 12, 2018 Wow, That looks nice @GEORGE FLOROS GR cant wait to place in a couple of missions and try 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 12, 2018 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: GF Ravage Status Bar script 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 26, 2018 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 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 26, 2018 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 ]; Share this post Link to post Share on other sites
brunohxcx 21 Posted July 30, 2018 Dunno what i did wrong.. but now its counting even the ai killing ai.. i think ill stay with your vanila script them.. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 30, 2018 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 ]; }; }; Share this post Link to post Share on other sites
brunohxcx 21 Posted July 30, 2018 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 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 30, 2018 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 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 11, 2018 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"; Share this post Link to post Share on other sites