Thomas TKO 82 Posted February 18, 2022 Ok its start with Statik timer 4h , why use this ? Dedi Box? Then use Windows and a stop.bat Share this post Link to post Share on other sites
alfabrava 0 Posted June 27, 2023 Hello! How can I turn off the player's coordinates in the statusbar? Share this post Link to post Share on other sites
Thomas TKO 82 Posted June 28, 2023 Delete the _dir part on statusBar_update.sqf and the Custom\StatusBar\Icons\compass.paa , dount forget change the "%10" nr for the order Share this post Link to post Share on other sites
alfabrava 0 Posted June 28, 2023 6 часов назад, Томас ТКО сказал: Удалите часть _dir в statusBar_update .sqf и Custom\StatusBar\Icons\compass.paa, не затрагивая номер "%10" для заказа. Thank you for your responsiveness. Please show on the example of this code how to disable the indication of coordinates (location) /* Строка состояния Exile от [FPS]kuplion — на основе строки статистики от Creampie */ // Точные перезапуски _restartTimes = [0,3,6,9,12,15,18,21,24]; // Военное время _startHour = ExileServerStartTime select 3; _startMinute = ExileServerStartTime выберите 4; _startSecond = ExileServerStartTime выберите 5; _correcTime = []; { если (_startHour < _x и _startHour != 24), то { _correcTime pushBack _x; }; } forEach _restartTimes; отключить сериализацию; //формат системного чата["StatusBar Initialized", _rscLayer]; // Проверяем, отображается ли строка состояния, и перезапускаем, если нет.. if (isNull ((uiNamespace getVariable "StatusBar")displayCtrl 55554)) then { diag_log "Строка состояния пуста! Перезапуск.."; отключить сериализацию; _rscLayer = «Статусбар» вызывает BIS_fnc_rscLayer; _rscLayer cutRsc["StatusBar","PLAIN"]; }; com/ //_colorDefault = parseText "#ADADAD"; // установите здесь цвет по умолчанию _colourDefault = parseText "#FFFFFF"; _color108 = parseText "#FF7000"; _color107 = parseText "#FF9000"; _color106 = parseText "#FFBB00"; _color105 = parseText "#FFCC00"; _color104 = parseText "#81CCDD"; _color103 = parseText "#33AACC"; _color102 = parseText "#3388CC"; _color101 = parseText "#3366CC"; _color100 = parseText "# 336600"; _color90 = parseText "# 339900"; _color80 = parseText "#33CC00";_color70 = parseText "#33FF00"; _color60 = parseText "# 66FF00"; _color50 = parseText "#CCFF00"; _color40 = parseText "#CCCC00"; _color30 = parseText "#CC9900"; _color20 = parseText "#CC6600"; _color10 = parseText "#CC3300"; _color0 = parseText "#CC0000"; _colorDead = parseText "#000000"; // Инициализировать переменные и установить значения _damage = round ((1 - (урон игроку)) * 100); _hunger = круглый (ExileClientPlayerAttributes выберите 2); _thirst = круглый (ExileClientPlayerAttributes выберите 3); _wallet = (player getVariable["ExileMoney", 0]); если (_wallet > 999), то { _wallet = формат ["%1k", пол (_wallet / 1000)]; }; _locker = (player getVariable["ExileLocker", 0]); если (_locker > 999) then { _locker = format ["%1k", floor (_locker / 1000)]; }; _respect = ExileClientPlayerScore; если (_уважение > 999), то { _respect = формат ["%1k", пол (_respect / 1000)]; }; _energyPercent = 100; _playerFPS = раунд diag_fps; _dir = круглый (getDir (транспортное средство игрока)); _rightTime = (((_correcTime выберите 0) - _startHour) - _startMinute/60) * 60; _time = (round(_rightTime - (serverTime)/60)); _hours = (этаж (_время/60)); _минуты = (_время - (_часы * 60)); switch (_minutes) do { case 9: {_minutes = "09"}; случай 8: {_minutes = "08"}; случай 7: {_minutes = "07"}; случай 6: {_minutes = "06"}; случай 5: {_minutes = "05"}; случай 4: {_minutes = "04"}; случай 3: {_minutes = "03"}; случай 2: {_minutes = "02"}; случай 1: {_minutes = "01"}; случай 0: {_minutes = "00"}; }; // Урон _colourDamage = _colorDefault; switch (true) do { case (_damage >= 100) : {_colourDamage = _colour100;}; case ((_damage >= 90) && (_damage < 100)) : {_colourDamage = _color100;}; case ((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour80;}; case ((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case ((_damage >= 60) && (_damage < 70)) : {_colourDamage = _color60;}; case ((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case ((_damage >= 40) && (_damage < 50)) : {_colourDamage = _color40;}; case ((_damage >= 30) && (_damage < 40)) : case ((_damage >= 20) && (_damage < 30)) : {_colourDamage = _color20;}; case ((_damage >= 10) && (_damage < 20)) : {_colourDamage = _color10;}; case ((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; случай (_damage < 1): {_colourDamage = _colourDead;}; по умолчанию {_colourDamage = _colorDefault;}; }; // Голод _colorHunger = _colorDefault; switch (true) do { case (_hunger >= 100): {_colourHunger = _colour100;}; case ((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour90;}; case ((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _color80;}; case ((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _color70;}; case ((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _color60;}; case ((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _color50;}; case ((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _color40;}; case ((_hunger >= 30) && (_hunger < 40)) : case ((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _color20;}; case ((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _color10;}; case ((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _color0;}; case (_hunger < 1): {_colourHunger = _colourDead;}; по умолчанию {_colorHunger = _colorDefault;}; }; // Жажда _colorThirst = _colorDefault; switch (true) do { case (_thirst >= 100) : {_colourThirst = _color101;}; case ((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _color102;}; case ((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _color103;}; case ((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _color104;}; case ((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _color105;}; case ((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _color106;}; case ((_thirst >= 40) && (_thirst < 50)) : {_colorThirst = _color107;}; case ((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _color108;}; case ((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _color20;}; case ((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _color10;}; case ((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _color0;}; case (_thirst < 1): {_colourThirst = _colourDead;}; по умолчанию {_colourThirst = _colorDefault;}; }; // Сетка и высота _grid = mapGridPosition player; _gridFirst = _grid выберите [0,3]; _gridSecond = _grid выберите [3]; _playerHeightASL = (игрок getPosASL) выберите 2; _playerHeightATL = (игрок getPosATL) выберите 2; _playerHeight = 0; если (_playerHeightASL <= _playerHeightATL), то { _playerHeight = _playerHeightASL; } иначе { _playerHeight = _playerHeightATL; }; _playerHeightRound = раунд _playerHeight; // Показать информацию ((uiNamespace getVariable "StatusBar")displayCtrl 55554)ctrlSetStructuredText parseText format[ " <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size= '1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\players.paa' color='%10'/> %2 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\wallet.paa 'цвет='%10'/> %4 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\locker.paa 'цвет='%10'/> %17 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\respect.paa 'цвет='%10'/> %9 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%11'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\health.paa 'цвет='%11'/> %3%1 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%12'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\hunger.paa 'цвет='%12'/> %5%1 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%13'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\thirst.paa 'цвет='%13'/> %6%1 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\location.paa ' цвет='%10'/> %18|%19 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\altimeter.paa ' цвет='%10'/> %20m </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\compass.paa 'цвет='%10'/> %14 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\restart.paa 'цвет='%10'/> %15:%16 </t> <t shadow='1' shadowColor='#000000' size='1.1' color='%10'><img size='1.1' shadowColor='#000000' image='Custom\StatusBar\Icons\fps.paa ' color='%10'/> %7</t>", "%", //1 считать всех игроков, //2 _урон, //3 _кошелек, //4 _голод, //5 _жажда, //6 _playerFPS, //7 _energyPercent, //8 _respect, //9 _colourDefault, //10 _colourDamage, //11 _colourHunger, //12 _colourThirst, //13 _dir,//14 _часов, //15_minutes, //16 _locker, //17 _gridFirst, //18 _gridSecond, //19 _playerHeightRound //20 ]; 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DutchPriide 3 Posted August 5, 2023 /* Exile Status Bar by [FPS]kuplion - Based on Stats Bar by Creampie */ // Accurate Restarts _restartTimes = [0,3,6,9,12,15,18,21,24]; // Military Time _startHour = ExileServerStartTime select 3; _startMinute = ExileServerStartTime select 4; _startSecond = ExileServerStartTime select 5; _correcTime = []; { if (_startHour < _x and _startHour != 24) then { _correcTime pushBack _x; }; } forEach _restartTimes; disableSerialization; This is in Statusbar update... if you restart it will count the time left tilll next restart... so if u server set to restart 12 3 6 9 and u restart at 2 it will count 1 hour until next restart! Share this post Link to post Share on other sites