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Thomas TKO

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Ok its start with Statik timer 4h , why use this ? Dedi Box? Then use Windows and a stop.bat 

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Delete the _dir part on statusBar_update.sqf and the Custom\StatusBar\Icons\compass.paa , dount forget change the "%10" nr for the order 

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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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/*
    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!

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