sammael 366 Posted April 21, 2022 Is it possible to Change User Interface Colors without game restart via scripts or it is hardcoded? I want to make all active Interface element invisible "Set Opacity (Alpha)" to get rid of "lock on diamonds". https://community.bistudio.com/wiki/User_Interface_Colors Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 21, 2022 Maybe this: https://community.bistudio.com/wiki/showHUD Share this post Link to post Share on other sites
sammael 366 Posted April 22, 2022 10 hours ago, sarogahtyp said: Maybe this: https://community.bistudio.com/wiki/showHUD HUD and active Interface element "lock on diamonds" - different things. When HUD completely hidden, the lock on diamonds still there Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 22, 2022 You could try it with using showHUD in description.ext to set it for all players for the whole mission: https://community.bistudio.com/wiki/Description.ext#showHUD This should behave differently from the script command. If that is not helping and if you are talking about the visionAid difficulty setting (see here) then it's upto the server owner to set a fitting difficulty preset (see here forcedDifficulty and here ) and then you just can't change that with a script command or a mission setting. Share this post Link to post Share on other sites
sammael 366 Posted April 22, 2022 5 hours ago, sarogahtyp said: You could try it with using showHUD in description.ext to set it for all players for the whole mission: https://community.bistudio.com/wiki/Description.ext#showHUD This should behave differently from the script command. I only play SP missions. The lock on diamonds still there...cause "lock on diamonds" is not related to HUD or game settings. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 22, 2022 1 minute ago, sammael said: The lock on diamonds still there... 5 hours ago, sarogahtyp said: ... if you are talking about the visionAid difficulty setting (see here) then it's upto the server owner to set a fitting difficulty preset (see here forcedDifficulty and here ) and then you just can't change that with a script command or a mission setting. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 22, 2022 3 minutes ago, sammael said: I only play SP missions. The lock on diamonds still there...cause "lock on diamonds" is not related to HUD or game settings. Maybe you should just describe (maybe with a screenshot) what exactly you mean with "lock on diamonds". Share this post Link to post Share on other sites
sammael 366 Posted April 22, 2022 4 minutes ago, sarogahtyp said: Maybe you should just describe (maybe with a screenshot) what exactly you mean with "lock on diamonds". I turn off all HUD via description.ext but it not affects "lock on "... Share this post Link to post Share on other sites
sammael 366 Posted April 22, 2022 Found this post but don`t know it will work or not. Spoiler class CfgInGameUI{ class Cursor{ class Targeting { class MarkedTarget { scale=1; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorLockable[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorFriendly[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; shadow=0; }; class MarkedTargetNoLos: MarkedTarget { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorLockable[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorFriendly[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; scale=1; shadow=0; }; class SeekerLocked: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class ImpactPoint: Seeker { scale=0.5; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class ImpactPointNoLOS: ImpactPoint { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class HitPrediction: Seeker { scale=0.5; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class HitConfirm: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]={0.70899999,0.972,0.384,1}; }; class KnownTarget: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; }; }; }; Share this post Link to post Share on other sites