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hoverguy

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Everything posted by hoverguy

  1. Hehe yeah defos, it tells us that, to me, worlds are listed as they're being read by the engine in the config. Can be wrong but makes more sense now. What you think?
  2. Ah yeah sorry: { diag_log format["World %1 - ID %2 - Position %3",(configName _x),getNumber(_x >> "worldId"),_forEachIndex]; } forEach ("!((configName _x) in ['GroupSquad','GroupPlatoon','GroupCompany','GroupNames','GroupColors','GenericNames','DefaultLighting','DefaultWorld','CAWorld'])" configClasses (configFile >> "CfgWorlds")); Vanilla returns this: "World Stratis - ID 1 - Position 0" "World Altis - ID 5 - Position 1" "World VR - ID 19 - Position 2" "World Tanoa - ID 79 - Position 3"
  3. Load map in editor, place a playable unit, hit preview button, push escape, copy/paste code in debug console box, exec local, check RPT logs.
  4. I was about to say worldID because that makes sense (yeah I read your main post but I'm skeptical): Stratis = 1 Alltis = 5 VR = 19 Tanoa = ? All maps worldIDs can be obtained by typing this in debug console: hint str getNumber(configFile >> "CfgWorlds" >> "insertWorldNameHere" >> "worldId") Other than that, I dont know...EDIT: Maybe they just come up as they're being read: { diag_log format["World %1 - ID %2 - Position %3",(configName _x),getNumber(_x >> "worldId"),_forEachIndex]; } forEach ("isClass(_x >> 'worldId')" configClasses (configFile >> "CfgWorlds")); Check RPT.
  5. hoverguy

    Terrain Textures only allows 4 colors.

    Hi, Seems that, based on your screenshot, there's a blend between two different colors which results in having more colors that are not defined in you layers.cfg. Then the engine takes the color in the layers.cfg that is close to the one that is not defined and applies corresponding texture. Thats why you get mixed textures where two colors meet. So either use indexed mode to limit colors to what you have in your cfg or use another brush that doesn't blend colors.
  6. hoverguy

    P:Drive Broken beyond repair?

    Hi,I am pretty sure everyhing is in the default work drive folder which is %userprofile%\Documents\Arma 3 Projects You should check and report back here once it's done.
  7. Hi, Both fixed, download using my link in the first post, thanks.
  8. Hi, Yeah sorry I forgot to update this one also, will do as soon as I'm on my computer, thanks.
  9. Hi, It's being saved in the profileNamespace, if you disable peristence it will take start cash value and save it as a normal variable on your player. Its getting annoying if you enable persistency then disable it, re-enable it and you'll get your old cash when you first enabled it so yeah what you want me to do?
  10. v 1.2 Description Clothing shop dialog Clothing shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP Screenshot Click Me Armaholic Armaholic Topic
  11. Description Function to return currency symbol & passed amount as text Installation Copy/Paste function file wherever you want, declare it in CfgFunctions, enjoy To Do Add more language support (more currencies) Feedback on currency formatting (symbol as prefix or suffix) Code Download Click Me
  12. Hi, It is added to the todo list, thanks for the input, was already thinking about adding decimal & thousands separators will definitely be in the next update.
  13. Check the provided readme.txt file, the addAction to store vehicles uses a marker var name as parameter. You simply have to put a marker on your map which will be the garage store point (name can be whatever you want), then put the marker name as the addAction parameter to store a vehicle. Lemme know if you got it right. EDIT: this addAction["<img image='HG_SVSS\UI\garage.paa' size='1.5'/><t color='#FF0000'>Store Vehicle</t>",{_this call HG_fnc_storeVehicleC},"garage_store",0,false,false,"",'(alive player) && !dialog']; garage_store is the marker var name.
  14. Update - v 1.2 - Persistent cash (toggleable), see HG_SVSS\Config\HG_Config.h Cash display in HUD (toggleable), see HG_SVSS\Config\HG_Config.h Ability to set start cash, see HG_SVSS\Config\HG_Config.h Ability to give money to other players
  15. Update - v 1.4 - Persistent cash (toggleable), see HG_SVSS\Config\HG_Config.h Cash display in HUD (toggleable), see HG_SVSS\Config\HG_Config.h Ability to set start cash, see HG_SVSS\Config\HG_Config.h Ability to give money to other players
  16. Update - v 1.2 - Persistent cash (toggleable), see HG_SVSS\Config\HG_Config.h Persistent vehicles (toggleable), see HG_SVSS\Config\HG_Config.h Cash display in HUD (toggleable), see HG_SVSS\Config\HG_Config.h Ability to set start cash, see HG_SVSS\Config\HG_Config.h Ability to give money to other players Virtual garage Ability to lock/unlock owned vehicles
  17. Well actually you can give em cash that is then saved in profileNamespace. I added a way to do so in the most up to date files, will release when am back home.
  18. Hi, Sorry that was not intended, it was meant to show the price when you move hover over an item in the list (tooltip). Now it is fixed (re-dl it from the link on the first page). I will release an update tomorrow with: - Persistent cash (toggleable) - Cash display in HUD (toggleable)
  19. Hi and thanks for your feedback. I can add a simple HUD with cash display in the lower left corner of the screen that can be enabled/disabled. What you think ? Also will add persistent cash.
  20. https://community.bistudio.com/wiki/tvAdd check the note, everything is explained.
  21. Hi and thanks for your feedback. I will add a virtual garage in the next update where you can store and retrieve vehicles you bought. Of course vehicles will be persistent (only for the active profile, each profile will have a different save variable). What do you think?
  22. Update - v 1.1 - Redo parts of dialog (some were complaining about the dialog being too small) Added slider to dialog to turn player left or right for better preview Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h Better comments
  23. Update - v 1.3 - Redo parts of dialog (some were complaining about the dialog being too small) Support for different currency, see HG_ShopCfg.h Altered fn_handleItems.sqf file, it does now handle items better Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h Better comments
  24. Update - v 1.1 - Redo parts of dialog (some were complaining about the dialog being too small) Support for multiple markers for vehicle spawning (the system will select first free spawn point), see HG_ShopCfg.h Vehicle preview is now spawned in the air, it is no longer needed to have it on a flat surface Support for different currency, see HG_ShopCfg.h Ability to clear vehicle inventory when spawned or not, up to mission makers, see HG_ShopCfg.h Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h Better comments
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