Jump to content

DL++

Member
  • Content Count

    113
  • Joined

  • Last visited

  • Medals

Everything posted by DL++

  1. here a look at some forests from the new terrain image ru
  2. To follow daily updates and be involved with development discussions follow No Cure on Facebook https://www.facebook.com/groups/974595039260184/
  3. Update : added a new camp Fire that requires you to place wood or burnable items into the fire in order to keep it burning, to craft the requires 5 stones some fire wood matches or a flint stone bandage or paper, Still a bit buggy and you can currently only use 1 crafted fire at a time due to some global varibale issues. Need to fix this, Basic idea of it is as close as I can get it to the dayz standalone campfires.
  4. Hey, Yes it is how ever nearly all of the above is completed and finished apart from the terrain as that's just started and some objects and animals and the quests/story .But they are all being worked on currently. Everything else is done ive been working on this a year and a half in the dark. Thought it was time to bring it to light. :) Thank you
  5. I cannot wait to test this out tonight Keep up the good work bud !!
  6. Hi Use 0 = []execVM"hint.sqf"; reference https://community.bistudio.com/wiki/execVM
  7. Incase you or anyone else are still wondering set the path to the following "\A3\Data_F\ParticleEffects\Universal\universal.p3d"
  8. Hi This is GREAT!!! and works perfectly for what i am doing... I have traders in my missions that the player can buy from and this submenu works well as i can categorize weapon types and so on.The addaction is linked to the traders so it is only available when you go near them however the menu is still available once activated no matter how far away you go unless you Xremove menu. This will not work in my missions because players technically would only need to activate it at a trader once then as long as they do not press remove menu it will always be there and this breaks immersion. SO.. is there a way to make it so that the menu exits on every child addaction. So when the player buys a gun they will need to re activate the addaction to get back into it. My script below highlighted in red are the addaction i would need to exit the menu completely if selected. . Any help would be amazingggggg as need this to work for my missions :) menu = [ //TEST [ "<t color='#00FF3C'> Purchase</t>", {}, "", -1, false, false, "", "" ], [ //TEST 0 [ "<t color='#00FF3C'> Common Weapons</t>", {}, "", -1, false, false, "", "" ], [ [ "<t color='#00FF3C'> Buy MX 6.5 mm $350</t>", "Buy\weapons\BuyMX 6.5 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy MXM 6.5 mm (Black) $550</t>", "Buy\weapons\BuyMXM 6.5 mm (Black).sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Mk20 5.56 mm $600</t>", "Buy\weapons\BuyMk20 5.56 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Vermin SMG .45 ACP $600</t>", "Buy\weapons\BuyVermin SMG .45 ACP.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Katiba 6.5 mm $800</t>", "Buy\weapons\BuyKatiba 6.5 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Zafir 7.62 mm $800</t>", "Buy\weapons\BuyZafir 7.62 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Mk20 5.56 mm (Camo) $800</t>", "Buy\weapons\BuyMk20 5.56 mm (Camo).sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy M320 LRR .408 $1200</t>", "Buy\weapons\BuyM320 LRR .408.sqf", "", -1, false, true, "", "" ], //TEST 0_1 [ "<t color='#00FF3C'> Side Arms</t>", {}, "", -1, false, false, "", "" ], [ [ "<t color='#00FF3C'> Buy ACP-C2 .45 $150</t>", "Buy\weapons\BuyACP-C2 .45.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Rook-40 9 mm $250</t>", "Buy\weapons\BuyRook-40 9 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy P07 9 mm $350</t>", "Buy\weapons\BuyP07 9 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy 4-five .45 $400</t>", "Buy\weapons\Buy4-five .45.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy Zubr .45 $650</t>", "Buy\weapons\BuyZubr .45.sqf", "", -1, false, true, "", "" ] ] ], //TEST 1 [ "<t color='#00FF3C'> Ranged and Explosives</t>", {}, "", -1, false, false, "", "" ], [ [ "<t color='#00FF3C'> RPG-42 Alamut $950</t>", "Buy\weapons\BuyRPG-42 Alamut.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy GM6 Lynx 12.7 mm $2300</t>", "Buy\weapons\BuyGM6 Lynx 12.7 mm.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy M320 LRR .408 $2000</t>", "Buy\weapons\BuyM320 LRR .408.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy x5 HandGrenade $600</t>", "Buy\weapons\BuyHandGrenade.sqf", "", -1, false, true, "", "" ], [ "<t color='#00FF3C'> Buy x5 Smoke Grenade (White) $600</t>", "Buy\weapons\BuySmoke Grenade (White).sqf", "", -1, false, true, "", "" ] ], //TEST 2 [ "<t color='#FF0000'> I don't have enough money</t>", {Hint"Better go get some then" }, "", -1, false, true, "", "" ] ] ]; //An action to start the menu, a menu can be started just by calling LARs_fnc_menuStart and passing it the menu array to display Trader1 addAction [ "I have plenty of trade if you have money", { menu call LARs_fnc_menuStart }, [], 1, false, false, "", "isNil 'LARs_menuSystemActive'" ]; //*************** //Nothing worth editing below here //***************** LARs_fnc_menuUP = { LARs_menuDepth pushBack _this; call LARs_fnc_showMenu; }; LARs_fnc_menuDOWN = { LARs_menuDepth deleteAt (( count LARs_menuDepth ) -1 ); call LARs_fnc_showMenu; }; LARs_fnc_showMenu = { call LARs_fnc_clearMenu; _stripActions = { _nextDepth = []; { if !( typeName ( _x select 0 ) isEqualTo typeName "" ) then { _nextDepth pushBack _x; }; }forEach _this; _nextDepth }; _addActionCode = { _code = _this; _actionCode = str ( _newAction select 1 ); _actionCode = _actionCode select [ 1, ( count _actionCode ) - 2 ]; _actionCode = compile format [ "%1; %2", _actionCode, _code ]; _newAction set [ 1, _actionCode ]; }; _newMenu = +LARs_activeMenu; { _newmenu = _newMenu call _stripActions; _newMenu = _newMenu select _x; }forEach LARs_menuDepth; _childMenus = 0; { if ( typeName ( _x select 0 ) isEqualTo typeName "" ) then { _newAction = _x; //Do we have a child menu? if ( (( count _newMenu ) - 1 ) > _forEachIndex && { typeName (( _newMenu select ( _forEachIndex + 1 )) select 0 ) isEqualTo typeName [] } ) then { ( format [ "%1 call LARs_fnc_menuUP", _childMenus ] ) call _addActionCode; }; //HideOnUse _hideOnUse = _newaction select 5; if ( typeName _hideOnUse isEqualTo typeName 0 ) then { switch ( _hideOnUse ) do { case ( -1 ) : { _newAction set [ 5, true ]; "call LARs_fnc_menuExit" call _addActionCode; }; case ( 0 ) : { _newAction set [ 5, false ]; "call LARs_fnc_menuReset" call _addActionCode; }; case ( 1 ) : { _newAction set [ 5, true ]; "call LARs_fnc_menuReset" call _addActionCode; }; }; }; _newAction = ( player addAction _newAction ); LARs_currentActions pushBack _newAction; }else{ _childMenus = _childMenus + 1; }; }forEach _newMenu; }; LARs_fnc_clearMenu = { //Remove current actions { player removeAction _x; }forEach LARs_currentActions; //Clear action array LARs_currentActions = []; }; LARS_fnc_menuReset = { LARs_menuDepth = []; call LARs_fnc_showMenu; }; LARs_fnc_menuStart = { //Default actions shown at every menu depth above 0 LARs_defaultActions = []; { LARs_defaultActions pushBack ( player addAction _x ); }forEach [ //MENU HIDE - does nothing but hide actionMenu via true in the action ["[] MENU HIDE</t>", {}, "", -1, false, true, "", "!( isNil 'LARs_menuSystemActive' )"], //Always show if menu system is active //MENU HOME - Only show if we are deeper than 1 level [ "<img image='\A3\ui_f\data\gui\rsc\rscdisplayarcademap\icon_sidebar_hide_up.paa' size='0.7'' /> HOME</t>", { call LARs_fnc_menuReset }, "", -1, false, false, "", "count LARs_menuDepth > 1" ], //MENU BACK - Only show if we are deeper than base menu [ "<img image='\A3\ui_f\data\gui\rsc\rscdisplayarcademap\icon_sidebar_show.paa' size='0.7'' /> BACK</t>", { call LARs_fnc_menuDOWN }, "", -20, false, false, "", "count LARs_menuDepth > 0" ], //MENU EXIT ["<img image=\A3\ui_f\data\gui\rsc\rscdisplayarcademap\icon_exit_cross_ca.paa' size='0.7'' />I have changed my mind i'll come back later</t>", { call LARs_fnc_menuExit }, "", -20, false, false, "", "] ]; LARs_currentActions = []; LARs_menuDepth = []; LARs_menuSystemActive = true; LARs_activeMenu = _this; call LARs_fnc_showMenu; }; LARs_fnc_menuExit = { call LARs_fnc_clearMenu; LARs_menuDepth = nil; LARs_currentActions = nil; LARs_activeMenu = nil; { player removeAction _x; }forEach LARs_defaultActions; LARs_defaultActions = nil; LARs_menuSystemActive = nil; };
×