BomosBoy
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Everything posted by BomosBoy
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I have 2 short questions: 1. How i can use "count array" with waitUntil? My code (not working): shortArray = []; while{true} do { waitUntil {(count shortArray) > 0}; hint "Array > 0"; }; 2. How i can wait until a display is closed / open? My code (not working): waitUntil {!(ctrlShown 300)}; or waitUntil {!(ctrlVisible 300)};
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WaitUntil with Array and Displays
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I fixed my issue with a uiNamespace Variable. I set the display on controlNull if its unloads. -
WaitUntil with Array and Displays
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes now i know what was wrong... I just pushedBack the wrong array *facepalm*. Thank you for your patience with me. EDIT: waitUntil {isNull (findDisplay XXX)}; is not working correctly. The other code parts are working fine. -
Arma 3: Community wishes & ideas- NO DISCUSSION
BomosBoy replied to Maio's topic in ARMA 3 - GENERAL
For Apex: -> more pistols -> pistols (when there is no vest) are in the back of the pants like in csgo terrorists -> more transition animations so that you dont stop all the time -> flashbang / more grenades -
WaitUntil with Array and Displays
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i just spawn it: [] spawn { [the code i posted] }; -
I finished my design with the controlgroups. But now i have a new problem and i dont get it fixed. I have 3 buttons (RscButton) that represent a menu. When i click on the button, a controlgroup appears. Thats working fine. My problem is that the active button blinks from black to white. So i set period = 0. Thats also working but now my button has no "active color". I just want that the selected button has white as background and black as textcolor. The otherones have white as textcolor and black as background. Thats basicly all i want but i dont get this working. And the color shouldnt change as long as i press a nonmenu button. When i click on an other menubutton then the background gets black again and text white.
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then iam sorry... can you tell me if the vest is in the dev built or preview?=
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Ehhhh, the CTRG is using it, the Syndikat, .... . Basicly all sides are using this Tatical Chest Rig except NATO i think. I thought they will add a Gendarmerie Pistol like the p250 etc.
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Sometimes i love BI, sometimes i hate BI: https://dev.arma3.com/post/sitrep-00160 "[...] Other aspects will remain as they are for release, such as the amount of building interiors. This different approach was first discussed during last year's reveal of Tanoa. We are however investigating the handling of model Levels Of Detail. [...]"
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But the coop campaign is not released yet.... I hope they will add something more. One part of the story is spoilered in the dev video already.... (here is one small thing)
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I have a short question: In the developer diary they said that some new weapons and uniforms, etc will be for the coop and that they will hiding them unitl the coop campaign is released. So can we expect more weapons / uniforms or is all that we will see already in the sneak preview?
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I want to create a loadout dialog with the use of multiple buttons, labels, etc.I've a menu with a headline etc. My problem is that the menu is sometimes looking different. (Image) I thought it might be possible to have a "super" control where different controls are children of the super control. So that i only need to hide the body of my menu not the header. I know i cant explain it good enough. I hope the picture helps. I only want a way where i dont need to hide every single control.
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Muliple Dialogs / One "main" Dialog
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes that was my problem. And the ControlsGroup has a really big border at the bottom. I made a small ControlsGroup so there was nothing to see ^^. Thx for the answer larrow! -
Muliple Dialogs / One "main" Dialog
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry that i post again, but has someone an example of ControlsGroup? I try to the example in the wiki / gui editor but my button is invisible / not added. -
The following (small) things need to be changed in my opinion: 1. The FINGERS / FINGER POSITION LOOKING DAMN STRANGE (for example the SPAR and Protector 9mm) 2. The new Pistol is looking awful. Really. It dosnt fit in the game. Also the hand / finger position is strange again. Or remove it! 3. Please retexture the Type 115 6.5 mm. The texture is looking like a simple color with paint. Iam also confused why nobody complains about the car physic's with the Jeep and Prowler. You cant drive them intuitive. Its just like you would driving on ice.
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Sneak Preview over BETA tab in steam. (All) vehicles, skins, etc are in the buiilt
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Muliple Dialogs / One "main" Dialog
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea it helps alot thx! I only need to understand now the concept of the ControlsGroup ^^ but i will read the wiki! -
Muliple Dialogs / One "main" Dialog
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its nothing special.... I just want like a "controlbox" where i can put other controls in and access them via one idc. class loadoutMenu { idd = 1200; movingEnable = 0; enableSimulation = 1; class controls { class BackgroundTitle : RscText { idc = 1211; x = 0.25 * safezoneW + safezoneX; y = 0.20 * safezoneH + safezoneY; w = 0.5 * safezoneW; h = 0.058 * safezoneH; }; class BackgroundLoadout : RscText { idc = 1212; x = 0.422656 * safezoneW + safezoneX; y = 0.324 * safezoneH + safezoneY; w = 0.37125 * safezoneW; h = 0.319 * safezoneH; }; class ButtonLoadoutDefault : RscButton { idc = 1201; text = "default"; //--- ToDo: Localize; x = 0.25 * safezoneW + safezoneX; y = (0.26 + 0.0015) * safezoneH + safezoneY; w = 0.071 * safezoneW; h = 0.022 * safezoneH; }; class ButtonLoadoutCustom : RscButton { idc = 1202; text = "custom"; //--- ToDo: Localize; x = (0.25 + (0.07) + (0.0015)) * safezoneW + safezoneX; y = (0.26 + 0.0015) * safezoneH + safezoneY; w = 0.071 * safezoneW; h = 0.022 * safezoneH; }; /* MY IDEA ############################# class supercontrol { idc = 2000; button1 : RscButton button2 : RscButton }; class supercontrol2 { idc = 2001; button1 : RscButton button2 : RscButton }; ######################################*/ }; }; -
Youre just thinking too big ^^. I dont want mods integrated in arma3. I want that you can pay modders / BI for new content that all people want. That does not mean every model will be added. If BI says no, its a no. Also i want that modder create content FOR arma 3. For example you have great models and everybody likes the weapon BI has the opportunity to say yes it will be in the game. My idea was only HOW we fund new DLC's / Addons. It should be the community that decides what they want in the next dlc. I think that BI will have a solution for the next years. I just hope the community will get a chance to influence the future of arma.
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Thats what i have written: I said that bi get money and the artists. I hate DLC's. Thats why i would recommend something else as dlc's. The problem is that if we get a boat dlc, plane dlc, ... the new players wont spend money on every dlc. And that would mean the end for ARMA 3 if only the "hardcore" community buys them. They need free content so that new players have a reason to play it. And modders are the best way because they making great stuff.
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Then pay a modder to create a laser canon. What's the problem? My idea is that the people who want something in the game can pay for it and the modder gets some money and BI. The result is added in the game for free. You want a laser canon? then find a modder who models one and pay him. Thats the whole point. Nobody needs to pay. Its your choice if you want to support the idea. If nobody wants it, then it will not be added. Its simple.
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Like i explained.... Kickstarter. Lets say we want a glock. a modder has made a nice model with textures etc. But he wants some money (for example 10€). 3 people pay 3, one pays 1€. Tada the modder is payed and the model is ingame. You can pay but its your choice. So people with less money dont need to pay. But if we really want the model then some people will pay for it. Its like a dlc funded by the people who wanted it. The content in arma 3 is then free for everybody.
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I dont think so. They only add models / textures which we voted / which are needed. Also the modders get some money / credits. Its just that there will be still mods. But the mods are only for "special" things like ace3. If all want a glock / g36 whatever and someone made a great model why it shouldnt be in the game? BI makes some nice animations etc and it will be added in the next update. Or a system like kickstarter where we pay some money and so that the modder gets something back for the work. I hope they find a system where modders are directly integrated in the workprogress and have the ability to influence the work on arma 3 vanillia.
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Yea, but they only adding functions to the game. The idea is that artists can create models ONLY for arma3 vanillia. Like the CSGO skins (the artists also get some money). The problem is that BI is only working on the engine / functions not on the models / textures (only in addons /dlcs). Its more comfortable as downloading mods. Every server needs special mods and they need to be downloaded. It would be easier if they added some core models / texture in vanillia.
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This is the explanation: