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Everything posted by Bayern_Maik
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RscIngameUI - Adding ctrl to existing UI
Bayern_Maik posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi Guys, Im currently stuck because of "knowledge.hpp" not found and i hope u can help me out 🙂 I wrote a little script to allow players to adjust the animationSpeedCoef while beeing in stand/crouch combat stance via mouse wheel to make movement in cqc bit more variable (inspired by Escape from Tarkov "incremential" movement) To give the player visual feedback about the current movement speed i wanted to add a GUI element/progressBar beneath the stance indicator. The idea was to add another ctrl to RscStanceInfo hoping that the ctrl will be initialized/loaded/unloaded/shown "automatically" along the stance indicator ui. This is what i wrote in my mods config.cpp (for testing just a textbox instead progressBar) : class RscText; class RscIngameUI { class RscStanceInfo { idd = 303; scriptName = "RscStanceInfo"; scriptPath = IGUI; onLoad = "[""onLoad"",_this,""RscStanceInfo"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; onUnload = "[""onUnload"",_this,""RscStanceInfo"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; controls[] = {"StanceIndicatorBackground", "StanceIndicator","StanceProgressbar"}; class StanceProgressbar : RscText { idc = 6128; access = 1; type = 0; style = 2; x = (profilenamespace getvariable ["IGUI_GRID_STANCE_X", ( (safezoneX + safezoneW) - (3.7 * ( ( (safezoneW / safezoneH) min 1.2) / 40)) - 0.5 * ( ( (safezoneW / safezoneH) min 1.2) / 40))]); y = (profilenamespace getvariable ["IGUI_GRID_STAMINA_Y", (safezoneY + 4.05 * ( ( ( (safezoneW / safezoneH) min 1.2) / 1.2) / 25))]); w = (3.7 * ( ( (safezoneW / safezoneH) min 1.2) / 40)); h = (0.27 * ( ( ( (safezoneW / safezoneH) min 1.2) / 1.2) / 25)); text = "-WORK IN PROGRESS-"; font = "PuristaBold"; colorBackground[] = {1,1,1,1}; colorText[] = {1,1,1,1}; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 3); }; }; }; When testing in editor i can see my added class "StanceProgressbar" as subclass of "RscStanceInfo" in config viewer, but when trying to find the ctrl ingame to adjust the progressBar via script with _ctrl = ((uiNamespace getVariable "RscStanceInfo") displayCtrl 6128); returns "no Control". The other subclasses of "RscStanceInfo" are accessible with idc 1201 & 188. I guess i have to initialize/load my custom ctrl "manually" somehow, but i have absolutely no idea how 😂😭 Any help appreciated 🤗-
- rscingameui
- rscstanceinfo
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How to use UnitCapture in Arma 3.
Bayern_Maik replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone tell me pls where i get the input data from? F1 and ESC doesnt do anything... killing the "input unit" after recording is done doesnt work either. Edit: Got it... Spawned unitRecord before unit was initialized.... 😑 -
Edit ProfileName.Arma3Profile by Script?
Bayern_Maik posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, Is there a way to read/rewrite the keybinds in ProfileName.Arma3Profile profile file by script? ... keyMoveForward[]={17,200}; keyMoveBack[]={31,208}; keyTurnLeft[]={30,203}; keyTurnRight[]={32,205}; keyMoveUp[]={45}; keyMoveDown[]={44}; keyMoveFastForward[]={286457887,521338897}; keyMoveSlowForward[]={}; keyMoveLeft[]={}; keyMoveRight[]={}; keyEvasiveLeft[]={16}; keyEvasiveRight[]={18}; keyStand[]={}; keyCrouch[]={}; keyProne[]={}; keyLeanLeft[]={16,524291}; keyLeanRight[]={18,524297}; keyLeanLeftToggle[]={272}; keyLeanRightToggle[]={274}; keyWalkRunToggle[]={}; keyWalkRunTemp[]={57}; keyTactToggle[]={}; keyTactTemp[]={42}; ... I assume its possible somehow since these settings can be changed in armas options menu. I took a look at the scripts in ui_f.pbo but was unable to figure out how it works... I want to create a custom dialog for setting keybinds and presets during missions -
The CSAT Modification Project (Release)
Bayern_Maik replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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2035: Russian Armed Forces (5.3.0)
Bayern_Maik replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I found the older vehicle retextures but i cant find the weapons. Are you sure they are still in? -
(SMA) Specialist Military Arms
Bayern_Maik replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are retextures allowed? -
Jup, thx for beeing not helpfull at all.
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addons[]= { "A3_Structures_F_Dominants_Castle", "101_editor" }; That means it will be required as a dependency, does it?
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iniDBI2 - Save and Load data to the server or your local computer without databases!
Bayern_Maik replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi i have few questions. - ini files are usually used by Windows right? Is iniDBI2 working on linux servers aswell? -Where are those ini files stored? -
Connect Database (SQL) with mission
Bayern_Maik replied to Am4z3d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So this means that i could use iniDB/iniDBI2 for a multi server setup aswell? Can you give me a hint how to do this? I have no clue how to implement php code into sqf to access ftp files. Sry for warming up this thread btw -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Bayern_Maik replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Blowing up stuff from distance had never been funnier than now Love your mod! -
2035: Russian Armed Forces (5.3.0)
Bayern_Maik replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yesss, thats what i was hoping for :) Thanks for the hint, i know what to do this weekend -
Firewill Standalone Series Release Thread
Bayern_Maik replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, still using ur Hunter GPK mod. If you ever decide to continue this project turrets for the "Punisher" (DSHKM,Kord,AGS30) would be cool. Just saying ;D. Thx for your work! -
2035: Russian Armed Forces (5.3.0)
Bayern_Maik replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I 've seen pictures of an older version with RPK12's, AK12U's & SVD12's aswell as very nice CSAT Vehicle textures. Is there a prticular reason why those aren't included anymore? Asking because curiosity that stuff looks veeery interesting. -
RHS Escalation (AFRF and USAF)
Bayern_Maik replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, just a short question. Guess i already know the answer but... Are any weapons only versions of the rhs mods available adn if not is it allowed to upload a version with only the weapons pbo's ? As far as i understood the licencing stuff its not but maybe i got something wrong. I am asking because rhs mods are quite big and i like to keep things simple :) Thx in advance- 16574 replies
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- Weapons
- Accessories
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Horizontal Listbox Example needed
Bayern_Maik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I cant find a working example for a horizontal Listbox (Type: CT_XLISTBOX/42) & BI's "Templates/Examples" in their "splendid" documentation don't work either (https://community.bistudio.com/wiki/DialogControls-ListBoxes). Is there anyone who could help me out with a working example control pls? There might be a ugly wrokaround with buttons but im kind of desperate to understand how this ****box is supposed to work Bueno thanks in advantage Greets from Germany Edit: Got it working, will post my example for other noobs ;D- 1 reply
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- listbox
- horizontal
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2035: Russian Armed Forces (5.3.0)
Bayern_Maik replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love this Mod! (Like it more than RHS's but dont tell'em ) Do you plan to add a Drum-Mag for the AK12 to get a RPK12(ish) rifle? Would be awesome to close the gap between AKs and PKM -
Blastcore Tracers A3
Bayern_Maik replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice, ***tload of Nightmissions incoming. Thx FoxFort! -
(SMA) Specialist Military Arms
Bayern_Maik replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the info, but now im sad The Masadas still have PMAGs? Is there a reason for removing the PMAG versions? Not very comprehensibly to me. Any way to download the old V2.0 again? -
(SMA) Specialist Military Arms
Bayern_Maik replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I noticed that the Remington ACRs on the pictures have PMAGs (https://steamcommunity.com/sharedfiles/filedetails/?id=699630614) but whenever i play with the ACRs i only have normal Stanags. Is there a trick or somewhat to get the PMAGs equipped? Thanks in advance -
Is there a way to access these: aimPrecisionSpeedCoef = 5; staminaCooldown = 10; staminaDuration = 10; staminaRestoration = 30; terrainDrainRun = -1; terrainDrainSprint = -1; terrainSpeedCoef = 0.9; https://community.bistudio.com/wiki/CfgMovesFatigue dynamically during mission with script?
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CfgMovesFatigue Parameters
Bayern_Maik replied to Bayern_Maik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/setUnitTrait player setUnitTrait ["loadCoef",1]; Not exactly what i was looking for but i think it will do the trick for now :) -
CfgMovesFatigue Parameters
Bayern_Maik replied to Bayern_Maik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So this: aimPrecisionSpeedCoef = 5; staminaCooldown = 10; staminaDuration = 10; staminaRestoration = 30; terrainDrainRun = -1; terrainDrainSprint = -1; terrainSpeedCoef = 0.9; is "hardcoded" in the "CfgMovesFatigue"-file and i dont have access during mission. Are there any undocumented functions for "Fatigue Drain" & "Recovery"? I am trying to find a way to set custom FatigueCoefficient(multiplier for "Fatigue Drain") & RecoveryCoeficient(multiplier for "Fatigue Recovery"). I wrote this script but it doesnt act like i expected: It seems to kind of "overwrite"/ignore the default multipliers for different animationStates(Sprint/Run/Walk etc.). The "Fatigue Drain" calculated by my script is always the same undependent how fast you move. I would have to add different calculations for the different animationStates. I guess the script repeats too quickly but otherwise it wouldnt work fluid :( Does anyone already have a working script for this or some tips before i start messing around (because i honestly dont know how the default calculations work :D......) with different animationStates and basically completely rewrite the basic system? I am thankfull for every annotation! -
Luv it!! Especially the ranger plate makes a MK17 a MK17. Great job Edit: Sry, a MK20 :P.....
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bayern_Maik replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
individually to make units weaker/stronger than others? Something like: Greets, Me Anyone?