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About NumbNutsJunior

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  1. Colored Hexes A portable mission that re-introduces colored group indicators to Arma 3. Features - Scriptable group indicators. - Adjustable group indicator colors. Setup - Disable the default group indicators within your server's difficulty settings. - Define the example file fn_coloredHexes.sqf and call it from any initialization function that runs locally on the player once during mission run-time. Showcase Download https://github.com/NumbNutsJunior/Colored-Hexes Disclaimer Re-adding colored group indicators has been done before but the only public version available (that I have found) is under ShackTac's UI mod. This mod almost completes the same task but the vehicle hex position is inaccurate and it is not very lightweight, and so I am releasing this version for those who wish to add colored hexes to their missions with little to no complexity. I hope you can find some use for it in your missions! Feel free to modify and improve on it of course, but I just ask that you leave the initial author credits. ~ NumbNutsJunior aka Pizza Man
  2. NumbNutsJunior

    Control Posititon Relative Conversion?

    Thank you man. I knew it was something simple, worked perfectly.
  3. I am unable to collect examples right now because I am on mobile but my issue is that I need to convert the relative position of a 2D control group control to its position relative to the control group's parent display. The reason is because I need to compare the position of a control group control to a display control and I cannot get around having to use a control group. If anyone has any solutions or suggestions, that would be greatly appriciated!
  4. NumbNutsJunior

    [RELEASE] Notification System

    Updated 7/18/2019: Added timer conditions Added cleanup for controls Fixed issue related to RemoteExec/RemoteExecCall Use fn_handleMessage with these commands
  5. I am not sure what kinda testing environment you have setup, and from the information given to use it looks like it should work perfectly fine. So rather wasting time playing 20 questions I went ahead and created an example mission for you, recreating exactly what you are trying to do with what you have showed us from your script. My assumption is that your diag_logs are going to a server rpt file and you are just looking in the wrong place because the event handler is assigned to a globally created vehicle and not a player but they would show up in your own rpt files if you ran the mission as the host. Hopefully this helps! https://drive.google.com/open?id=1h4yG0cNClq3MR8-phCTtcA6HHzc_mYnG
  6. The example @Maff gave worked fine for me, the event handler 'fuel' only gets activated when "Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty." I got your "systemchat 'setfuel 1';" twice, once for when the car ran out of gas and again after the code "(_this select 0) setFuel 1;" ran. Depending on the testing environment you might not get the system chat because the event handler is assigned to the vehicle, not to the player and systemChat has a local effect while setFuel has a global effect. So probably don't base your testing on that alone.
  7. Nothing about this seems to make any sense, I think this is more than just a bracket ... Look at your parameters: this (good) "INIT=" (good) [_proxyThis,]addeventhandler ["Fuel",{(_this select 0) setfuel 1; systemchat "setfuel 1";}]; (bad) addeventhandler takes an object as its first parameter, not an array. "[_proxyThis,]", _proxyThis is undefined (you say its treated as "this" but you still use "this" rather than _proxyThis as the first parameter). "[_proxyThis,]" you have a comma after the first element with no second element of the array Why are you trying to assign an event handler to something as a parameter, unless you are trying to pass the handler id. "addeventhandler ["Fuel",{(_this select 0) setfuel 1; systemchat "setfuel 1";}];" you have a semi colon at the end of the element, that is like saying _array = [1,2,3;]; You should probably do something like what @Maff suggested. Then do some more reading up on the wiki on how to script cause you will get generic error messages for a lot of different problems and will waste your time looking for some missing bracket or semi colon that does not exist.
  8. NumbNutsJunior

    Change Text of an edit box

    Your problem is that in your conditions you are trying to compare text to a number ... // Returns text _am1 = ctrlText _ctrl1; _am2 = ctrlText _ctrl2; _am3 = ctrlText _ctrl3; // Error - checking if text is less than a number if (_am1 < 200) then {_ctrl1 ctrlSetText "200"; player setVariable ["overall_distance",200]}; The very simple fix for this is to parseNumber for those three variables // Returns text _am1 = parseNumber(ctrlText _ctrl1); _am2 = parseNumber(ctrlText _ctrl2); _am3 = parseNumber(ctrlText _ctrl3); // No-error - Checking if a number is less than a number if (_am1 < 200) then {_ctrl1 ctrlSetText "200"; player setVariable ["overall_distance",200]};
  9. NumbNutsJunior

    Drawing on GPS panel

    Update: The control does draw icons as intended. // Wait for display waitUntil {!isNull (uiNamespace getVariable ["RscCustomInfoMiniMap", displayNull])}; private _display = uiNamespace getVariable ["RscCustomInfoMiniMap", displayNull]; // Controls private _miniMapControlGroup = _display displayCtrl 13301; private _miniMap = _miniMapControlGroup controlsGroupCtrl 101; // Event handler _miniMap ctrlAddEventHandler ["Draw", { // Wiki example (_this select 0) drawIcon [ "iconStaticMG", [1,0,0,1], getPos player, 24, 24, getDir player, "Player Vehicle", 1, 0.03, "TahomaB", "right" ] }];
  10. NumbNutsJunior

    Drawing on GPS panel

    Hello HazJ, The mini-map control is held within a controls group and so you need to access it via the command controlsGroupCtrl. I did not go as far as to actually draw icons but I am assuming from the hint of params that the rest should work as you said it already does, hopefully this info helps. For future work on these IGUI displays you can loop through them and use the command ctrlType in order to figure out what controls are what so that you are not just staring at the control ids. // Wait for display waitUntil {!isNull (uiNamespace getVariable ["RscCustomInfoMiniMap", displayNull])}; private _display = uiNamespace getVariable ["RscCustomInfoMiniMap", displayNull]; // Controls private _miniMapControlGroup = _display displayCtrl 13301; private _miniMap = _miniMapControlGroup controlsGroupCtrl 101; // Event handler _miniMap ctrlAddEventHandler ["Draw", {hintSilent (format [":: %1", _this])}];
  11. NumbNutsJunior

    help with returning a value from script

    The command apply takes an array and applies the given code to the element, so when you exitWith true or just exit with false the resulting array will just be [false, true, false, ect] (runs for each member of the crew). The reason it is returning this array is because it is the last line of code in your function, also it does not automatically override the given array unless you assign it again such as _crew = _crew apply {true}.
  12. A Notification System A simple notification system with timed hints that are simple and easy to use. Features - Priority message system, messages are sorted from top (highest priority) to bottom (lowest priority). - Personalize each message with whatever color progress timer you want. - Dynamic hint height to hold any length message. - Supports structured text of course. Setup - Define the files found in the example mission into your mission's functions.hpp and create the messages through the function fn_handleMessage.sqf. - You will need to create the rscTitle life_message_hud either through your own system or with the function fn_initMessageHUD.sqf after defining message_hud.hpp in you're description.ext's RscTitles class. Showcase Download https://github.com/NumbNutsJunior/Notification-System Disclaimer The style of hint produced is not completely original as it was inspired from the types of notifications found on GTA V but the system created for them is designed for arma 3 and to be lightweight and portable across missions. I hope you can find some use for it in your missions, feel free to modify and improve the system of course but just ask to leave my initial author credits. ~ NumbNutsJunior aka Pizza Man
  13. NumbNutsJunior

    Creating Table Dialog

    Unfortunately RscListNBox only got me so far in finding something that replicates the server browser. From the looks of it they lined up buttons to match the columns in the list but I am still unsure how the server browser is made because I cannot find any "column" functionality with RscListBox as they use it for the server browser so my guess is that its using the table dialog type but all the defines in config.bin point to using RscListBox. I am aware that RscListNBox can create columns, but with the server browser they are able to add tool tips to certain column items and can click on column cell items such as the favorites icon without selecting the entire row which both RscListBox and RscListNBox cannot do.
  14. There is a setting in the editor that you can check, or that you can add to description.ext: disabledAI = 1; // 0: disabled - 1: enabled. Default: 0 1 (checked) will do what you want, 0 (not checked) will allow AI to be in place of playable units. This does not disable AI units entirely, only units set to player or playable.
  15. NumbNutsJunior

    Night Vision Display? [SOLVED]

    You saying its possible to change without having a modded mission/server? Iv'e never tried creating "modded" content for arma, so if its related I would not know.