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sbondo1234

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Everything posted by sbondo1234

  1. sbondo1234

    ListBox Help

    Sure will! I have kind of used switch/case statements before when making an earplugs script, so I kind of understand it but not much.
  2. Hello, I have made a list box and added 4 different option in it. Like this: //sg_dialogs.hpp class sg_list_1{ type = 5; idc = 5545; onLoad = [] spawn sg_fnc_openHelp; x = safeZoneX + safeZoneW * 0.343125; y = safeZoneY + safeZoneH * 0.37555556; w = safeZoneW * 0.10375; h = safeZoneH * 0.24; style = 16; colorBackground[] = {0.302,0.302,0.302,0.4683}; colorDisabled[] = {0.302,0.302,0.302,0.4841}; colorSelect[] = {1,1,1,1}; colorText[] = {1,1,1,0.381}; font = "PuristaMedium"; maxHistoryDelay = 0; rowHeight = 0; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); soundSelect[] = {"\A3\ui_f\data\sound\RscListbox\soundSelect",0.09,1.0}; class ListScrollBar{ color[] = {1,1,1,1}; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; }; }; //sg_fnc_help.sqf sg_fnc_openHelp = { disableSerialization; lbClear 5545; {lbAdd[5545,_x]} forEach ["Spawn A Vehicle","Gun On Back","Jumping","Earplugs"]; }; //initPlayerLocal.sqf call compile preprocessFile "scripts\sg_dialogs\sg_fnc_help.sqf"; It works and successfully adds the 4 items into the list box. I am having a problem when I try to make it add text to the side of the list box depending on which list box item is selected. I have another function which I am trying to make change the structured text: //sg_fnc_help.sqf sg_fnc_helpInfo = { _selectedLb = lbCurSel 5545; //2001 = idd for dialog. 5545 is idc for structured text. _lbText = ((findDisplay 2001) displayCtrl (5545)); if (_selectedLb == 0) then{ _lbText ctrlSetStructuredText parseText "You have selected Spawn A Vehicle."; }; if (_selectedLb == 1) then{ _lbText ctrlSetStructuredText parseText "You have selected Gun On Back."; }; }; //structured text I am trying to change - sg_dialogs.hpp class sg_spawnVeh{ type = 0; idc = 5546; x = safeZoneX + safeZoneW * 0.52375; y = safeZoneY + safeZoneH * 0.39222223; w = safeZoneW * 0.048125; h = safeZoneH * 0.02444445; style = 0; text = ""; colorBackground[] = {0.302,0.302,0.302,0}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; I don't get an error, nothing happens when I double click on any list box item. I haven't really used list boxes before today. Some help would be great!
  3. sbondo1234

    ListBox Help

    Sorry for late reply, was gone doing something but thanks for all the help! Works great! Going to work on making it look nicer now!
  4. sbondo1234

    ListBox Help

    Sorry, where would I add this? I tried replacing it with _lb ctrlAddEventHandler and it gave some error.
  5. sbondo1234

    ListBox Help

    @HazJ Thanks for the mission download, I'm not sure what I did wrong but it seemed to fix whatever I did. I Understand this line is changing the structuredText to the name of the List Box Option selected? _text ctrlSetStructuredText parseText format ["%1", _control lbText _selectedIndex]; How would I make it so whenever you clicked on an option I could write in what they see instead of them seeing the name of the option they clicked?
  6. sbondo1234

    ListBox Help

    My files: //sg_dialogs.hpp class sg_list_1 { type = 5; idc = 5545; onLoad = [] spawn sg_fnc_openHelp; onLBDblClick = [] spawn sg_fnc_helpInfo; x = safeZoneX + safeZoneW * 0.343125; y = safeZoneY + safeZoneH * 0.37555556; w = safeZoneW * 0.10375; h = safeZoneH * 0.24; style = 16; colorBackground[] = {0.302,0.302,0.302,0.4683}; colorDisabled[] = {0.302,0.302,0.302,0.4841}; colorSelect[] = {1,1,1,1}; colorText[] = {1,1,1,0.381}; font = "PuristaMedium"; maxHistoryDelay = 0; rowHeight = 0; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); soundSelect[] = {"\A3\ui_f\data\sound\RscListbox\soundSelect",0.09,1.0}; class ListScrollBar { color[] = {1,1,1,1}; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; }; }; class sg_helpInfoText_1:RscStructuredText{ type = 0; idc = 5546; x = safeZoneX + safeZoneW * 0.4675; y = safeZoneY + safeZoneH * 0.38666667; w = safeZoneW * 0.126875; h = safeZoneH * 0.01; style = 0+2; text = "Default Text"; colorBackground[] = {0.9412,0.5843,0.8549,0}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 35) * 1); }; }; //initPlayerLocal.sqf call compile preprocessFile "scripts\sg_dialogs\sg_fnc_help.sqf"; //sg_fnc_help.sqf sg_fnc_openHelp = { disableSerialization; lbClear 5545; {lbAdd[5545,_x]} forEach ["Spawn A Vehicle","Gun On Back","Jumping","Earplugs"]; }; sg_fnc_helpInfo = { disableSerialization; private _display = findDisplay 2001; _text = _display displayCtrl 5546; _text ctrlSetStructuredText parseText "You have selected Spawn A Vehicle."; };
  7. sbondo1234

    ListBox Help

    @HazJ I am really confused then... If it works for you then what could I possibly be doing wrong? I copied your .hpp test code to see if that was the problem and it still didn't work. In fact, I stopped seeing 'Default Text'. I even tried putting my functions in init.sqf instead of its own file but that didn't work either.
  8. sbondo1234

    ListBox Help

    Tried this and it didn't work... What's wrong? Still no error. _text ctrlCommit 10;
  9. sbondo1234

    ListBox Help

    I could see it when I changed it to default: class sg_helpInfoText_1:RscStructuredText{ type = 0; idc = 5546; x = safeZoneX + safeZoneW * 0.4675; y = safeZoneY + safeZoneH * 0.38666667; w = safeZoneW * 0.126875; h = safeZoneH * 0.01; style = 0+2; text = "Default Text"; colorBackground[] = {0.9412,0.5843,0.8549,0}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 35) * 1); moving = false; }; http://prntscr.com/mtu9s1
  10. sbondo1234

    ListBox Help

    I copied the RscStructuredText from the drop box and put it in my defines.hpp, and it still didn't work even with disableSerialization on/off. I changed the text to 'Default' and it did show.
  11. sbondo1234

    ListBox Help

    Sorry, I have just tried it and I still have no idea what is going on. There isn't an error that pops up just nothing happens. Might help if I show you the stuff I have rn: //sg_dialogs.hpp class sg_helpInfoText_1:RscStructuredText{ type = 0; idc = 5546; x = safeZoneX + safeZoneW * 0.4675; y = safeZoneY + safeZoneH * 0.38666667; w = safeZoneW * 0.126875; h = safeZoneH * 0.01; style = 0+2; text = ""; colorBackground[] = {0.9412,0.5843,0.8549,0}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 35) * 1); moving = false; }; //sg_fnc_help.sqf sg_fnc_openHelp = { disableSerialization; lbClear 5545; {lbAdd[5545,_x]} forEach ["Spawn A Vehicle","Gun On Back","Jumping","Earplugs"]; }; sg_fnc_helpInfo = { private _display = findDisplay 2001; _text = _display displayCtrl 5546; // Replace <IDC> with actual number _text ctrlSetStructuredText parseText "You have selected Spawn A Vehicle."; }; Whenever I double click on the option in the list box, nothing happens.
  12. sbondo1234

    ListBox Help

    That works great, but I think I may have explained myself wrong. I wanted the text to appear in a different box, which I thought that this did. This screenshot might help show what I was trying to do: http://prntscr.com/mtto4b
  13. sbondo1234

    ListBox Help

    Error Undefined Variable in expression: _display. Not really sure what that means. Hopefully, larrow can help with this too.
  14. sbondo1234

    ListBox Help

    Should it be something like this: _selectedLb = lbCurSel 5545; _selectedLb lbSetTextRight [_forEachIndex, "You have selected Spawn A Vehicle.", "You have selected Gun On Back."];
  15. sbondo1234

    ListBox Help

    One question though. What would the index be?
  16. sbondo1234

    ListBox Help

    Didn't know this existed, but thanks. I will try it out now instead of all of these functions.
  17. I currently have this: //initPlayerLocal.sqf private ["_sg_kills", "_sg_deaths", "_player"]; _player = _this select 2; if (isNil {profileNamespace getVariable "sg_kills"}) then { profileNamespace setVariable ["sg_kills", 0]; }; _lkills = (profileNamespace getVariable "sg_kills"); _player setVariable ["sg_kills", _lkills]; player addMPEventHandler ["MPKilled", {null = execVM "scripts\sg_stats.sqf";}]; So I have created the variable sg_kills and it is set to 0 for newcomers and if you have already played it finds what it is. I can only imagine that this works (please tell if I have gotten something wrong above too). I am having trouble finding out what I would do in my sg_stats.sqf. I have my variable sg_kills and I have tried adding onto it, but it always ends in errors and it not doing what I wanted it to. I tried: //sg_scripts.sqf player addMPEventHandler ["MPKilled" {sg_kills + 1}]; hint format [sg_kills]; Any help with what I should add into the sg_stats.sqf would be very much so appreciated! I am just trying to make it add a kill onto the sg_kills variable and then display a hint after every kill you get. I am using profileNamespace because I want these statistics to save even after the mission ends ( It's a DM game mode ).
  18. //initPlayerLocal.sqf // Check if player has kills saved if (isNil {profileNamespace getVariable "sg_kills"}) then { profileNamespace setVariable ["sg_kills", 0]; }; // Get players current kill count and set to player _sg_kills = profileNamespace getVariable ["sg_kills", 0]; player setVariable ["sg_kills", _sg_kills, true]; // True lets everyone on the server know this variable was updated // Run on all clients in multiplayer when player is killed player addMPEventHandler ["MPKilled", {null = _this execVM "scripts\sg_stats.sqf";}]; // sg_stats.sqf params [["_unitKilled", objNull], ["_killer", objNull]]; // https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#MPKilled private ["sg_kills"]; // Check if you are the killer if (player isEqualTo _killer) then { // Update kill count _sg_kills = (player getVariable ["sg_kills", 0]) + 1; // 0 is the default value profileNamespace setVariable ["sg_kills", _sg_kills]; // ProfileNamespace cannot use true with setVariable player setVariable ["sg_kills", _sg_kills, true]; // Inform user of kill if (_unitKilled in allUnits) then { hint format["You just killed %1, and now your current kill count is %2", name _unitKilled, _sg_kills]; }; }; // Check if your are the one killed if (player isEqualTo _unitKilled) then { hint "You Are Dead"; }; sg_stats.sqf is called in initPlayerLocal
  19. When I change the variable in sg_stats.sqf I get an error similar to this http://prntscr.com/mpzgt8, but something on line 53 instead. I have also just realised a weird error in intelliJ around this code: // Check if player has kills saved if (isNil {profileNamespace getVariable "sg_kills"}) then { profileNamespace setVariable ["sg_kills", 0]; }; Error: <statement> expected, got ''. I don't know if you can make sense of this, but I have no idea what it is talking about.
  20. nevermind fixed it i forgot this
  21. @NumbNutsJunior Thanks for this... I have put everything where it needs to be to test whether it was working and I got an error as soon as I loaded into the MP game. Error: http://prntscr.com/mpzgt8, I'm not really good at decrypting arma errors, some help would be great. Everything around line 55: // Check if player has kills saved if (isNil {profileNamespace getVariable "sg_kills"}) then { profileNamespace setVariable ["sg_kills", 0]; }; It would be nice if you could explain this line as well: player setVariable ["sg_kills", _sg_kills, true]; // True lets everyone on the server know this variable was updated Does everyone have to know when one person gets a kill, what would happen if this was set to false?
  22. I have a mission here and I wanted to know if it was possible to force difficulty settings that people played on. At the moment I haven't changed any difficulty settings and I don't know how you would do so either. So is it possible to change the difficulty settings on the mission and if so how would I go about doing this? I have found this page with all the settings you can change. Not sure how to change them in a mission though.
  23. sbondo1234

    Difficulty Settings For Missions

    Nah can't because its gonna be a MP mission so I can't tell when randomers join if they have the correct settings.
  24. sbondo1234

    Difficulty Settings For Missions

    You cant change difficulty settings in description.ext? From what I see you can only disable certain things like fully disabling GPS'. I want to be able to force difficulty settings like the ones you get with TADST, but for when someone plays SP/without TADST.
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