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Elemtael

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About Elemtael

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  1. That is unfortunate. The addon is basically a template that controls general stuff about my unit's missions; other mod settings being one piece of that. I was hoping that if it was possible via a mod I could avoid having people manually go in and add the custom composition to get everything to work. We have run into a few instances of people running an outdated version of the modules and it can cause huge problems. I don't suppose there is any other way to alter/control settings without using modules? Adding compatibility with CBA comes to mind but that sounds like a shitload of work...
  2. Lets try this again in the right place. Greetings, all! I'm trying to add a custom composition to the editor via my mod and it just isn't working out. Most of the composition is comprised of other mod's modules and the best I have been able to do is get an empty composition which has seemingly converted the modules to soldier units. I'm a little dumbfounded. Does anyone have a way to take like a composition.sqe and convert it to a cfg? I've looked at a lot of examples using CFG groups but none of them have shown what a comp with attributes would like like. Any help would be greatly appreciated.
  3. Greetings, all! I'm trying to add a custom composition to the editor via my mod and it just isn't working out. Most of the composition is comprised of other mod's modules and the best I have been able to do is get an empty composition which has seemingly converted the modules to soldier units. I'm a little dumbfounded. Does anyone have a way to take like a composition.sqe and convert it to a cfg?
  4. Elemtael

    Losing Zeus on Respawn w/ Cleanup Script

    Just for giggles I respawned then deleted the body without the script, just good old select >> del. Same thing.
  5. Hi all. Apologies if this is duplicated or answered somewhere else but I did some searching and couldn't find anything related. I am working on a framework for my unit's missions and we have a script set up to make weapons safe. I am altering it to also include some cleanup functionality when it is turned off. What is odd is when I delete bodies, if Zeus happens to be one of them, he loses his curator status and can no longer get in the Zeus interface. Zeus is assigned via #adminLogged and referencing a specific Zeus set in the editor is out of the question. I suspect the Curator stuff is somehow tied to the Zeus's old body but how or why this is happening is beyond me. Any work arounds / explanations are highly appreciated.
  6. Elemtael

    Question about List Boxes

    I got it working. I realized that in the 2nd script the dialog did not exist so I added an event handler via the first script for when the select button is used. And painfully I now realize why you used the global variables *facepalm*
  7. Elemtael

    Question about List Boxes

    Hmmm still missing something. Thank you for the getText bit though. Looks a lot better than staring at classnames :D _slot is still returning -1 (my understanding is this is supposed to be the index of the listbox item selected with -1 meaning nothing is selected. Why is nothing selected? I can see the gray highlight with something selected) and the selWeapon bit is returning a nonexistent entry (blank) which I suppose is to be expected if the index bit is not working. The way I have it set currently is to populate the list when it is opened from one script, then I have a select button that fires to get what the player has selected in another. Is that the right way to do it or is there a better alternative? I do appreciate the help kitty. Latest bits: +++loadVehicleList.sqf+++ disableSerialization; _inidbi2 = ["new", "Faction Database"] call OO_INIDBI; _garArray = ["read", ["Logistics", "Garage"]] call _inidbi2; createDialog "garageMenu"; waitUntil {!isNull (findDisplay 9998);}; disableSerialization; { _vehName = getText (configFile >> "cfgVehicles" >> _x >> "displayname"); lbAdd [1500, _vehName]; lbSetData [1500, _forEachIndex, _x]; } forEach _garArray; selectVehicle.sqf disableSerialization; _index = lbCurSel 1500; player sideChat format ["Variable is %1", _index]; selVehicle = lbData [1500, _index]; player sideChat format ["Variable is %1", selVehicle];
  8. Elemtael

    Question about List Boxes

    lbCurSel is returning -1 which the article comments define as nothing selected. Could it be because I am populating the list via an array?
  9. After much head banging I have decided its time to ask the experts... In a nutshell I am trying to write a script using using a dialog to create garage functionality for the players with integration of INIDBI2. I've worked out how to get the dialog created and populated from the databasae but for the life of me I cannot figure out how to identify what the player has selected. Any tinkering and hinting I have done is returning either an empty value (I suspect its hidden) or -1. Appreciate any help I can get with this one. +++ loadVehicleList.sqf+++ disableSerialization; _inidbi2 = ["new", "Faction Database"] call OO_INIDBI; _garArray = ["read", ["Logistics", "Garage"]] call _inidbi2; createDialog "garageMenu"; waitUntil {!isNull (findDisplay 9998);}; disableSerialization; { private ["_index"]; _index = lbAdd [1500, _x]; lbSetData [1500, _index, _x]; player sideChat format [" Index is %1. _x is %2", _index, _x]; } forEach _garArray; lbSetCurSel [ 1500, 0 ]; +++selectVehicle.sqf+++ disableSerialization; _ctrl = (findDisplay 9998) displayCtrl 1500; _selection = _ctrl lbText (lbCurSel _ctrl); P.S. I am aware there are existing examples of this but I have had a hard time digging through them. I'm also doing this to learn so copy pasta is not an option :(
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