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LoOni3r

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About LoOni3r

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  1. thank you. I was already wondering what the string is for. this works: _recoil = (getarray (configFile >> "CfgRecoils" >> (gettext(configFile >> "CfgWeapons" >> _cfgname >> "recoil")) >> "kickBack")) select 0; Thank you again. I was annoyed with it for 3 days.
  2. Yes, I want that. I apologize for my bad English. in getNumber(configFile >> "CfgWeapons" >> _cfgname I could not find anything suitable. also under getNumber(configFile >> "CfgMagazines" >> _magazines it was not to be found.
  3. Hello everyone, Is it possible to value weapons for setback / recoil read? I am currently working on a weapons statistics list for my players. Thank you, Regards.
  4. hi, In my list I listed all weapons. If I now press "C" to get to CAR-95 ... he goes to the last entry. what do I have to change so that he jumps to "CAR-95 .." if I press "C"? .hpp: class list { type = 102; idc = 1; x = safeZoneX + safeZoneW * 0.3; y = safeZoneY + safeZoneH * 0.12888889; w = safeZoneW * 0.4; h = safeZoneH * 0.74333334; style = 16; colorBackground[] = {0,0,0,1}; colorDisabled[] = {0.2,0.2,0.2,1}; colorSelect[] = {0.702,0.702,0.102,1}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; maxHistoryDelay = 0; rowHeight = 0; columns[] = {0,0.35,0.45,0.55,0.65,0.75,0.85}; drawsidearrows = 0; idcLeft = 0; idcRight = 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"; }; onLBSelChanged = ""; };
  5. ahhhhh nice, thank you!
  6. Hello everybody, I dont get any further.. In my dialogue I would like to insert colums. .hpp: ... class list { type = 5; idc = 1; x = safeZoneX + safeZoneW * 0.3925; y = safeZoneY + safeZoneH * 0.15111112; w = safeZoneW * 0.2; h = safeZoneH * 0.69111112; style = 16; colorBackground[] = {0,0,0,1}; colorDisabled[] = {0.2,0.2,0.2,1}; colorSelect[] = {0.702,0.702,0.102,1}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; maxHistoryDelay = 0; rowHeight = 0; // columns[] = {0.1,0.4}; <- test 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"; }; onLBSelChanged = [_this] execVM "menu\arsenal\info.sqf"; }; ... sqf _control lnbAddRow["asd","123"]; I'm not sure how to do it at the SQF. have tested a lot but nothing worked. Thank you for your time and help.
  7. [_x]spawn{ for "_i" from 1 to 29 do { _this select 0 doWatch objNull; sleep 0.05; }; }; works well unfortunately a dirty solution. had hoped for a true / false function that would stop the fire on a particular player.
  8. change player side == captive -> undesirable forgetTarget in loop It will probably be if I can not solve it otherwise
  9. no, it affects all targets. The unit should stop the fire on a particular player and continue to fire at other players
  10. Thank you for your answer. setBehaviour does not solve my problem.. The unit should not completely stop firing if other players are nearby.
  11. Hello everybody, Is there a command that prohibits the shooting of a single AI on the player? I am currently working with Captive. This unfortunately affects all opponents. doWatch that would be a possibility. Unfortunately, the AI shoots again by itself. many thanks for your help.
  12. Good day, I have already googled a lot and tried many possibilities. I hope someone can explain my mistake. Thank you very much .hpp class: class image { type = 0; idc = 2; x = safeZoneX + safeZoneW * 0.19375; y = safeZoneY + safeZoneH * 0.64; w = safeZoneW * 0.1125; h = safeZoneH * 0.15888889; style = 0; text = ""; colorBackground[] = {0,0,0,1}; colorText[] = {0.7804,0.0392,0.0078,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; my info.sqf: _lblPicture = getText(configFile >> "cfgVehicles" >> _cfgname >> "picture"); ctrlSetText [2,_lblPicture];
  13. @killzone_kid the code of @Larrow works with me. Unfortunately, I do not understand what the "0" stands for. @Larrow you code: txt1Layer = "txt1" call BIS_fnc_rscLayer; txt2Layer = "txt2" call BIS_fnc_rscLayer; ["<t size='1.8' color='#ffffff'>This is TEXT ONE/ FIRST</t>",0,0.5,3,2,0,txt1Layer] spawn BIS_fnc_dynamicText; sleep 1; ["<t size='1.8' color='#ffffff'>My other text that i want to fade in at the same time with 1 sec delay</t>",0,0.7,3,1,0,txt2Layer] spawn bis_fnc_dynamictext; from another thread helped me a lot in another thing. Thanks a lot! How can I use both codes together so that I can create multiple dynamictext for all?
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