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Lockheed Martin

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Everything posted by Lockheed Martin

  1. I apologize, when I initially tried this it was very late, got the better of myself and screwed something up. Thank you one last time for all your help! Your solution in-fact worked, for my mission I simply forgot to update the filepath in functions.fncs. 3D Icons and Slots are now updating correctly to desired images! For your demo mission, just reset the files, suspect I messed something up experimenting or maybe it was a mod acting up.
  2. This is more than I could ask for! I've dug through this for a few hours, I've noticed however no errors on init but when calling missionnamespace variables such as "RscMissionStatus_sectors3D" their values populate but whereas calling "RscMissionStatus_LM_sectors3D" returns empty. When you tested the mission did you see the 3D Icons and Side Bar? As in-game I do not see them present (waypoint in picture is Sector location): Seems this is taking affect, but incorrect somewheres. Thank you and I apologize, as stated this is still well over my head for troubleshooting. [[B Alpha 1-1:1 (Lockheed Martin),[4095.76,4195.67,0],"A","\A3\ui_f\data\map\markers\nato\b_installation.paa",[0,0.3,0.6,1]]]
  3. Thank you so much for the explanation for iterating through each slot. Was successful using this to change the icons to what I desired. My method however isn't fool proof, what would be a method of hiding these slots from showing only whilst VisibleMap? Do see the flickering issue you have mentioned, and understand need to create custom slots instead to fix this. Appreciate your help with these sector questions, been a long time searching!
  4. Thank you so so much for this! I have been looking forever for a solution to this issue, you are a lifesaver. I was able to implement a check through MissionEventHandler using "Draw3D" to successfully change these icons to what I needed! In regards to the second question of dealing with the UI on the right, I am just now diving into that, is there by chance any Event Handler for when a UI Element is drawn on your screen aka one of the right-hand side Slots for the sectors? Also: Digging through RscMissionStatus.sqf I see it interacts with the Slots in question: _display = _this select 0; _slots = [ _display displayctrl IDC_RSCMISSIONSTATUS_SLOT1, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT2, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT3, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT4, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT5, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT6, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT7, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT8, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT9, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT0 ]; _slotTexts = [ _display displayctrl IDC_RSCMISSIONSTATUS_SLOT1TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT2TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT3TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT4TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT5TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT6TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT7TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT8TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT9TEXT, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT0TEXT ]; _slotBackgrounds = [ _display displayctrl IDC_RSCMISSIONSTATUS_SLOT1BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT2BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT3BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT4BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT5BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT6BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT7BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT8BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT9BACKGROUND, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT0BACKGROUND ]; _slotProgresses = [ _display displayctrl IDC_RSCMISSIONSTATUS_SLOT1PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT2PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT3PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT4PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT5PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT6PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT7PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT8PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT9PROGRESS, _display displayctrl IDC_RSCMISSIONSTATUS_SLOT0PROGRESS ]; Are you able to fetch user display then loop through these slots? Attempting not to hide the original slots like you showcase up in this thread, as this would mean I would have to remake the features of a progress bar upon capturing a sector and flashing when capturing. Both of which I would not be confident in my skill replicating/remaking them.
  5. Larrow, I know it has been some time since this thread was active, but wanted to pick your brain as I have failed to find a solution... I have successfully changed map icons for Sectors, but never their 3DIcons. For the below Sector HUD Icons how do you go about changing their looks? I know how to change designation and how to hide them. but I would like to change said HUD Icons so they are the same as the Map Icons I already changed below: Iterating through allVariables for a sector produces the below variables: None of which seems to correlate to changing the HUD Icons.
  6. The Arma 3 Sector Module creates a zone in-game with a visible HUD Icon when near said sector. It also creates a icon on the side of your screen for when you enter a sector. How would one change these icons, similar to how you can drawIcon3D? Context: Thank you!
  7. Say you have a Dedicated Server: You would like to run a script which generates random triggers across the map activated by condition "play in thisList". You'd like to only run the script once however, so it doesn't keep generating more triggers for every single client JIP or at mission init. If I call the script in init.sqf like: It will generate the random triggers and only run the script once. However it is serverside, not Local/Global. Thus players do not activate the triggers! No success either even if I pass in player as a parameter when calling the .sqf. Would anyone know of a creative hack per say, to run a script only once when the server inits. But allow for its triggers to be accessed by all clients and JIPs? Thank you for your time. To be more specific, my init.sqf runs the script which generates my triggers. This is an example of one of the triggers conditions. Said conditions do not activate when a player is present on a dedicated server.
  8. Lockheed Martin

    Locality on Dedicated Server Question

    Oh yeah don't worry not the issue. The _posArea is just a fake variable name to use an example in this post. The ' error was just a badcase of typing this out here, all good no syntax errors causing a malfunction in the script :)
  9. Lockheed Martin

    Locality on Dedicated Server Question

    So what Ive done is in my initServer.sqf I have called my random trigger script: Then in Trigger_Spawn.sqf I create this trigger: Upon entering the trigger, nothing occurs. I have even tried doing: I have also tried moving the code where I make the trigger, into initServer and still it does not execute when a player enters. If I do not call this trigger creation in initServer or do not use a isServer check, it will work. However it will then make triggers for both server and local, meaning one trigger will activate when a player enters, the other wont. Problem is when a player JIP the prior local created trigger will not work. Thus I feel using isServer keeps the trigger on the server side, thus clients are unable to activate it as the code hasnt been executed locally. Is there anyway to create a trigger, then make it global so when a JIP or player who is there from the start enters said trigger, it activates? All without having to call said trigger creation script every time they join, thus avoiding generating countless random triggers. Appreciate your help with this.
  10. Whenever I hit play on Arma 3 in steam it goes to the launcher which when I hit play gives the error Exit Code: 0xC000009A - STATUS_INSUFFICENT_RESOURCES Whenever I enter the game via the Arma3.exe in the games root directory it launches and allows me to join any game except its only servers WITHOUT Battleeye, as launching from the root directory is not enabling Battleye some reason. When I go to the server list it gives a prompt to enable Battleeye but fails as it restarts the game but comes up with a window giving the error and this log... 16:06:44: Starting BattlEye Service... 16:06:48: Launching game... 16:06:50: Note: File blocks can be ignored if they don't cause problems with the game. 16:06:50: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\uxtheme.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\edputil.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\urlmon.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\cldapi.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\SysWOW64\slc.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\System32\d3d10.dll". 16:06:50: [INFO] Blocked loading of file: "C:\Windows\System32\msimg32.dll". Please help! PS: I have tried launching with and without mods both installed and not installed. I have also reinstalled the game and moved it to another drive to no avail. I have also deleted the Battleye folder re-validated files to no success. BattleEye Errors Launcher: Error Log Report Files: https://puu.sh/CtE5Z/a8f6c7249b.zip Computer Specs:
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