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sizraide

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About sizraide

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  1. Hello, I'm creating an animated opening simlar to Tac-Ops intro. I have it all setup and stuff, but the resolution that was said in the wiki which is 2048x2048 is not really perfect for animated openings, unless I'm doing something wrong. Basically, the whole picture is not displayed, it's always zoomed in and the quality decreases drastically because of it. Here is what I typed in the _timeline for the picture to display: [MODE_LAYER_CREATE, 4,"img\introImg\test.jpg"] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8, nil, 1, nil, 1] call bis_fnc_animatedScreen; Is there another way to do this?
  2. Oh, my bad. _unit is already defined, but the results still the same.
  3. Nope, just 3den Enhanced. My script is just: _unit setUnitPos "MIDDLE"; _unit setUnitPos "UP"; My unit has no animation, or anything to prevent it from crouching and standing up. EDIT: I've created other units and tested it on them, still the same results.
  4. sizraide

    Waypoint issues

    Yep, tested it. He does.
  5. sizraide

    Waypoint issues

    I did this, and it still occurs? nicholas enableAI "PATH"; _grp = group nicholas; // first waypoint _wp1 = _grp addWaypoint [getPos nicholas_wp_1, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointVisible false; _wp1 showWaypoint "NEVER"; // second waypoint _wp2 = _grp addWaypoint [getPos nicholas_wp_2, 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointVisible false; _wp2 showWaypoint "NEVER";
  6. Hello, I made a tiny script to add two waypoints. But as soon as the unit goes to the first one he doesn't move to the second one, help? nicholas enableAI "PATH"; // First waypoint _wp1 = group nicholas addWaypoint [getPos nicholas_wp_1, 0]; _wp1 setWaypointType "MOVE"; [group nicholas, 0] setWaypointVisible false; [group nicholas, 0] showWaypoint "NEVER"; [group nicholas, 0] setWaypointCompletionRadius 5; // Second waypoint _wp2 = group nicholas addWaypoint [getPos nicholas_wp_2, 1]; _wp2 setWaypointType "MOVE"; [group nicholas, 1] setWaypointVisible false; [group nicholas, 1] showWaypoint "NEVER"; [group nicholas, 1] setWaypointCompletionRadius 1;
  7. Hello, Somehow the setUnitPos "UP" is not working. When the unit is crouched, setUnitPos "UP" won't work; however, if the unit was prone then setUnitPos "UP" works. Is the command broken? I thought the AI was bugged when I used it so I recreated the unit but it still occurs, any thoughts?
  8. sizraide

    RscListBox confusion...

    Fixed, appreciate it.
  9. sizraide

    RscListBox confusion...

    KeyDown doesn't seem to work here? No errors pop up when I press ENTER button. with uiNamespace do { [] spawn { textDisplay = findDisplay 46 ctrlCreate ["RscStructuredText", 1100]; textDisplay ctrlSetPosition [0.380469 * safezoneW + safezoneX, 0.534 * safezoneH + safezoneY, 0.227109 * safezoneW, 0.102 * safezoneH]; textDisplay ctrlSetBackgroundColor [0,0,0,1]; textDisplay ctrlSetText "All choices you pick will shape your character in the story for the whole mission, pick wisely."; textDisplay ctrlSetFontHeight 0.035; textDisplay ctrlCommit 0; buttonDisplay = findDisplay 46 ctrlCreate ["RscButton", 1600]; buttonDisplay ctrlSetPosition [0.380469 * safezoneW + safezoneX, 0.636 * safezoneH + safezoneY, 0.227109 * safezoneW, 0.051 * safezoneH]; buttonDisplay ctrlSetBackgroundColor [0,0,0,0.5]; buttonDisplay ctrlSetText "Press 'ENTER' to confirm"; buttonDisplay ctrlSetFontHeight 0.035; buttonDisplay ctrlCommit 0; }; }; (findDisplay 46) displayAddEventHandler ["keyDown", { switch (_this select 1) do { case 28: { { ctrlDelete (uiNamespace getVariable _x) } forEach [buttonDisplay, textDisplay]; findDisplay 46 displayRemoveAllEventHandlers "KeyDown"; }; case 156: { { ctrlDelete (uiNamespace getVariable _x) } forEach [buttonDisplay, textDisplay]; findDisplay 46 displayRemoveAllEventHandlers "KeyDown"; }; }; false }];
  10. sizraide

    RscListBox confusion...

    I appreciate the help, sorry for the long replies I get caught up in work. But is there any possible way to keep a dialog/display open after the person presses ESC? So the person can still access the main menu but the dialog will remain opened.
  11. sizraide

    RscListBox confusion...

    I haven't had any luck with using it because I have no clue on how to use it. Could you give me an example of it being used? Thanks.
  12. sizraide

    RscListBox confusion...

    Okay, I managed to fix everything so far and reach my end goal. I just have on issue with uiNamespace do { ctrl = findDisplay 46 ctrlCreate ["RscStructuredText", 2000]; ctrl ctrlSetPosition [0.398398 * safezoneW + safezoneX , 0.211 * safezoneH + safezoneY, 0.322734 * safezoneW, 0.663 * safezoneH]; ctrl ctrlSetFont "EtelkaMonospacePro"; ctrl ctrlCommit 0; ctrl ctrlSetBackgroundColor [0,0,0,0.7]; }; When I try to access "ctrl" variable it does not get recognized in other scripts, how can I access it?
  13. Hello, I'm creating a singleplayer mission. I wan't to add a notebook system where a player can press a key "N" and it would open a notebook GUI interface where the player can read their notes they've acquired throughout the mission. I'm in the process of trying to add notes into the ListBox here: notes.sqf // Notes createDialog "notes"; { private _noteName = _x; _ctrl = lbAdd [1500, _noteName]; } forEach ["Unfortunate Syrta", "FIA's purpose"]; But I am so confused. How do I make it so when a player clicks on an item in the list box it opens up a new display interface? Because I created multiple RscStructuredText classes for each note to display when a "note" is clicked inside the list box. I've read the GUI configuration page for List boxes multiple times but I am still confused on the lbAdd, lbSetPicture, etc... commands. My first attempt was to create a ButtonClick ctrlHandler that would activate when an item is clicked inside the list box, I still haven't been able to write the script for that yet. No idea if it would work. Any help is appreciated, thanks.
  14. sizraide

    Keep createDisplay open

    Appreciate the help! I managed to fix it here: // Open GUI _display = findDisplay 46 createDisplay "chooseDifficulty"; // Add UI EventHandler _display displayAddEventhandler["KeyDown",{ params ["", "_key"]; _key == 1 }]; // Wait for confirmation waitUntil{ok}; // Enable borders [0, 0, false, true ] spawn BIS_fnc_cinemaBorder; // Remove displayHandler findDisplay 46 displayRemoveAllEventHandlers "KeyDown"; // Close display finally _display closeDisplay 1;
  15. sizraide

    Keep createDisplay open

    // Open GUI _display = findDisplay 46 createDisplay "chooseDifficulty"; // Add UI EventHandler _displayHandler = (findDisplay 46) displayAddEventhandler["KeyDown",{ params ["_display","_key"]; if (_key == 1) exitWith {true}; false }]; waitUntil{ok}; // Remove displayHandler (findDisplay 46) displayRemoveEventHandler ["KeyDown", _displayHandler]; I made an displayEventHandler, this doesn't seem to be working? Any clues? When I press ESC, it still closes the display. But no error pops up.
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