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uiox

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Everything posted by uiox

  1. uiox

    Bis console

    Hi, As your habit it's a very good idea. I have try this : _ok = createdialog "RscDisplayMainVBS1" and have the main dialog of OFP, with lot of errors... So I think we call the dialog but not the script or something else. But with this you can see your console is better cause you can store... PS : I'm very "mauvaix" in the misunderstanding  My apologize. cordialement uiox
  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">No way without a complex script. <span id='postcolor'> Right, It's a feature we need, something like increase/decrease spacing, with this we can solved the most part of our problems I think.
  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Could you implement some "Events" for dialogs? Something like an "OnChange"-Action for controls. I would like to do some automatic changes, when the player changes the combobox selection. <span id='postcolor'> You can do this yourself in a loop after install dialog like this: _ok = createDialog "DlgFormation" cancel = false validation = false _DirtyBit = false _CurrentFormation = 1 _i =0 #Installformation _index = lbAdd [104, Arrayformation select _i] lbSetData [104, _index, "104"] ? _i< count Arrayformation : _i = _i +1; goto "Installformation" lbSetCurSel [104, _CurrentFormation] #Loop _CurrentFormation != Â lbCurSel 104 : goto lbData [104, lbCurSel 104] #104 _DirtyBit = true _CurrentFormation = Â lbCurSel 104 Your work goto "loop" ? Â !(cancel) and !(validation) : goto "loop" ; cancel and Ok buttons are simple button with cancel =true in the action field. closedialog 0 ? validation and _dirtybit : goto "store" ? cancel or !(_dirtyBit) : goto "Nostore" #Store Goto "End" #Nostore Goto "End" #End cancel = false validation = false exit
  4. A precision : If you want directly command the leader : in the bottom
  5. Yes you can, two main tips for scripting this: vehicle(leader OneGroup) switchcamera "group" With this you are in extenal camera ON the leader of OneGroup, you can command all units of your squad, only ONE limitation you can't give directly orders to the leader. For armored it's not a problem cause you have a driver. But if the leader gets out you can't move your leader, for avoid this you put a WP with false and always show, and you move directly the WP on the map. For call switchcamera use an action command not the radio, cause the radio create some problem... I'm sure you can do it cause I've created a MP mission with 2 players with 6 squads each (54 units per camp).
  6. The solution of this problem by Spinor : To change an element of a subarray you have to use Set twice, because the select command only reads a value, it´s result is no longer related to the original array. To change element _j of the _ith subarray: _subarray = MyArray select _i _subarray Set [_j,1] MyArray Set [_i, _subarray] The following should do the same: MyArray Set [_i, (MyArray select _i) Set [_j, 1]] For subsubarrays this should work accordingly.
  7. If this don't work how i can change a value in an array of arrays? [[0,1,2,3],[0,1,2,3]] I want to put 1 in the first value of the first array... So, (ArrayOfTask select 0) set [0,1] If this not work how i can do it? Thanks
  8. uiox

    Dialog in breifing

    Hi, I don't think it's a good to call something like a dialog in the init script. I note between the 1.46 and 1.75 some little difference, for example the 1.75 don't like an infinite loop IN the init script but you can CALL an infinite script. Second problem in 1.46 in a mission i have a lot of inits, then for debug i used globalchat, don't work. In init script the screen is not "on" i think. Try a trigger, or a script in player, to know who is the first called, or desable map in init script... All my ideas... Bye
  9. You can't have 2 dialogs at the same time on the screen, it always close the topmost dialog. You can call a dialog in a dialog but the caller dialog desepears but not close, if you close the new dialog you can see again the caller dialog. You can try this with "console"... The number after closedialog is not stack number this not works like addaction when you create a dialog the value is a boolean not a number.
  10. Hi, Closedialog 0 works very well for me, after this test. Put a trigger activate by alpha radio, in the on activation field put mydialog = createDialog "DlgConsole" (mydialog type boolean is true after the activation of alpha) Create a second trigger with anybody present with big area (a condition always true for using countdown), activate countdown after 5 seconds (put 5 5 5) In condition : mydialog and this On activation : closedialog 0 The dialog will close after 5 seconds. An other tip : closedialog -1 , not work, 1000 or 0 or 0.005 work Bye
  11. Hi, I try the command savestatus in the editor but not work for me. Could you explain step by step? I want use this for store values of variables and arrays, do you think possible? Bye
  12. Hi, We have sample of the part of control types but not for : CT_USER What is it?
  13. Leader not useful Spinor give me the solution, something like this: _Alone = false _OldLeader = leader group3 _Nb = count units Group3 _i = 0 _GrpRes = [] #SearchVehicle _GrpRes = _GrpRes + [Leader Group3] [Leader Group3] join grpnull ? (vehicle(leader Group3) == leader Group3) and (_i< _nb) : _i = _i +1 ; goto "searchVehicle" _GrpRes Join (leader Group3)
  14. Spacing I want to increase the distance between units or vehicles when they are in formation (avoid choppers collisions or infantry under fire), for AI and player's group. New or next leader I want change the leader of AI groups (for me in armored group a leader without vehicle can't be the leader) A "weight" unit Sometime you can see choppers attack soldier instead enemy chopper... Thanks
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