dr_eyeball
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Everything posted by dr_eyeball
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See BIS WIKI topic: Modfolders.
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need help for a TRUE strategy mode in ArmA
dr_eyeball replied to dznemesis's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't think onMapSingleClick is a valid RscMapControl property. See User_Interface_Event_Handlers for a full list of available handlers. The only 2 potentially useful map mouse properties are probably: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMouseButtonClick = ""; onMouseButtonDblClick = ""; but they probably don't return useful map position information. The reason you got it working in your last 0.27 demo, is because you added a call in MyTestDialog.sqf to call <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick "[_pos]call LOC3_MapClick"; It seems to me, that onMapSingleClick is picking up the map clicks for all and any map control used. You may need to convert LOC3_MapClick into a global function/script. -
Although it was mentioned to be "fixed" in the 1.08 changelog, it's nice to hear that someone has tested it on a dedi server with success. (I can now restore an old mission to it's original intended design - rooftops and tall buildings once again have a purpose - besides falling off them.)
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Evolution V1.0 Large scale respawn coop
dr_eyeball replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Kiljoy, Your PM box is full! (And people wonder why he doens't reply to PM queries when he has 200 PM's in it.) Here's the Recruit AI dialog you wanted. Hope it suits. Let me know if you want it changed. Download dialog source files ver 1b Full image -
Dialog Template, plus Standard Dialogs
dr_eyeball replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
If you need help, present specific detailed questions. The majority of it is very modular, you either include it or you don't. The easiest thing to try is to just modify the examples to suit. There's no way to avoid the work involved. I presume you mean the buttons which represent the menu items. The PopupMenu items are defined as an array. The sample project includes a file CreatePopupMenu.sqf which contains an array called _MenuStructureArray. Just modify that array to suit yourself. No, it's simply 1 line of code to change - modify the "Action" property and include a code string as it's value. Eg: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[ ["Item", "Execute script..."], ["Action", "nul=[] call 'MyScript.sqf';"] ], // "Action" = code string to execute The structure of this array is as follows: (see comments for added explanations) -
Doesn't sound like it's a label. It's probably either a ActiveText or a Button. An ActiveText can become underlined when focused. A button can have a border when focused. What you want to use is an RscText of Type CT_Static. Check the value of your control's "type" property: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define CT_STATIC 0 #define CT_BUTTON 1 #define CT_ACTIVETEXT 11 class RscText { type = CT_STATIC; ... }; class RscActiveText { type = CT_ACTIVETEXT; ... }; class RscButton { type = CT_BUTTON; ... }; Or you could set it's focused or border color to clear {0,0,0,0} or it's border size to 0 depending on it's type.
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The Team Status Dialog has been updated to version 1.1. Download link is in first post. (New links and site updates will be provided and updated soon.) Provide feedback or report any problems. (Prefer PM's for usage problems and syntax errors.) Screenshot Changelog Summary: ================== - altered file and folder structure plus new file requirements - localized language support - combined/deleted columns, - new stat's: rank, vehicle status and armaments stats, - new icons, - altered & new group joining actions, - new params, especially "VehicleObject" param - new addAction syntax - 2 new buttons Changelog Details: ================== - localized language support - added stringtable.csv - removed hard-coded strings and replaced with class lookup descriptions - combined columns: Role and Gear (provides more room) - deleted columns: TL Proximity (provides more room) - new statistics information: - Name column - includes rank as a prefix - Vehicle group field shows vehicle class description (eg: Air,Armored,Ship,Car,Men) - Vehicle column - list includes: - armor repair level (1.0-damage), - fuel, - ammo (none or some) - armaments (weapons) - ammunition available (of armaments, not cargo) - Seat column - iconized - Role/Gear column: (same as before, but combined) - Command column now includes first waypoint map grid ref. - If you use more than 1 waypoint, you'll need to track the current waypoint yourself, since there is no GetCurrentWaypoint command in 1.05. - Actions column buttons now includes: - Remove (for AI) - Kick (for player) - Recruit (for existing AI) - Invite (for player) - this currently only displays a chat invite message. It needs to be completed to allow reject/accept response and automatic group joining. - Set TL (for AI) now needs a param to enable this option - New icons for the columns: Vehicle, Seat, Role/Gear, Requires. The icons for columns: Vehicle & Role/Gear can be turned off via params. - altered colour scheme - background is now clear - new addAction syntax - highly recommend you use the extended syntax with a priority value of 0 and a shortcut. - 2 new buttons - expand/collapse all groups - Passing parameters: - parameters can now start at array index 0, or at array index 3 for AddAction calls. - New parameters: - ["Page", <one of: "Team"|"Group"|"Vehicle"|"Opposition">], // Page to show initially (only include 1 of these 4) // you can include 1 or more of these "Hide" options to hide a particular page & button "HideTeam", // hide 'team' page & button "HideGroup", // hide 'group' page & button "HideVehicle", // hide 'vehicle' page & button "HideOpposition", // hide 'opposition' page & button "HideIcons", // hide icons used for vehicles & weapons lists "DeleteRemovedAI", // Upon removing an AI player from your group, delete the AI player "AllowAILeaderSelect", // Allow player to select an AI player as new leader, otherwise only real players can be selected "AllowAIRecruitment", // Place-holder code: Allow AI players to be recruited into your group from other AI groups "AllowPlayerInvites", // Place-holder code: Invite another real player into your group. Currently only sends a chat message. "CloseOnKeyPress", // Close the dialog upon pressing any key. ["VehicleObject", _vehicle] // usually use this with ["Page", "Vehicle"] option, good for use when outside of vehicle to see who is inside - Bug fixes: - fix "My Prox" - sometimes shows "e-10" inside vehicles. Initially I made it dependent on the Dialog Framework project, but decided to remove that dependency to make it easier to incorporate this dialog into other missions which already use their own dialogs and classes and prevent clashes.
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building class list
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Finally got around to trying this mission out. Very nice work, quite complex to start with and has heaps of options. It certainly needs some better promotion with a few screenshots in the first post of a sample map section, all dialogs and the briefing. This would allow users to realise it's scope. Link: <span style='color:maroon'>Team Status Dialog</span> (new ver 1.1 due out in a few days). It basically allows you to view all the stats for all groups and vehicles on your team. It also has group joining capabilities. @El nino Foxhound: The Dialogue Framework is a different project.
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The param "HideOpposition" is case-sensitive. Hmm, I may have provided the wrong "usage" instructions in the readme parts. For addAction, it should look a bit like this: _Action = player addAction [ "Team Status", "TeamStatusDialog\TeamStatusDialog.sqf", ["Team", "HideOpposition"], 0, false, false, "teamSwitchPrev" ]; If you're not using addAction, you will unfortunately need to add 3 fake param's to match those provided by addAction. Eg: [color=#000000] nul=[objNull, objNull, 0, ["Team", "HideOpposition"]] execVM "TeamStatusDialog\TeamStatusDialog.sqf"; [/color] (P.S. Ver 1.1 is due out very soon. The param usage may change.)
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I think it is not functional in ArmA. - Attempting to use it returns an invisible control. - Raedor says "Unfortunately one can only use RscTree hardcoded." in this translated post found with google. I think it means it's restricted.
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generator for briefing.html and description.ext
dr_eyeball replied to gekkeikan's topic in ARMA - MISSION EDITING & SCRIPTING
Nice idea. It should help a few people. Suggestion: For the description generator, perhaps default the weapon and ammo Quantity value to 1. This would allow all entries to be included in the final output and it would be easier to simply edit the final output than having to decide on suitable quantities on the data entry form. It's always easier to delete or modify, than to add. -
AddAction - use low priority value - syntax
dr_eyeball posted a topic in ARMA - MISSION EDITING & SCRIPTING
<span style='color:blue'>Recommendation:</span> This is a quick recommendation to all mission makers to start using the alternative syntax of AddAction with a priority of 0 (zero) for all low priority actions (which is most of them). <span style='color:blue'>Scope:</span> This mainly applies to actions added to a player or vehicle, which are permanently present (to activate things like dialogs). It does not apply to remote objects that need interaction. (eg: switch on machine, talk to person, etc) <span style='color:blue'>Alternative syntax:</span> Simply set the priority with (something like) the following extra parameters to your existing addAction calls: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[], 0, false, false, "" so it looks like: _obj addAction ["Action description", "Script.sqf", [], 0, false, false, ""]; <span style='color:blue'>Reason:</span> This will prevent these permanently present but non critical actions interfering with dynamically appearing and critical context sensitive actions like "Auto-Hover", "Eject", "Touch off 1 bomb(s)" and almost, any standard ArmA action. The problem lies with the default syntax version of AddAction setting the priority to a high value by default and the delayed appearance of some action menu items. I'd rather see it fixed in ArmA itself, but until then. I know most mission makers know about it, but it is not getting used enough and interferes with the proper use of the action menu. Hope this suggestion helps. -
Respawn Dialog with script
dr_eyeball replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
You've just got your brackets all wrong. You're mixing/missing {} with []. Curley brackets are for the if-statement, square brackets for the nested array. I haven't tested this but syntactically, it should look something like: if (playerSide == west) then { _MyDualList = [ // [spawn description, marker name] ["1 - US Main", "m_West_Start"], // renamed to "m_West_Start" ["2 - US Mobile Spawn", "m_WestSpawn1"] ]; }; if (playerSide == east) then { _MyDualList = [ // [spawn description, marker name] ["1 - SLA Main", "m_East_Start"], ["2 - SLA Mobile Spawn", "m_EastSpawn1"] ]; }; if (playerSide == resistance) then { _MyDualList = [ // [spawn description, marker name] ["1 - RACS Main", "m_guerrila_Start"], ["2 - RACS Mobile Spawn", "m_guerrilaSpawn1"] ]; }; -
Scripting: Dialogs-Reference needed
dr_eyeball replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
objects[] = {}; Never used it but looking at examples, it's used to display *.p3d model files, like a laptop or console. Example is something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DlgX { idd = -1; ... controlsBackground[] = {}; objects[] = { objY }; class objY: RscObject { idc = -1; type = CT_OBJECT_CONT_ANIM; model = "objY.p3d"; animation = "objY.rtm" .... controls[] = { ... }; ... }; ... }; -
setFlagTexture problem
dr_eyeball replied to *-HWS-*SubZero's topic in ARMA - MISSION EDITING & SCRIPTING
I can't explain why it doesn't work for you. I can simply tell you what works for me. This works with a "FlagCarrierWest" object: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setFlagTexture "Images\Flags\myFlag.jpg" The flag I'm using is a jpg at 256x256x24 taken from Jerry Hopper's Flags.pbo v0.1. Note that it's square and it's size is a power of 2. -
Dialog Template, plus Standard Dialogs
dr_eyeball replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
Not aware of html control being able to perform any additional actions except show marker position and other html pages. I'll have to check if list boxes support images. Never tried or seen it, but I'd say they would. I meant to add that to the demo, but forgot. I know they work for combo's. Try something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_idc = your_combo_control_id; _value = "text"; _picture = "\CA\ui\data\ui_action_heal_ca.paa"; _data = "data"; _index = lbAdd [_idc, _value]; lbSetPicture [_idc, _index, _picture]; lbSetData [_idc, _index, _data]; -
Dialog Template, plus Standard Dialogs
dr_eyeball replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
Version 1.1 of the Dialog Framework is now available. It's a small update, but required for the release of some of its other dependent projects (which are due soon and are more interesting). N.B.: Be aware that some things were renamed or moved around (especiall file locations), for the sake of modularity. <span style='color:blue'>v1.1 change log</span> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Main changes: ============= - Expand the PopupMenu functionality to a usable level. - Added a debug output dialog, which logs any data type, auto parses arrays and allows word wrapped text viewing for long outputs. The "sideChat debug system" just doesn't cut it. - Added structured hint examples (HintStructuredText.sqf), for those who want to avoid dialogs where possible. Minor change details: ================ - restructured folders and file locations to a more sensible modular structure - Popup menu now includes: - menu activation via shortcut key (default T key - "TeamSwitch" key) and priority set down to 0. - disabling menus, - hints, - temp click markers, - automatic parameter substitution into Actions and Captions (for mapClick pos, player pos, current waypoint pos, gridRef's for all pos's, etc). - provisions for current waypoint handling - Since there is no GetCurrentWaypoint command yet, it defaults to first waypoint. - However another "Logistics" project which I will release will handle this better. - minor bug fixes & removal of irrelevant code - further standardise base control class definitions (DialogControlClasses.hpp) - all class properties are now initialized with a default value to prevent ArmA warnings (only demonstrated classes) - fix control class sounds <span style='color:blue'>New screenshots:</span> - Debug Dialog - Hints examples <span style='color:blue'>Downloads:</span> v1.1 - see first post for updated links ----------------------------- @Shiner, thanks for the "LOC3_display" bug report. That's fixed now. The color scheme file is already part of the download in the file called "DialogColorScheme.hpp". Just modify the Dlg_ColorScheme_CaptionBackground value. (I know I haven't explained any of this yet.) -
Adding Repair Ability to Soldier?
dr_eyeball replied to Uziyahu--IDF's topic in ARMA - USER MISSIONS
You don't require an addon. You can add a rough repair concept with a few scripts and inits. A few simple ideas: 1) You could add a Repair action to all vehicles, which executes a repair script. The repair script could check if the caller (player) is an engineer or has some particular equipment, for example, before repairing (setDamage value). 2) You could add a Repair action to specific players, like Engineers. When they select the action, it fixes the nearest vehicle(s) within a given radius. -
It works with IE 7 fine. The Armaholic one is binary identicle to the original one. I uploaded the 10mb ver as buildingClassesLiteVer.zip. I could have made it even smaller if I deleted all the plain black images too.
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I've downloaded to verify. The download works just as well as the original did and has the same viewing requirements as the original did. Check the earlier posts and you'll see the requirement to view it is that it must use Internet Explorer or FireFox's "Switch Rendering Engine" IE option. (I also have a 10mb version where I converted all the png files to jpg, deleted the png file and renamed all png ref's to jpg.)
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This file is still available at Armaholic building classes 3 download page.
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Your code example isn't clear. What code is in "switchlight.sqs"? There's no relation between the first statement and it's successive ones. Your code example first turns the light emitting object off, then adds a new light source to it. It shouldn't be doing both. Check the following ref links: I think they work for light emitting objects (eg: lamp-post, head-lights, camp fire): switchLight LIGHTON action However the code you've shown also deals with a light source. I don't know if you can mix the two. If you want to deal with light sources, I would imagine you need something like this: (not tested) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// create light source _Light1 = [] execVM "AddLightSource.sqf"; ... // turn light source off nul = [_Light1] execVM "TurnOffLightSource.sqf"; AddLightSource.sqf (same as you've got) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_obj = _this select 0; _light = "#lightpoint" createVehicleLocal position _obj; _light setLightBrightness 0.075; _light setLightAmbient[0.0, 0.0, 0.0]; _light setLightColor[1.0, 1.0, 1.0]; _light lightAttachObject [_obj, [0,0,12]]; _light; // return new light source TurnOffLightSource.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_light = _this select 0; _light setLightBrightness 0.0; _light setLightAmbient[0.0, 0.0, 0.0];
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I created a quick little dialog for a Paa Image Browser. I couldn't find another one and texView 1.1 doesn't seem to view all files and doesn't allow browsing. (Edit: Found AltTexView since then.) If you know of better methods, please post a link. I found it useful to find what I needed, so perhaps someone else may have a use for it too. I have no plans to improve it. <span style='color:blue'>Purpose:</span> A simple ArmA dialog for browsing and previewing ArmA's paa images. The image lists are static. <span style='color:blue'>Functionality:</span> - Many images have a 2:1 ratio, so you can adjust the image size using the "2:1" or "1:1" buttons. - You can input a path (eg: "images\radioTower.paa" in the Path field and click "View path image" button to view it. <span style='color:blue'>Limitations:</span> - The image path names are hard-coded into the script file based on ArmA v1.05. The list may not be complete nor correspond with your version of ArmA. (It could possibly be modified to obtain all images from the pbo files dynamically.) <span style='color:blue'>Usage:</span> Run it as a MP mission and select "PAA Browser" from the Action Menu. Or for easier use, unpbo the file and use Preview mode. <span style='color:blue'>Screenshots:</span> Image <span style='color:blue'>Downloads:</span> v1.0 - Armaholic - Uploadpower (temp)
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Setpos not working on client
dr_eyeball replied to Impavido's topic in ARMA - MISSION EDITING & SCRIPTING
It does work on vehicles. I can air drop a vehicle on a dedicated server. I think people are misusing the term "static" to mean different things, which is confusing the issue.