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drunken officer

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Posts posted by drunken officer


  1. Hello guys

     

    I've add 2 displayeventhandlers (keydown, keyup) to my mission. If you press down, you open and hold a dialog. In this dialog, i've 3 elements (pictures)

    Is there a way to activate a script, when the mouse is pointing over picture AND the dialog is closing / close ?

    At the moment, i use a button behind the pictures and can click on it. This works, but i dont like it with the button.

     

    Exampale:

    Mouse at picture 1: Hint "Your mouse was over picture 1"

    Mouse at picture 2: Hint "You mouse was over picture 2"

    Mouse at picture 3: Hint "You mouse was over picture 3"

     

     

     

    Here the code for the displayEventhandler

    DOF_onKeyDown =
    {
       private "_key";
        _key = _this select 1;
        if (_key == 219 && (cursorTarget distance player <1.4))  then //L Win
        {
             if (isNull (findDisplay 47110) && !(player getVariable "DOF_isBusy" ) then
             {
                 createDialog "Dialog_main";
             }
            
        };
       
    };
    
    
    DOF_onKeyup =
    {
         private "_key";
         _key = _this select 1;
         if (_key == 219 && !isNull (findDisplay 47110) ) then { closeDialog 47110 };
    
    };
    waitUntil {!isNull (findDisplay 46)};
    (findDisplay 46) displayAddEventHandler ["keyDown", "_this call DOF_onKeyDown"]; (findDisplay 46) displayAddEventHandler ["keyup", "_this call DOF_onKeyup"];
    
    

     

    Some lines of Dialog

     

    
    class Dialog_main
    {
        idd = 47110;                        // is needed for displayEventhandler
        movingenable = false;
    
    ....
    
    class controls
    
    {
    
    class RscPicture_1201: DOF_RscPicture
                    {
                        idc = 1201;
                        text = "DOF_main\tex\UAV_act.paa";
                        x = 0.489687 * safezoneW + safezoneX;
                        y = 0.643 * safezoneH + safezoneY;
                        w = 0.0257812 * safezoneW;
                        h = 0.044 * safezoneH;
    
    
                    };
    
    ....
    
    };}
    
    

  2. Hello guys.

    Sometimes i use the BIS Revive System. But i missed all the time a option to drag and drop the body.

    That's why i wrote a small script.

     

    With this script, you have a option to drag and drop the injured body.

     

    I tested the script with a friend on dedi-server and on hosted server. If you find bugs, please contact me.

     

    You need a initlocalplayer.sqf in your mission file.

    
    waitUntil {!(isNull player)};
    waitUntil {player==player};
    
    call compileFinal preprocessFileLineNumbers "DOF_DragAndDrop_for_BISRevive\DOF_DragAndDrop_for_BISRevive.sqf";
    
    

     

    Then you have to copy the attaced file. Normaly there is a folder DOF_DragAndDrop_for_BISRevive. There is only one file inside: DOF_DragAndDrop_for_BISRevive.sqf

     

    Downloadlink: http://kehenas.myqnapcloud.com:8080/share.cgi?ssid=0s8umJT


  3. Hello. I want to present my mission.

     

    In this mission you are part of a small Russian infantry squads. The Russian army is after a long civil war on Altis, to protect the peace. However, there is in the northwest rebels, who regard the Russians as enemies. There have been recent attacks on Russian convoys or the local government. That's why the Russian army checkpoints erected in order to better control the situation. On this day, it's your turn to their service performed in a checkpoint.

    As medicsystem i use Farooq's Revive 1.5.
    Inside the base is a teleport-flag for JIP or killed players.

     

    Mods:
    - CBA_A3
    - TaskForceRadio
    - RHSAFRF

     

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=648925532&searchtext=russian+assault

     

    Becaue our "clan" doesnt play ArmA 3 at the moment ( Naval Action is the favaroit for the most guys ), i couldnt test this mission completely.


  4. I write my own stuff, because not every mission is equal to eachother.

     

    The background is always the same.

    1. You have to "mark" the city

    2. Place a trigger (for beginners is easier) or check inside a script is somebody inside this area

    3. Create an array.

    4. Spawn the guys and push them to the array

    5. If nobody inside this area, you have to delete all units in this array.


  5. Hello. I've trouble with my modells. The headgear and the vest are always on ground, if i load my own object. If i load a arma object, everyting is fine.

     

    Here me code:

    cfg

    class CfgWeapons
    
    {
    
        class ItemCore;            
    
        class iteminfo;      
    
        class Uniform_Base;        
    
        class UniformItem;        
    
        class Vest_Camo_Base;
    
        class vest_base;    
    
        class VestItem;        
    
        class HeadgearItem;        
    
     
    
         
    
        
    
        class DOF_Polizei_muetze : H_Cap_blu
    
        {
    
            displayName = "Polizeibasecap";
    
            model   = "\DOF_Polizeimod\obj\schirmmuetze.p3d";
    
            picture = "\A3\characters_f\Data\UI\icon_H_Cap_blu_CA.paa";
    
            hiddenSelections[] = {"camo"};
    
            hiddenSelectionsTextures[] = {""};
    
                class ItemInfo : HeadgearItem
    
            {
    
                mass = 10; /// combined weight and volume of the cap, this equals to single magazine
    
                uniformModel = "\DOF_Polizeimod\obj\schirmmuetze.p3d";    /// what model is used for this cap
    
                allowedSlots[] = {801,901,701,605};    /// this cap is so small and flexible that it fits everywhere
    
                modelSides[] = {6}; /// available for all sides
    
                armor = 0;    /// this cap doesn't provide any protection
    
                passThrough = 1; /// this cap doesn't provide any protection
    
                hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
    
            };    
    
                
    
        };
    

    The position and the selection "head" is a 1:1 copy from the bis sample_F Basecap.

     

    here a a picture how it looks in game. The cap is betwen the leg on ground.

    2015-11-09_00001.jpg

     

     

    And here is a pic from Oxygen:

    cap.png

     

    Can somebody tell me, what my mistake is?

     

    Greetz


  6. Hello everybody.

    I present a german police mod. There are two kind of Cops.

    1. patrol cops
    2. special cops (SEK).

    The cars have the typical german siren sound.

     

    For the patrol cops, there are 1 Pickup and 4 Cops.

    For the SEK, there is one fennek and 7 cops (medic, exploive, smg, MX, sniper....)

     

    You will find them under "blufor" --> "polizei"

     

     

    Download: https://www.dropbox.com/s/yih5v5fog1jrmz4/%40DOF_Polizeimod.zip?dl=0

     

    Requierments: nothing, just ArmA 3

     

    Here are some pictures:

     

     

    • Like 2

  7. class CfgRadio
    {
        sounds[] = {};
        class Chat01
        {
            name = "Chat01";
            title = "This is your text. This text will show in game.";
            sound[] = {"\sounds\Chat01.ogg", db25, 1.0};
            
        };
    };
    

     

    to call it put, this to the act field of a trigger:

    player groupradio "Chat01";

     


  8. Update


    fixed: In the case of a slow connection from the client to the server, it could happen that the texture was not loaded properly if the variable "DOF_RANK" assigned by the server. I have inserted a sleep 10
    Link:
     
     
    *****
    Here is an example, how to add the rank to some players. (maybe inside a community). Guest are level 1. The server-admin has only one script to controll, if someone is promoted inside the community. In all mission, the player gets the same rank.
    *****
    1. step
    Copy this code in your initserver.sqf: (only the server will load ths file)
    #include "userconfig\bw_ranksign\ranks.hpp"
     
    2. step
    Copy this code in your initplayerlocal.sqf
    call
    
    {
    
    player setVariable ["DOF_RANK", 1];
    
    {
    
        if ( (name player) isEqualTo (_x select 0) ) then
    
        {
    
            player setVariable ["DOF_RANK", (_x select 1),true];     
    
        };
    
    } forEach BW_Ranksign_rankzuweisung;
    
    
    
    };
     
    3. step
     
    Create a folder userconfig\Bw_ranksign. Save the following code as "ranks.hpp" (i use notpad for this)
    The arma3server.exe have to be in the same arma main folder
    
    BW_Ranksign_rankzuweisung =
    
    [
    
    ["NameofPlayer", 14],
    
    ["Drunken Officer", 3],
    
    ["NameofPlayer", 14],
    
    ["NameofPlayer", 9],
    
    ["Nameofplayer", 3]
    
    ];
    
    //--- no , at the last entry !!!
    
    publicVariable "BW_Ranksign_rankzuweisung";
    

  9. Hello.
    I need a command or script, that the mission can load a file from server. It's a dedi-server. The arma3server.exe is on server and there is a folder userconfig\BW_Ranksign\ranks.hpp

    Why i need this?

    If the mission use BW_Ranksign, all players need a variable & a value. ["DOF_RANK", 1 -23]
    Inside a community are different ranks. Sometimes, one of them members promoted to the next rank. If this variable set on mission, in this case, all missions have to change and upload again. It's a lot of work.

    My target is, that the serveradmin have to change only one file on server.

     

    At the moment i try this way, but it doesnt works.

     

    ServerInit.sqf

    #include "\userconfig\BW_Ranksign\ranks.hpp";

     

     

    Ranks.hpp

    private ["_einheiten"];
    if (isMultiplayer) then {_einheiten = playableUnits} else {_einheiten = switchableUnits };
    {
    _name = name _x;
    
    switch (_name) do
    {
            case "Drunken Officer" : { _x setVariable ["DOF_RANK", 13,true]};
            case "Miller" : { _x setVariable ["DOF_RANK", 9,true]};
            case "Emmo" : { _x setVariable ["DOF_RANK", 13,true]};
            default { _x setVariable ["DOF_RANK", 1,true] };
    };
    } forEach _einheiten;
    
    
    

    At the moment, the game checks only the local userconfig folder. But i need to check the folder on server.

    I tested it with a dedi-Server started with TADST, there it works.

    Greez.


  10. waitUntil {({isPlayer _x AND (_x distance pilot) < 10} count switchableUnits) != 0};

    This make no sense. In SP there is only ONE Player. And if the player in game, switchableUnits more the 0. You can use this code in MP. But you have to change switchable to playable

     

    Btw: Waituntil checks per frame. Slow it down and use sleep-command inside. You do not need frame checks in this case

     

    For singleplayer is this enough:

    waituntil {sleep 1; player distance pilotname < 10};
    [pilotname] joinsilent group player;
    

    Or use a trigger. R3vo wrote a example


  11. To test it, try this code. Open your editor and copy this code inside the init of your mortar unit:

    TEST = this spawn
    {
    private ["_magClass"];
    while {alive player} do
    
    {
    
    _magClass = currentMagazine _this;
    
    if (getpos player inRangeofArtillery [ [_this], _magClass])
    then {
    
            effectiveCommander _this commandArtilleryFire [getpos player, currentMagazine _this,  1];
    
            _This globalChat format ["Fire! Using: %1", _magclass];
            _this setVehicleAmmo 1;
    } else
    
    { _This globalChat "Player is out of range" };
    hintsilent format ["Distance: %1", player distance _this];
    sleep 4;
    };
    };

  12. Hello everybody.

     

    I've a problem and i can't fix it. I've create my own dialog with a map inside. And there is a last problem.

     

    If i start the dialog with addaction command or i start the dialog inside the debug controll  with [] execVM "Arty\start_realarty.sqf", i can zoom the map with the mouse wheel. To move the map i can use the RMB.

    If i start the dialog with a trigger or with communication menu, i can not zoom the map with the mouse wheel. I've to use +/- (numpad). To move the map i can use the RMB.

     

    Can somebody help me to fix it?

     

    Here are he code

    
    
    class DOFARTY_RscMapControl
    
    {
    
        idc = -1;
    
        type=101;
    
        style=48;
    
        moveOnEdges = 1;
    
        x = 0;
    
        y = 0;
    
        w = 1;
    
        h = 1;
    
        shadow = 0;
    
        ptsPerSquareSea = 5;
    
        ptsPerSquareTxt = 3;
    
        ptsPerSquareCLn = 10;
    
        ptsPerSquareExp = 10;
    
        ptsPerSquareCost = 10;
    
        ptsPerSquareFor = 9;
    
        ptsPerSquareForEdge = 9;
    
        ptsPerSquareRoad = 6;
    
        ptsPerSquareObj = 9;
    
        showCountourInterval = 0;
    
        scaleMin = 0.001000;
    
        scaleMax = 1.000000;
    
        scaleDefault = 0.160000;
    
        maxSatelliteAlpha = 0.850000;
    
        alphaFadeStartScale = 0.350000;
    
        alphaFadeEndScale = 0.400000;
    
        colorBackground[] = {0.969000, 0.957000, 0.949000, 1.000000};
    
        colorText[] = {0, 0, 0, 1};
    
        colorSea[] = {0.467000, 0.631000, 0.851000, 0.500000};
    
        colorForest[] = {0.624000, 0.780000, 0.388000, 0.500000};
    
        colorForestBorder[] = {0.000000, 0.000000, 0.000000, 0.000000};
    
        colorRocks[] = {0.000000, 0.000000, 0.000000, 0.300000};
    
        colorRocksBorder[] = {0.000000, 0.000000, 0.000000, 0.000000};
    
        colorLevels[] = {0.286000, 0.177000, 0.094000, 0.500000};
    
        colorMainCountlines[] = {0.572000, 0.354000, 0.188000, 0.500000};
    
        colorCountlines[] = {0.572000, 0.354000, 0.188000, 0.250000};
    
        colorMainCountlinesWater[] = {0.491000, 0.577000, 0.702000, 0.600000};
    
        colorCountlinesWater[] = {0.491000, 0.577000, 0.702000, 0.300000};
    
        colorPowerLines[] = {0.100000, 0.100000, 0.100000, 1.000000};
    
        colorRailWay[] = {0.800000, 0.200000, 0.000000, 1.000000};
    
        colorNames[] = {0.100000, 0.100000, 0.100000, 0.900000};
    
        colorInactive[] = {1.000000, 1.000000, 1.000000, 0.500000};
    
        colorOutside[] = {0.000000, 0.000000, 0.000000, 1.000000};
    
        colorTracks[] = {0.840000, 0.760000, 0.650000, 0.150000};
    
        colorTracksFill[] = {0.840000, 0.760000, 0.650000, 1.000000};
    
        colorRoads[] = {0.700000, 0.700000, 0.700000, 1.000000};
    
        colorRoadsFill[] = {1.000000, 1.000000, 1.000000, 1.000000};
    
        colorMainRoads[] = {0.900000, 0.500000, 0.300000, 1.000000};
    
        colorMainRoadsFill[] = {1.000000, 0.600000, 0.400000, 1.000000};
    
        colorGrid[] = {0.100000, 0.100000, 0.100000, 0.600000};
    
        colorGridMap[] = {0.100000, 0.100000, 0.100000, 0.600000};
    
        font = "TahomaB";
    
        sizeEx = 0.04;
    
        fontLabel = "PuristaMedium";
    
        sizeExLabel = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
    
        fontGrid = "TahomaB";
    
        sizeExGrid = 0.020000;
    
        fontUnits = "TahomaB";
    
        sizeExUnits = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
    
        fontNames = "PuristaMedium";
    
        sizeExNames = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2";
    
        fontInfo = "PuristaMedium";
    
        sizeExInfo = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
    
        fontLevel = "TahomaB";
    
        sizeExLevel = 0.020000;
    
        text = "#(argb,8,8,3)color(1,1,1,1)";
    
        class Legend
    
            {
    
            x = "SafeZoneX + (((safezoneW / safezoneH) min 1.2) / 40)";
    
            y = "SafeZoneY + safezoneH - 4.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    
            w = "10 * (((safezoneW / safezoneH) min 1.2) / 40)";
    
            h = "3.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    
            font = "PuristaMedium";
    
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
    
            colorBackground[] = {1, 1, 1, 0.500000};
    
            color[] = {0, 0, 0, 1};
    
            };
    
        class Task
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa";
    
            iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa";
    
            iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa";
    
            iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa";
    
            iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa";
    
            color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"};
    
            colorCreated[] = {1, 1, 1, 1};
    
            colorCanceled[] = {0.700000, 0.700000, 0.700000, 1};
    
            colorDone[] = {0.700000, 1, 0.300000, 1};
    
            colorFailed[] = {1, 0.300000, 0.200000, 1};
    
            size = 27;
    
            importance = 1;
    
            coefMin = 1;
    
            coefMax = 1;
    
            };
    
        class Waypoint
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
    
            color[] = {0, 0, 0, 1};
    
            size = 20;
    
            coefMin = 0.9;
    
            coefMax = 4;
    
            importance = "1.2 * 16 * 0.05";
    
            };
    
        class WaypointCompleted
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa";
    
            color[] = {0, 0, 0, 1};
    
            size = 20;
    
            coefMin = 0.9;
    
            coefMax = 4;
    
            importance = "1.2 * 16 * 0.05";
    
            };
    
        class ActiveMarker
    
            {
    
            icon = "\ca\ui\data\map_waypoint_completed_ca.paa";
    
            size = 20;
    
            color[] = {0, 0.9, 0, 1};
    
            importance = "1.2 * 16 * 0.05";
    
            coefMin = 0.9;
    
            coefMax = 4;
    
            };
    
        class CustomMark
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa";
    
            size = 24;
    
            importance = 1;
    
            coefMin = 1;
    
            coefMax = 1;
    
            color[] = {0, 0, 0, 1};
    
            };
    
        class Command
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
    
            size = 18;
    
            importance = 1;
    
            coefMin = 1;
    
            coefMax = 1;
    
            color[] = {1, 1, 1, 1};
    
            };
    
        class Bush
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
    
            color[] = {0.450000, 0.640000, 0.330000, 0.400000};
    
            size = "14/2";
    
            importance = "0.2 * 14 * 0.05 * 0.05";
    
            coefMin = 0.250000;
    
            coefMax = 4;
    
            };
    
        class Rock
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa";
    
            color[] = {0.100000, 0.100000, 0.100000, 0.800000};
    
            size = 12;
    
            importance = "0.5 * 12 * 0.05";
    
            coefMin = 0.250000;
    
            coefMax = 4;
    
            };
    
        class SmallTree
    
            {
    
            icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
    
            color[] = {0.450000, 0.640000, 0.330000, 0.400000};
    
            size = 12;
    
            importance = "0.6 * 12 * 0.05";
    
            coefMin = 0.250000;
    
            coefMax = 4;
    
            };
    
    class Tree
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
    
    color[] = {0.450000, 0.640000, 0.330000, 0.400000};
    
    size = 12;
    
    importance = "0.9 * 16 * 0.05";
    
    coefMin = 0.250000;
    
    coefMax = 4;
    
    };
    
    class busstop
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class fuelstation
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class hospital
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class church
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class lighthouse
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class power
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class powersolar
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class powerwave
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class powerwind
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class quay
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class shipwreck
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\shipwreck_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class transmitter
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class watertower
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {1, 1, 1, 1};
    
    };
    
    class Cross
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Chapel
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa";
    
    size = 24;
    
    importance = 1;
    
    coefMin = 0.850000;
    
    coefMax = 1.000000;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Bunker
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
    
    size = 14;
    
    importance = "1.5 * 14 * 0.05";
    
    coefMin = 0.250000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Fortress
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
    
    size = 16;
    
    importance = "2 * 16 * 0.05";
    
    coefMin = 0.250000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Fountain
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa";
    
    size = 11;
    
    importance = "1 * 12 * 0.05";
    
    coefMin = 0.250000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Ruin
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa";
    
    size = 16;
    
    importance = "1.2 * 16 * 0.05";
    
    coefMin = 1;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Stack
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa";
    
    size = 20;
    
    importance = "2 * 16 * 0.05";
    
    coefMin = 0.900000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class Tourism
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa";
    
    size = 16;
    
    importance = "1 * 16 * 0.05";
    
    coefMin = 0.700000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    class ViewTower
    
    {
    
    icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa";
    
    size = 16;
    
    importance = "2.5 * 16 * 0.05";
    
    coefMin = 0.500000;
    
    coefMax = 4;
    
    color[] = {0, 0, 0, 1};
    
    };
    
    
    
        
    
        
    
        
    
    };
     class DOF_REALARTY_DIALOG
    
    {
    
        idd = -1;
    
        movingenable = true;
    
        class controls     {   
    
      class DOF_MAP: DOFARTY_RscMapControl
    
              {
    
                idc = DOF_SUPPORT_Map;
    
                x = 0.3 + 0.185;
    
                y = 0 + (11 / 50);
    
                w    = 0.51;
    
                h    = 0.6;
    
              
    
                };
    };
    };
    
     
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