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lifted86

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About lifted86

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  1. I can get it to work, but only if i change the base class from BaseRscButton to the one I normally use class RscButton { access = 0; type = 1; text = ""; colorText[] = { 1, 1, 1, 1 }; colorDisabled[] = { 0.4, 0.4, 0.4, 1 }; colorBackground[] = { "(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", 0.7 }; colorBackgroundDisabled[] = { 0.95, 0.95, 0.95, 1 }; colorBackgroundActive[] = { "(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", 1 }; colorFocused[] = { "(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", 1 }; colorShadow[] = { 0, 0, 0, 1 }; colorBorder[] = { 0, 0, 0, 1 }; soundEnter[] = { "\A3\ui_f\data\sound\RscButton\soundEnter", 0.09, 1 }; soundPush[] = { "\A3\ui_f\data\sound\RscButton\soundPush", 0.09, 1 }; soundClick[] = { "\A3\ui_f\data\sound\RscButton\soundClick", 0.09, 1 }; soundEscape[] = { "\A3\ui_f\data\sound\RscButton\soundEscape", 0.09, 1 }; style = 2; x = 0; y = 0; w = 0.095589; h = 0.039216; shadow = 2; font = "PuristaMedium"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; };
  2. Your missing controls class try this class ItemMenu{ idd = -1; movingEnable = true; enableSimulation = true; controlsBackground[] = {}; objects[] = {}; [b]class Controls[/b] { class ITEM_FRAME: RscFrame { idc = 12800; x = 13.5 * GUI_GRID_W + GUI_GRID_X; y = 4 * GUI_GRID_H + GUI_GRID_Y; w = 11 * GUI_GRID_W; h = 12 * GUI_GRID_H; }; class RscButton_12600: BaseRscButton { idc = 12600; x = 14.5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 9 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscButton_12601: BaseRscButton { idc = 12601; x = 14.5 * GUI_GRID_W + GUI_GRID_X; y = 7 * GUI_GRID_H + GUI_GRID_Y; w = 9 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscButton_12602: BaseRscButton { idc = 12602; x = 14.5 * GUI_GRID_W + GUI_GRID_X; y = 9 * GUI_GRID_H + GUI_GRID_Y; w = 9 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscButton_12603: BaseRscButton { idc = 12603; x = 14.5 * GUI_GRID_W + GUI_GRID_X; y = 11.5 * GUI_GRID_H + GUI_GRID_Y; w = 9 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscButton_12604: BaseRscButton { idc = 12604; x = 14.5 * GUI_GRID_W + GUI_GRID_X; y = 14 * GUI_GRID_H + GUI_GRID_Y; w = 9 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; }; };
  3. lifted86

    Dialog Control Error

    class SVVM_DIALOG { idd = -1; movingenable = true; class Controls { class SVVM_BOX: BOX { idc = -1; x = 0.324644 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.29398 * safezoneW; h = 0.495 * safezoneH; }; class SVVM_FRAME: RscFrame { idc = 1800; x = 0.324644 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.29398 * safezoneW; h = 0.495 * safezoneH; }; class SVVM_OK: RscButton { idc = 1600; text = "X"; x = 0.597993 * safezoneW + safezoneX; y = 0.248 * safezoneH + safezoneY; w = 0.0154726 * safezoneW; h = 0.022 * safezoneH; [b]; //You have an extra ; here[/b] }; if you go to the error log (arma_3.rpt) C:\Users\YOURNAME\AppData\Local\Arma 3 after the crash. It will tell you what line the error appears in your script and makes it alot easier to find. line 38: '/SVVM_DIALOG/Controls/SVVM_OK.': ';' encountered instead of '='
  4. I've never really messed with endings, so i'm not much help. But maybe this will help. http://community.bistudio.com/wiki/Briefing.html#Endings
  5. maybe this will help. just tested, and seems to work. One thing, im assuming the array will contain strings. _array = ["door_1", "door_2", "house_1", "house_2", "door_3", "car_1"]; _doorArray = []; { for "_i" from 1 to (count _array) do { _string = "door_"; _testString = (_string + (str _i)); if (_x == _testString) exitWith { _doorArray set [ count _doorArray, _testString]; }; }; }foreach _array; hint str _doorArray;
  6. Have you tried removing this line? picture = "\pomi_pmc\icons\icon_V_PlateCarrier1_PMC_rgr.paa"; Havent seen that one before. The icon should be in the the vest config.
  7. This is a custom ammo box config i know works, maybe compare this to yours. class CfgVehicles { class NATO_Box_Base; class Custom_Ammo_Box: NATO_Box_Base { scope = 2; vehicleClass = "Ammo"; displayName = "Custom Ammo Box"; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; icon = "iconCrateWpns"; transportMaxWeapons = 25; transportMaxMagazines = 250; class TransportWeapons { class _xx_hgun_Rook40_F { weapon = "hgun_Rook40_F"; count = 10; }; }; class TransportMagazines { class _xx_16Rnd_9x21_Mag { magazine = "16Rnd_9x21_Mag"; count = 40; }; }; class TransportItems { }; }; };
  8. lifted86

    AI Danger FSM Is Empty?

    I found some .fsm's in characters_f\scripts
  9. Sounds like a cool idea. I'd be interested.
  10. _newUnit = _grp createUnit ["B_Soldier_F", [0,0,0], [], 0, "NONE"]; _newUnit addEventHandler ["killed", {}]; http://community.bistudio.com/wiki/addEventHandler
  11. Have you seen this page http://community.bistudio.com/wiki/6thSense.eu:EG#Locality Has some bits of information about multiplayer.
  12. playSound3D ["[b]A3\dubbing_radio_f\data\Male01\RadioProtocolENG\Normal\032_Alphabet\alpha.ogg[/b]", _object, _isInside, _pos, _volume, _frequency, _distance]; playSound3d I've used this method before to play a sound from the default addons.
  13. lifted86

    Preprocessor error 7

    you are using _this execVM "extraction.sqf" but the code looks like .sqs maybe try _this exec "extraction.sqs" or converting to .sqf _ammotype = _this select 4; if (_ammotype iskindof "SmokeShellYellow") then { hint format["Ammo type just fired is %1",_ammotype]; bird1 sidechat "Angel One inbound for pickup"; _smokeg = nearestObject [player, _ammotype]; sleep 4; _pos = position _smokeg; _squad = helo1 _helo = bird1 _hpad = "Land_HelipadSquare_F" createVehicle _pos; _hpad setpos _pos; };
  14. lifted86

    Dialog Layering Issues

    Instead of using the copy paste import try (with your mission loaded and in the dialog editor) Ctrl + I and type missionConfigfile >> "YOUR_DIALOG"
  15. lifted86

    weapon class Stone

    player addMagazine "handGrenade_stone"; but it still looks like a grenade, and explodes in a small ball of dust after a few seconds
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