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lifted86

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Everything posted by lifted86

  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
  16. lifted86

    strange playAction behaviour

    just found this http://feedback.arma3.com/view.php?id=5926
  17. You can load standard BIS gui's using ctrl+I configfile >> "RscDisplayLogin" I havent worked out how to load my own dialogs from the desciption.ext using this method. Which would be a hell of alot easier then saving the clipboard stuff
  18. lifted86

    Random image loading screen

    I can remember a thread in the arma 2 boards, only found it because i have some posts in it tho :) http://forums.bistudio.com/showthread.php?144640-Few-Scripts-with-Problems&p=2276002#post2276002 F2k Sel - post 4
  19. I'm trying to get a head to display, like in the profile edit screen. I dont know if its possible or not but this is what i've got so far. Called with createdialog "DIALOG_HEAD"; I get the cursor but cant see anything.
  20. lifted86

    help with CT_OBJECT

    I've managed to get an arrow to show using CT_OBJECT_CONTAINER I found, or at least what i think is the profile edit display(RscDisplayLogin) from the bis configs and the code in the original post is basically copied straight from that. I can call that display in mission, but the head isn't there. I've been over the bis files shit loads of times trying to find any reference to the head object that activates, or wraps a texture on it. but i cant find/see anything. I've tried many combinations of configs trying to get this to work, but i think the answer is in making the object visible with a texture or manipulating it via script somehow. Would love some help with this.
  21. lifted86

    Civilian turn onto Bluefor Issue

    Has anyone tried creating normally blufor units and creating them to an opfor side? _grp = CreateGroup OPFOR; _unit1 = _grp createUnit ["B_Soldier_F", getPos player, [], 0, "NONE"]; _unit2 = _grp createUnit ["B_Soldier_F", getPos player, [], 0, "NONE"]; _unit3 = _grp createUnit ["B_Soldier_F", getPos player, [], 0, "NONE"]; _unit4 = _grp createUnit ["B_Soldier_F", getPos player, [], 0, "NONE"]; paste that in the debug and watch them all kill each other
  22. lifted86

    rabbits won't listen to me!

    I've used createAgent in arma2 to create animals before, maybe try that. EDIT: NVM just checked that spoiler, and seen you did
  23. format will return "QRF1 = group _unit1" compile turns it into code {QRF1 = group _unit1} and call executes that code educated guess, but i'm sure its something like that :)
  24. _spawnPos = markerPos (_this select 0); // Spawning location (marker position) _mygrpname = _this select 1; // group name: Name the group yourself through script call if (isServer) then { _grpname = createGroup east; // create group _unit1 = _grpname createUnit ["O_Soldier_SL_F", [_spawnPos select 0,_spawnPos select 1,1], [], 26, "NONE"]; sleep 0.2; [b]call compile format ["%1 = group _unit1 ;",_mygrpname];[/b] };
  25. lifted86

    H&K USP 9 mm Pistol

    Putting the arco , flash light and silencer on this thing at the same time looks beast, love it.
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