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lifted86

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Posts 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. 
    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. 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; 
    


  5. 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
    	{
    
    	};
    };
    };


  6. 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;
    };


  7. I've managed to get an arrow to show using CT_OBJECT_CONTAINER

    class Test1
    {
    idd = -1;
    movingEnable = 1;
    enableSimulation = 1;
    enableDisplay = 1;
    class objects
    {
    	class TestObject: RscObject
    	{
    		type = 82;
    		idc = -1;
    		scale = 0.1;
    		//model = "\A3\Misc_F\Helpers\UserTexture1m.p3d";
    		model = "\A3\Misc_F\Helpers\Sign_Arrow_Direction_F.p3d";
    		//model = "\A3\ui_f\objects\face_preview";
    		position[] = {0,0,0.2};
    		positionBack[] = {0,0,0.2};
    		inBack = 0;
    		enableZoom = 1;
    		zoomDuration = 0.5;
    		direction[] = {1,0.25,1};
    		up[] = {0.25,1,0};
    
    	};
    };
    };

    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.


  8. 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


  9. 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.

    class DIALOG_HEAD
    {
       idd = 6000;
       movingenable = false;
    enableSimulation = true;
    onLoad = "uiNamespace setVariable ['DIALOG_HEAD', _this select 0];"; 
    class objects
    {
    	class HEAD_1
    	{
    		model = "\A3\ui_f\objects\face_preview";
    		modelWoman = "\A3\ui_f\objects\face_preview";
    		idc = 6001;
    		type = 80;
    		x = "35 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)";
    		y = "7 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))";
    		z = 0.28;
    		xBack = 0.75;
    		yBack = 0.9;
    		zBack = 0.25;
    		scale = 0.21;
    		direction[] = {0,0,1};
    		up[] = {0,1,0};
    		faceType = "Man_A3";
    		selectionLBrow = "lBrow";
    		selectionMBrow = "mBrow";
    		selectionRBrow = "rBrow";
    		selectionLMouth = "lMouth";
    		selectionMMouth = "mMouth";
    		selectionRMouth = "rMouth";
    		selectionEyelid = "eyelids";
    		selectionLip = "LLip";
    		boneHead = "head";
    		boneLEye = "l_eye";
    		boneREye = "r_eye";
    		boneLEyelidUp = "eye_upl";
    		boneREyelidUp = "eye_upr";
    		boneLEyelidDown = "eye_lwl";
    		boneREyelidDown = "eye_lwr";
    		boneLPupil = "l_pupila";
    		boneRPupil = "r_pupila";
    		selectionPersonality = "personality";
    		selectionGlasses = "eyelids";
    	};
    };
       class Controls
       {
       };
    };

    Called with

    createdialog "DIALOG_HEAD";

    I get the cursor but cant see anything.


  10. _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]
    };

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