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HazJ

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About HazJ

  • Rank
    Warrant Officer

core_pfieldgroups_3

  • Interests
    Gaming & Coding

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    http://hazjohnson.com
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    https://twitter.com/hazj95
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    https://www.youtube.com/channel/UCFX5xzGBV1SLjPsEQnuD1qw
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    http://steamcommunity.com/id/iamhaz/
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    Seriously... Who uses this anymore? lol!
  • Twitch.Tv
    https://www.twitch.tv/hazj_

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  • Gender
    Male
  • Location
    In your head. I'm an figment of your imagination.
  • Interests
    Eat, sleep, code and repeat.

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  1. You mean, you want someone to do it for you? Why not download the addon, unpack it and start looking through it? You've shown nothing of your attempts.
  2. Solution: You can copy your RscListNBox defines and manually change drawSideArrows from 0 to 1. You'll have to rename it to something like TAG_RscListNBox though. The default defines doesn't have it enabled.
  3. Does one dialog go to another? If so, you have to make sure that one is closed then createDialog again. You can use !dialog to check if none are open as well. Why do you have createDialog "dialogo"; three times? They are the same dialog hence the name. You can just set the text and button actions without having to create again. Providing the dialog is opened initially which you have done at top.
  4. Thanks. Did you get my PM? @7erra
  5. HazJ

    Authority 20 player coop.

    Tut tut 🤣😀
  6. HazJ

    Authority 20 player coop.

    Except for: Unless @Tankbuster commented it out?
  7. Yeah... Hmm. I feel demotivated to work on my projects atm now lol. Larrow might be able to shed some light on the matter. He has done a lot of stuff related to UIs. He was creating some UI visual representation tool or something. ArmA UI creating process is terrible. Especially compared to other UI/UX design. I don't think there is anything as bad as A3. Even MS Paint is better! 🤣😀🤣 Oh, before I forget... More watchfields, code is evaluated too quickly. Not sure if you are using keyUp but either way it runs way too fast. A real pain when -showScriptErrors is on. Floods screen.
  8. Use animationNames to get the correct names. https://community.bistudio.com/wiki/animationNames "B_GEN_Van_02_transport_F" ["damagehide","damagehidevez","damagehidehlaven","wheel_1_1_destruct","wheel_1_2_destruct","wheel_1_3_destruct","wheel_1_4_destruct","wheel_2_1_destruct","wheel_2_2_destruct","wheel_2_3_destruct","wheel_2_4_destruct","wheel_1_1_destruct_unhide","wheel_1_2_destruct_unhide","wheel_1_3_destruct_unhide","wheel_1_4_destruct_unhide","wheel_2_1_destruct_unhide","wheel_2_2_destruct_unhide","wheel_2_3_destruct_unhide","wheel_2_4_destruct_unhide","wheel_1_3_damage","wheel_1_4_damage","wheel_2_3_damage","wheel_2_4_damage","wheel_1_3_damper_damage_backanim","wheel_1_4_damper_damage_backanim","wheel_2_3_damper_damage_backanim","wheel_2_4_damper_damage_backanim","wheel_1_1","wheel_2_1","wheel_1_2","wheel_2_2","glass1_destruct","glass2_destruct","glass3_destruct","glass4_destruct","glass5_destruct","glass6_destruct","glass7_destruct","glass8_destruct","glass1_destruct_unhide","glass4_destruct_unhide","glass5_destruct_unhide","glass6_destruct_unhide","glass7_destruct_unhide","glass8_destruct_unhide","wheel_1_1_damage","wheel_1_2_damage","wheel_2_1_damage","wheel_2_2_damage","wheel_1_1_damper_damage_backanim","wheel_1_2_damper_damage_backanim","wheel_2_1_damper_damage_backanim","wheel_2_2_damper_damage_backanim","drivingwheel","steering_1_1","steering_2_1","indicatorspeed","indicatorrpm","fuel","watchhour","watchminute","compass","daylights","pedal_thrust","dashboard_off","dashboard","reverse_light","reverse_camera","reverse_camera_hide_ac","gear_r","gear_d","wheel_1_1_damper","wheel_2_1_damper","wheel_1_2_damper","wheel_2_2_damper","door_1_source","door_2_source","door_3_source","door_3b_source","door_4_source","door_4a_source","door_5_source","door_5a_source","hide_door_1_source","hide_door_2_source","hide_door_3_source","hide_door_4_source","hide_door_5_source","lights_em_1","lights_em_2","lights_em_1_flash","lights_em_2_flash","lights_em_1_door5","lights_em_2_door4","lights_em_1_door5_flash","lights_em_2_door4_flash","lights_em_hide","lights_em_1_door5_main_hide","lights_em_2_door4_main_hide","spare_tyre_holder_hide","spare_tyre_hide","ladder_hide","reflective_tape_hide","reflective_tape_door1_hide","reflective_tape_door2_hide","reflective_tape_door3_hide","roof_rack_hide","led_lights_hide","led_lights_door4_hide","led_lights_door5_hide","lights_em_1_side_hide","lights_em_2_side_hide","lights_em_1_door5_hide","lights_em_2_door4_hide","sidesteps_hide","rearsteps_hide","front_protective_frame_hide","side_protective_frame_hide","beacon_front_hide","lights_em_1_roof_front_hide","lights_em_2_roof_front_hide","beacon_rear_hide","lights_em_1_roof_rear_hide","lights_em_2_roof_rear_hide"] Also, use animateSource instead. https://community.bistudio.com/wiki/animateSource van animateSource ["lights_em_hide", 1]; // where van is the object variable name
  9. You could try isTouchingGround, not sure if it works when on top of rocks though? Worth a try. See Wiki comments. https://community.bistudio.com/wiki/isTouchingGround
  10. I created the dialog in the center. So, what should I do? Just use GUI_GRID? Does it work okay for that? EDIT: @7erra Just made it again using GUI_GRID and it does the same except rather than it be at top left it is now bottom left lol... Is it because I am using decimal values? class controls { class title : RscTitle { idc = 100; x = 8 * GUI_GRID_W + GUI_GRID_X; y = 6 * GUI_GRID_H + GUI_GRID_Y; w = 24 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Spawn Selection"; colorBackground[] = {"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.13])", "(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.54])", "(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.21])", 1}; }; class background : RscPicture { idc = 200; x = 8 * GUI_GRID_W + GUI_GRID_X; y = 6.85 * GUI_GRID_H + GUI_GRID_Y; w = 24 * GUI_GRID_W; h = 11 * GUI_GRID_H; text = "#(argb,8,8,3)color(0,0,0,0.8)"; }; class RscButton_1600 : RscButton { idc = 300; x = 8 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1601 : RscButton { idc = 400; x = 11.5 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1602 : RscButton { idc = 500; x = 15 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1603 : RscButton { idc = 600; x = 18.5 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1604 : RscButton { idc = 700; x = 22 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1605 : RscButton { idc = 800; x = 25.5 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; class RscButton_1606 : RscButton { idc = 900; x = 29 * GUI_GRID_W + GUI_GRID_X; y = 17.95 * GUI_GRID_H + GUI_GRID_Y; w = 3 * GUI_GRID_W; h = 0.75 * GUI_GRID_H; text = "Button"; }; }; Just to be sure: I press Esc, select GUI_GRID from your combo dropdown menu. Click GUI Editor. Press Shift + G twice. Press Ctrl + B to toggle background overlay. When I first open the GUI Editor, the grids are really offset?
  11. HazJ

    EGO

    @froggyluv I noticed you have a function to check if in shadow. Don't suppose you can share that once fixed ? Will come in handy for something I'm making.
  12. @Dwarden Any chance of a Steam code for 1.64? Like the beta options. It is a pain to manually go back and fourth between patches. Having to select other patch and re-validate, etc...
  13. HazJ

    Disable interactions

    @GEORGE FLOROS GR Why quote me and provide a link to something that he doesn't want? Showing completely different example is probably going to be more confusing than just reading the syntax and basic explained example from the Wiki. He wants to disable interaction so I don't think he'll use it anyway. I was just stating that certain actions can be override. So quick to get your post count up so high and fast but with useless posts imo.
  14. HazJ

    Disable interactions

    Short answer. No. You can use showHUD but it will disable all of them. Then you can create your own interaction menu. You can't individually remove game actions without a mod. You can use inGameUISetEventHandler to maybe hack around it but you can't really hide game ones as I stated. You can override the functionality for some of them though. https://community.bistudio.com/wiki/showHUD https://community.bistudio.com/wiki/inGameUISetEventHandler
  15. UI_GRID - Based on Pixel Grid class dlg_spawnSelectionUI { idd = 12345; movingEnable = 1; onLoad = "uiNamespace setVariable ['disp_spawnSelection', param [0]];"; onUnload = "uiNamespace setVariable ['disp_spawnSelection', nil];"; class controls { class title : RscTitle { idc = 100; x = 8 * UI_GRID_W + UI_GRID_X; y = 5 * UI_GRID_H + UI_GRID_Y; w = 24 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Spawn Selection"; colorBackground[] = {"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.13])", "(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.54])", "(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.21])", 1}; }; class background : RscPicture { idc = 200; x = 8 * UI_GRID_W + UI_GRID_X; y = 5.85 * UI_GRID_H + UI_GRID_Y; w = 24 * UI_GRID_W; h = 14 * UI_GRID_H; text = "#(argb,8,8,3)color(0,0,0,0.8)"; }; class RscButton_1600 : RscButton { idc = 300; x = 8 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1601 : RscButton { idc = 400; x = 11.5 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1602 : RscButton { idc = 500; x = 15 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1603 : RscButton { idc = 600; x = 18.5 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1604 : RscButton { idc = 700; x = 22 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1605 : RscButton { idc = 800; x = 25.5 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; class RscButton_1606 : RscButton { idc = 900; x = 29 * UI_GRID_W + UI_GRID_X; y = 19.95 * UI_GRID_H + UI_GRID_Y; w = 3 * UI_GRID_W; h = 0.75 * UI_GRID_H; text = "Button"; }; }; }; https://www.dropbox.com/s/pgfk0n14fiq98m4/GUI_defines_1.88.hpp?dl=0 Modified the one above. Changed: // Default text sizes #define GUI_TEXT_SIZE_SMALL (GUI_GRID_H * 0.8) #define GUI_TEXT_SIZE_MEDIUM (GUI_GRID_H * 1) #define GUI_TEXT_SIZE_LARGE (GUI_GRID_H * 1.2) // Pixel grid #define pixelScale 0.50 #define GRID_W (pixelW * pixelGrid * pixelScale) #define GRID_H (pixelH * pixelGrid * pixelScale) To: // Pixel grid #define pixelScale 0.50 #define GRID_W (pixelW * pixelGrid * pixelScale) #define GRID_H (pixelH * pixelGrid * pixelScale) #define UI_GRID_X (safezoneX) #define UI_GRID_Y (safezoneY) #define UI_GRID_W (5 * 0.5 * pixelW * pixelGrid) #define UI_GRID_H (5 * 0.5 * pixelH * pixelGrid) #define UI_GRID_WAbs (safezoneW) #define UI_GRID_HAbs (safeZoneH) 1920x1080 Small Hope this helps.
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