Jump to content

soolie

Member
  • Content Count

    323
  • Joined

  • Last visited

  • Medals

Everything posted by soolie

  1. Not sure what you mean exactly but I'll try to explain how it works. The tablet (just a picture)is added to map display. A gui control(RSCtree) is added on top of that The info is displayed in the rsctree through fnc calls made when creating the tablet The fnc calls use the cfg in the spoiler in the first post, as well as command like allMapMarkers to sort through all the markers, and decide what shows when.
  2. Currently it's possible to add as many magazines as you want(not the desired effect). Found this on the setVehicleAmmo wiki "Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has." Anyone know where I can find the "full state defined by the vehicle type"? I would like to use this variable to set a limit on how much ammo you can get.
  3. Not sure where to put this, no graphics section in forums :( This was made using the BIS asset "Land_Tablet_02_F" (Rugged Tablet) and some graphics I found online (labeled free for use with modification). Includes - 2 1024x1024 .paa - one black screen one blue screen 1 512x512 .paa - blue screen 4 .pngs at different levels of editing, in case anyone wants to customize a bit more http://bit.ly/ArmaTablet For best results you want(in the dialog) ctrl width = ctrl height * 0.75 You can stretch it a bit though to suit your needs (seen in first pic) 512x512 Size ingame - _backX = 0.74 * safezoneW + safezoneX; _backY = 0.69 * safezoneH + safezoneY; _backW = 0.25 * safezoneW; _backH = 0.29 * safezoneH; _background ctrlSetPosition [_backX, _backY, _backW, _backH]; 512x512 1024x1024 Black 1024x1024 Blue
  4. Added images to the DL link. Info in first post. 512x512 looks much better. Especially when used on a smaller scale.
  5. Yeah, I dont know what the hell Im doing. Noticed it myself but couldn't see it in photoshop or texview. I added the .png to the download if anyone wants to take a look.
  6. It will be up to you what you need. Currently you can refuel at gas stations or near fuel truck. Can repair near gas station, repair vehicle, or if toolkit is in veh inv. And resupply at ammo truck. Also helis can do everything at helipad. This is all easily edited to your liking
  7. Should be releasing first version soon. Only some finishing touches left. Last update before release! Fuel gauge and Damage gauge are also buttons you press to refuel and repair. This is what it looks like with 1/2 a tank of gas and 100% damage(not that you would ever see that). Added an info box on the left. Pulls description from one of two possible locations (damnit bis get your shit together).
  8. Sorry if this was answered(skimmed through quickly). Is there any visual aspect to the atmosphere planned? Like a toxic cloud?
  9. soolie

    Reversing Progress Bar

    I believe that command works just not on progress bars. Like KK said, built for convenience not versatility. I just finished my own custom progress bar using an rscText behind an image. Code below pic The rscText starts off full size and then the fnc gets the new height based on veh damage, then subtracts the difference from the yAxis. From Dialog class RscFuelAmount: RscText { idc = 10; colorBackground[] = {0.89,0.66,0,1}; x = 0.925 * safezoneW + safezoneX; y = 0.0265 * safezoneH + safezoneY; w = 0.06 * safezoneW; h = 0.1675 * safezoneH; }; Fnc SRVC_fnc_LoadFuel = { disableSerialization; _veh = vehicle player; _fuelCtrl = ((findDisplay 5501) displayCtrl (10)); _fuelCtrlPosFull = ctrlPosition _fuelCtrl; _fuelCtrlPosFull params ["_xAx","_yAx","_width","_height"]; _fuel = fuel vehicle player; _newHeight = _height * _fuel; _dif = _newHeight - _height; _newYax = _yAx - _dif; _fuelCtrl ctrlSetPosition [_xAx,_newYax,_width,_newHeight]; _fuelCtrl ctrlCommit 0; };
  10. Yes there will be. Actually, the script versions will be the first ones out, and the mod will be created after.
  11. Fuel gauge is working perfectly now! Took forever, but can do custom progress bars now :) Only need to figure out the damage indicator.
  12. With no artists responding, I will be using whatever ingame assets I can to complete the project. Maybe once released someone interested will come forward. The alpha of the simple version (meet conditions ie have toolkit or be near repair truck or fuel station, repairs fully), will be released in the next few days.
  13. I've decided to release two versions of this. One where it will show damage to specific parts and allow the repair of said parts alone, and one that just repairs everything. The reason for this being design and spacing. One will require more controls/ info being shown so I need to use up that UI space for people who just want an easy full repair if conditions are met. Also - currently looking for an artist who's interested in making some buttons/graphics. I'm making this for the fun of it and releasing for free so no money involved. You will be given full credit, of course. There will also be an in game credits/ controls/ info ui built in. Here I will put a clickable link to wherever you'd like. I made this picture somewhat explaining what I'm looking for -
  14. I have no idea if this will work. If it does, you could get pretty fancy with the formatting and have only a few functions passing loads of different text. Button: action = "player setCustomAimCoef 0.1;[[],'[profileName player] teg_fnc_sway10',true,true] call BIS_fnc_MP;"; text = "10% Sway"; //--- ToDo: Localize; tooltip = ""; //--- ToDo: Localize; Function: teg_fnc_sway10 = { params ["_callerName"]; _plrName = profileName player; if (_callerName == _plrName) then { player sidechat "I set my Weapon Sway to 10%"; } else { player sidechat format [" %1 set their Weapon Sway to 10%", _callerName]; }; };
  15. This pulls a lot of information from the configs. If the modded veh is configed correctly(by correctly i mean to the vanilla standard) then all will be good. If it is not configged correctly, the only thing that should have trouble is the camera, and it might not focus on the weapon you have selected. Not the biggest deal, the cam will just spin around the veh while rearming. Luckily, I just added manual camera controls! When hovered over the bottom 3/4 of the screen you can now hold LMB/RMB to spin in either direction and Mouse Wheel to zoom.
  16. soolie

    Dialogs issue

    I'm about to head out for work, so I can't test yours right now. I'll take a look when I get home but until then you could check out the tutorial I made. https://forums.bistudio.com/topic/189494-gui-tutorial-and-simple-vehicle-selector-release/ You'll see that I do it a different way. In the dialog.hpp, I define the backgrounds, controls, and objects by their names first and then the have the controls with size, type etc after. Check out the tut and send me a pm with any questions you have, and I'll read them later.
  17. Not sure if it's the problem but I've always used double quotes when getting info from config files _mainPri = getText (configfile >> "CfgWeapons" >> "arifle_MX_GL_ACO_pointer_F" >> "picture");
  18. You can find the type values in the config viewer (cfgWeapons >> classname >> "type") Some items, like hats uniforms and vests have type number under (cfgWeapons >> classname >> "itemInfo" >> "type") Here's some code putting all gear into different arrays. Learned how to do this from Dslyecxi's gear selector so props to him!
  19. Very cool. Not too sure about "EntityKilled" but I'm guessing you could pass the dead player into fnc_spawnGrave and get their name. Then add an action to the grave with just the player name so others can see who is "buried" there.
  20. soolie

    Switching/traveling between server

    Cosmos engine mod http://www.armaholic.com/page.php?id=27261 I would love to see this working. I had an idea for a server that was basically just a lobby with some silly stuff to do and meet/team up with other players before joining a different server.
  21. soolie

    Custom Menu No Entry Error

    I haven't used Buttonmenu before but im guessing that the text field should point to a texture and not actual text. Try (you'll have to do it for all RscButtonMenu if it works) class RscButtonMenu_2400: RscButtonMenu { idc = 2400; text = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa"; x = 0.386562 * safezoneW + safezoneX; y = 0.445 * safezoneH + safezoneY; w = 0.216563 * safezoneW; h = 0.022 * safezoneH; };
  22. class Test { idc = 5004; type = 82; movingEnable = false; // true to enable moving dialog with mouse enableZoom = 0; zoomDuration = 0.001; inBack = 1; model="\A3\Structures_F\Items\Food\Can_V3_F.p3d"; direction[]={0,0.5,0.5}; up[]={0,1,0}; scale="0.47 * 0.875 * (SafeZoneW Min SafeZoneH)"; xBack = 0.5; yBack = 0.5; zBack = 1.2; // x and y are the position on the screen. // current x and y put the top left corner of the object into the top left corner of the screen. // Use z in addition to scale to fine tune the size/ zoom of the object x = 0 * safezoneW + safezoneX; y = 0 * safezoneH + safezoneY; z = 2; }; As for the texture. Each object has a base model(.p3d). When the object is actually created in game, then it adds the texture it's supposed to or told to by scripting. In a dialog you are just displaying the base model and not creating the object so it's appearance cannot be changed. This is as far as I know and would love if someone could prove me wrong, and show me how to do it. Also, feel free to check out my GUI tutorial https://forums.bistudio.com/topic/189494-gui-tutorial-and-simple-vehicle-selector-release/
  23. I've come a long way in my coding abilities and am looking to jump back into arma. I'm going to start on a complete rework of this(including land vehicles). iirc any vehicle will trigger the repair/ refuel if you get close enough to any object with one of the classnames in the helipadinit.sqf. It will not display all the correct data though. I did not fully understand the configs at the time I made this.
  24. There is also this player action ["WeaponOnBack", player];
×