bull_a
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Posts posted by bull_a
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I belive this is due to a possible memory leak (or the game just using too much), i have 16GB of ram in my computer and when i looked at my ram usage it was well above 4GB almost at 5 so this could be causing problems. Im going to do some more testing before submitting a ticket but this could be the problem. Not to mention that the 49 settlements on altis are bloddy massive kavala look like 4 four times the size of agia marina (possibly bigger)
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Again, stop making this thread about the differences of PvE/PvP with CoOp, that is not the point of this thread. I wish to find out what players thoughts are for a PvE or PvP gamemode.
At the moment development on wargame is that the gamestyle will be more like PvPvE. With players from the BLUFOR and INDEPENDENT (both player sides) sides battling it out or working together to control the region and take down the OPFOR (AI only)
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Heres a few vids to show what I have been working on
WARGAME Progress Bar:
WARGAME Gear Selector:
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Ahhh its a tie atm 7-7 looks like is going to maybe be a mixture of both, i will try and put it 2 playable side BLUFOR and INDEPENDENT which can decide to work for or against each other. I think thats probably the best thign to do
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Sigh... it's called Coop, not PvEAnd yeah, I much prefer that over any PvP
Sigh...Oh im sorry i didnt realise that players versus AI where players do not have to work co-operatively is actually called co-op. My bad, even
though players can work together they dont have to, they can lone wolf it if they feel that is the best way, however the difference between co-op and PvE is negilagable
(i.e. no f***ing difference). Please do not troll only constructive discussion is accepted here (please abide by this - YOU'VE BEEN WARNED)
Ill give you all some more info about the mission:
Basically there are some areas on the map where AI bases are positioned. The main objective is to take out these bases. However these bases are heavily defended
and the attackers are weak to begin with. The OPFOR have a major tech advantage over the players. However by completing side objectives such as destroying a
vehicle depot the players can gain access to more equipment and weaken the enemy forces at the same time. There will also be further side missions such as setting
up patrols to seek and eliminate AI weapon teams (much like in MSO) and logistics operations (such as providing CSAR for friendly AI units at different bases)
I will hopefully be developing a new respawn system to work with the mission and game (i.e. a modular respawn system that can be used in most gametypes) however
in the first iteration i will not be using this as it is a long process to develop a gametype and a new game system solo.
Please try to stay on topic
The key issue i wish to address is whether players prefer PvE (players versus AI) or PvP (players versus players)
thanks
Bull
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Hi everyone, im currently looking to develop a new game mode to hopefully run alongside games like Domination and Invade and Annex
The game mode is going to be a mixture of MSO and Domination mixing together the best parts from both.
I was wondering whether people would prefer to play PvE (Players against AI) or PvP (players against players).
Please vote for the one you would prefer or the one you think would be better to run on a server, Im almost sure that PvE will gain a
higher percentage of votes but i wanted to make sure that the people were still interested in playing PvE and were not bored of it...
Thanks
Bull
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try this
#define BUL_UAVintro_Text "PUT YOUR TEXT HERE" private ["_colorWest", "_colorEast"]; _colorWest = [west] call BIS_fnc_sideColor; _colorEast = [east] call BIS_fnc_sidecolor; //starts the UAV orbiting above [ getmarkerpos "BIS_establishingShot_center",//need to create a marker called BIS_establishingShot_center BUL_UAVintro_Text,//spawns the text 500,//height 500,//radius 10,//angle (random 1),//clockwise\anit-clock [ ["\A3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getpos player, 1, 1, 0, "PUT ICON TEXT HERE", 0], ["\A3\ui_f\data\map\markers\nato\o_hq.paa", _colorEast, [0,0,0], 1, 1, 0, "PUT ICON TEXT HERE", 0], ["\A3\ui_f\data\map\mapcontrol\Transmitter_CA.paa", _colorEast, getmarkerpos "BIS_establishingShot_center", 1, 1, 0, "PUT ICON TEXT HERE", 0] ], 0 ] call BIS_fnc_establishingShot;
to edit the text that appears swap out the text next to "#define BUL_UAVintro_Text"
to edit the icons and text that appear over units/objects look at the array below "(random 1)"
the array is in the format [[icon, color, target, size X, size Y, angle, text, shadow]]
icon = path to icon texture - STRING
color = ARRAY
target = OBJECT/POSITION (in ARRAY format)
size = NUMBER
angle = NUMBER
text = STRING
shadow = BOOLEAN - use 1 to enable OR 0 to disable
Hope that helps
Adam/Bull/Dragon (the last one is not true)
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Is there a tutorial or walk through on how to make a dialog box with a menu and buttons , never tried before and would like to know how to make one.Yes there are very few tutorials out there but the one that helped me out the most was a tutorial by Iceman77
http://www.armaholic.com/page.php?id=18362
although baisc it will teach you what you need to know when it comes to editing dialogs and creating your own
also look up some of the config entries in the config viewer to see what type of dialog controls are in there
The BIKI and forums are your friend when it comes to these sorts of things
Hope this helps
Adam/Bull/Dragon (last one is not true)
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ok, ill have a bit of an experiment with it and see if i can get the effect i want without having to create an .fsm file
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That code as written is working for me. They are pretty leisurely about stepping off, but they follow the waypoints.Also your first three lines are redundant as spawnGroup returns a group anyway, so no need to pre-create the group.
Thanks kylania (kylania to the rescue again)
yeh i removed that part a while ago, relised after looking through this BIs_fnc_spawngroup that it creates a group,
Is there anyway of making the AI move to the first waypoint faster (i imagine AI doMove has somin to do with it)??
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I am running into a small compilcation and cannot figure out why this is happening
When i spawn in a group of AI and set waypoints for them, all they do is stand at the position where they spawned
Here is the code:
//spawnBaseAttack _group1 = createGroup east; _group2 = createGroup east; _group3 = createGroup east; //spawns groups _group1 = [getmarkerpos "opfor_spawn_1", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; {[_x] execVM "scripts\f\loadoutEast.sqf";} forEach units _group1; //adds waypoints _g1wp1 = _group1 addWaypoint [getmarkerpos "opfor_1_wp_1", 0]; _g1wp1 setWaypointBehaviour "CARELESS"; _g1wp1 setWaypointCombatMode "RED"; _g1wp1 setWaypointType "MOVE"; _g1wp1 setWaypointFormation "STAG COLUMN"; _g1wp2 = _group1 addWaypoint [getmarkerpos "opfor_1_wp_2", 10]; _g1wp2 setWaypointType "SAD"; //spawns groups _group2 = [getmarkerpos "opfor_spawn_2", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; //sets loadouts {[_x] execVM "scripts\f\loadoutEast.sqf";} forEach units _group2; //adds waypoints _g2wp1 = _group2 addWaypoint [getmarkerpos "opfor_2_wp_1", 0]; _g2wp1 setWaypointBehaviour "CARELESS"; _g2wp1 setWaypointCombatMode "RED"; _g2wp1 setWaypointType "MOVE"; _g2wp1 setWaypointFormation "LINE"; //spawns groups _group3 = [getmarkerpos "opfor_spawn_3", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; {[_x] execVM "scripts\f\loadoutEast.sqf";} forEach units _group3; //adds waypoints _g3wp1 = _group3 addWaypoint [getmarkerpos "opfor_3_wp_1", 0]; _g3wp1 setWaypointBehaviour "CARELESS"; _g3wp1 setWaypointCombatMode "RED"; _g3wp1 setWaypointType "MOVE"; _g3wp1 setWaypointFormation "WEDGE";
Any help is apreciated,
thanks
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would there be a uav remote in you hand wen you controle the uav'scheck out a very early WIP of my UAVTAC mod (Unmaned Aerial Vehicular Terminal & Controller)
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Thanks larrow, i have no idea why that was not coming up in the RTP files, and no script errors.
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EDIT: Look at previous post to see new improvements and the base defines config
No known errors in the RTP file
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as requested here is the display .h file
////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Adam Bullock - =TiB= //FOR PERSONAL USE ONLY ////////////////////////////////////////////////////////////////// class RscTitles { class BUL_progressBar { idd = 10001; duration = 1.0e+11; class Controls { class BUL_vehicleRepairBar_background: BUL_TEXT { idc = 100000; x = 0.340113 * safezoneW + safezoneX; y = 0.401024 * safezoneH + safezoneY; w = 0.319774 * safezoneW; h = 0.0329919 * safezoneH; colorBackground[] = {0,0,0,0.7}; }; class BUL_vehicleRepairBar_progressBar: BUL_TEXT { idc = 100001; x = 0.342177 * safezoneW + safezoneX; y = 0.405422 * safezoneH + safezoneY; w = 0.315648 * safezoneW; h = 0.0241941 * safezoneH; colorBackground[] = ARMA_BACKGROUND; }; class BUL_vehicleRepairBar_progressText: BUL_TEXT { idc = 100002; text = "Reapir Text"; //--- ToDo: Localize; x = 0.345271 * safezoneW + safezoneX; y = 0.403223 * safezoneH + safezoneY; w = 0.315648 * safezoneW; h = 0.0241941 * safezoneH; colorBackground[] = {0,0,0,0}; sizeEx = sizeNormal; }; }; }; };
here is the base class config
////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Adam Bullock - SOF ////////////////////////////////////////////////////////////////// #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_ANIMATED_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 // this style works for CT_STATIC in conjunction with ST_MULTI #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 #define FontM "PuristaMedium" #define ARMA_GREEN {0.649,0.747,0.502,1} #define BULL_backgroundColorTansp {0,0,0,0.6} #define colorTransp {0,0,0,0} #define sizeNormal "( ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)" #define sizeMedium "( ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)" #define sizeSmall "( ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.6)" #define ARMA_BACKGROUND {"(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} class BUL_TEXT { access = 0; colorBackground[] = {0,0,0,0.6}; colorShadow[] = {0,0,0,0.5}; colorText[] = {1,1,1,1}; fixedWidth = 0; font = FontM; h = 0.037; idc = -1; linespacing = 1; shadow = 1; SizeEx = sizeNormal; style = 0; text = ""; type = 0; w = 0.3; x = 0; y = 0; }; class BUL_FRAME { 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}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; idc = -1; shadow = 2; sizeEx = 0.02; style = 64; text = ""; type = 0; }; class BUL_PICTURE { access = 0; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; fixedWidth = 0; font = FontM; h = 0.15; idc = -1; lineSpacing = 0; shadow = 0; sizeEx = 0; style = 48; text = ""; type = 0; w = 0.2; x = 0; y = 0; }; class BUL_PROGRESS { access = 0; colorBar[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])","(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])"}; colorFrame[] = {0,0,0,0}; h = 0.0261438; shadow = 2; style = 0; texture = "\A3\ui_f\data\GUI\RscCommon\RscProgress\progressbar_ca.paa"; type = 8; w = 0.313726; x = 0.344; y = 0.619; }; class BUL_BUTTON { access = 0; borderSize = 0; 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}; 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}; colorBackgroundDisabled[] = {"(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}; colorBorder[] = {0,0,0,1}; colorDisabled[] = {0.4,0.4,0.4,1}; colorFocused[] = {0,0,0,1}; colorShadow[] = {0,0,0,1}; colorText[] = {1,1,1,1}; font = FontM; h = 0.039216; offsetPressedX = 0.002; offsetPressedY = 0.002; offsetX = 0.003; offsetY = 0.003; shadow = 2; sizeEx = sizeNormal; soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick",0.09,1}; soundEnter[] = {"\A3\ui_f\data\sound\RscButton\soundEnter",0.09,1}; soundEscape[] = {"\A3\ui_f\data\sound\RscButton\soundEscape",0.09,1}; soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.09,1}; style = 2; text = ""; type = 1; w = 0.095589; x = 0; y = 0; }; class BUL_COMBO { access = 0; arrowEmpty = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_ca.paa"; arrowFull = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_active_ca.paa"; color[] = {1,1,1,1}; colorActive[] = {1,0,0,1}; colorBackground[] = {0,0,0,1}; colorDisabled[] = {1,1,1,0.25}; colorScrollbar[] = {1,0,0,1}; colorSelect[] = {0,0,0,1}; colorSelectBackground[] = {1,1,1,0.7}; colorText[] = {0.95,0.95,0.95,1}; font = FontM; h = 0.035; maxHistoryDelay = 1; shadow = 0; sizeEx = sizeNormal; soundCollapse[] = {"\A3\ui_f\data\sound\RscCombo\soundCollapse",0.1,1}; soundExpand[] = {"\A3\ui_f\data\sound\RscCombo\soundExpand",0.1,1}; soundSelect[] = {"\A3\ui_f\data\sound\RscCombo\soundSelect",0.1,1}; style = 16; type = 4; w = 0.12; wholeHeight = 0.45; x = 0; y = 0; class ScrollBar { arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; }; }; class BUL_LISTBOX { access = 0; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; autoScrollDelay = 5; autoScrollRewind = 0; autoScrollSpeed = -1; color[] = {1,1,1,1}; colorBackground[] = {0,0,0,0.3}; colorDisabled[] = {1,1,1,0.25}; colorScrollbar[] = {1,0,0,0}; colorSelect2[] = {0,0,0,1}; colorSelect[] = {0,0,0,1}; colorSelectBackground2[] = {1,1,1,0.5}; colorSelectBackground[] = {0.95,0.95,0.95,1}; colorShadow[] = {0,0,0,0.5}; colorText[] = {1,1,1,1}; font = FontM; h = 0.4; maxHistoryDelay = 1; period = 1.2; rowHeight = 0; shadow = 0; sizeEx = sizeNormal; soundSelect[] = {"\A3\ui_f\data\sound\RscListbox\soundSelect",0.09,1}; style = 16; type = 5; w = 0.4; class ScrollBar { arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; }; }; class BUL_sTEXT { access = 0; colorText[] = {1,1,1,1}; colorBackground[] = ARMA_BACKGROUND; h = 0.035; idc = -1; shadow = 1; size = "(( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; style = 0; text = ""; type = 13; w = 0.1; x = 0; y = 0; class Attributes { align = "left"; color = "#ffffff"; font = FontM; shadow = 1; }; }; class BUL_SLIDER { access = 0; color[] = {1,1,1,0.8}; colorActive[] = {1,1,1,1}; h = 0.025; shadow = 0; style = 1024; type = 3; w = 0.3; }; class BUL_SLIDER_H { access = 0; color[] = {1,1,1,0.8}; colorActive[] = {1,1,1,1}; h = 0.025; shadow = 0; style = 1024; type = 3; w = 0.3; }; class BUL_MAPCONTROL { access = 0; alphaFadeEndScale = 0.4; alphaFadeStartScale = 0.35; colorBackground[] = {0.969,0.957,0.949,1}; colorCountlines[] = {0.572,0.354,0.188,0.25}; colorCountlinesWater[] = {0.491,0.577,0.702,0.3}; colorForest[] = {0.624,0.78,0.388,0.5}; colorForestBorder[] = {0,0,0,0}; colorGrid[] = {0.1,0.1,0.1,0.6}; colorGridMap[] = {0.1,0.1,0.1,0.6}; colorInactive[] = {1,1,1,0.5}; colorLevels[] = {0.286,0.177,0.094,0.5}; colorMainCountlines[] = {0.572,0.354,0.188,0.5}; colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6}; colorMainRoads[] = {0.9,0.5,0.3,1}; colorMainRoadsFill[] = {1,0.6,0.4,1}; colorNames[] = {0.1,0.1,0.1,0.9}; colorOutside[] = {0,0,0,1}; colorPowerLines[] = {0.1,0.1,0.1,1}; colorRailWay[] = {0.8,0.2,0,1}; colorRoads[] = {0.7,0.7,0.7,1}; colorRoadsFill[] = {1,1,1,1}; colorRocks[] = {0,0,0,0.3}; colorRocksBorder[] = {0,0,0,0}; colorSea[] = {0.467,0.631,0.851,0.5}; colorText[] = {0,0,0,1}; colorTracks[] = {0.84,0.76,0.65,0.15}; colorTracksFill[] = {0.84,0.76,0.65,1}; font = "TahomaB"; fontGrid = "TahomaB"; fontInfo = "PuristaMedium"; fontLabel = "PuristaMedium"; fontLevel = "TahomaB"; fontNames = "PuristaMedium"; fontUnits = "TahomaB"; h = "SafeZoneH - 1.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; idc = 51; maxSatelliteAlpha = 0.85; moveOnEdges = 1; ptsPerSquareCLn = 10; ptsPerSquareCost = 10; ptsPerSquareExp = 10; ptsPerSquareFor = 9; ptsPerSquareForEdge = 9; ptsPerSquareObj = 9; ptsPerSquareRoad = 6; ptsPerSquareSea = 5; ptsPerSquareTxt = 3; scaleDefault = 0.16; scaleMax = 1; scaleMin = 0.001; shadow = 0; showCountourInterval = 0; sizeEx = 0.04; sizeExGrid = 0.02; sizeExInfo = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; sizeExLabel = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; sizeExLevel = 0.02; sizeExNames = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2"; sizeExUnits = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; stickX[] = {0.2,["Gamma",1,1.5]}; stickY[] = {0.2,["Gamma",1,1.5]}; style = 48; text = "#(argb,8,8,3)color(1,1,1,1)"; type = 101; w = "SafeZoneWAbs"; x = "SafeZoneXAbs"; y = "SafeZoneY + 1.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; class ActiveMarker { color[] = {0.3,0.1,0.9,1}; size = 50; }; class Bunker { coefMax = 4; coefMin = 0.25; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; importance = "1.5 * 14 * 0.05"; size = 14; }; class Bush { coefMax = 4; coefMin = 0.25; color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; importance = "0.2 * 14 * 0.05 * 0.05"; size = "14/2"; }; class BusStop { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa"; importance = 1; size = 24; }; class Chapel { coefMax = 1; coefMin = 0.85; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa"; importance = 1; size = 24; }; class Church { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa"; importance = 1; size = 24; }; class Command { coefMax = 1; coefMin = 1; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; importance = 1; size = 18; }; class Cross { coefMax = 1; coefMin = 0.85; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa"; importance = 1; size = 24; }; class CustomMark { coefMax = 1; coefMin = 1; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa"; importance = 1; size = 24; }; class Fortress { coefMax = 4; coefMin = 0.25; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; importance = "2 * 16 * 0.05"; size = 16; }; class Fountain { coefMax = 4; coefMin = 0.25; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa"; importance = "1 * 12 * 0.05"; size = 11; }; class FuelStation { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa"; importance = 1; size = 24; }; class Hospital { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa"; importance = 1; size = 24; }; class Legend { color[] = {0,0,0,1}; colorBackground[] = {1,1,1,0.5}; font = "PuristaMedium"; h = "3.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; sizeEx = "( ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; x = "SafeZoneX + (((safezoneW / safezoneH) min 1.2) / 40)"; y = "SafeZoneY + safezoneH - 4.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; class Lighthouse { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa"; importance = 1; size = 24; }; class power { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa"; importance = 1; size = 24; }; class powersolar { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa"; importance = 1; size = 24; }; class powerwave { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa"; importance = 1; size = 24; }; class powerwind { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa"; importance = 1; size = 24; }; class Quay { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa"; importance = 1; size = 24; }; class Rock { coefMax = 4; coefMin = 0.25; color[] = {0.1,0.1,0.1,0.8}; icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa"; importance = "0.5 * 12 * 0.05"; size = 12; }; class Ruin { coefMax = 4; coefMin = 1; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa"; importance = "1.2 * 16 * 0.05"; size = 16; }; class shipwreck { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\shipwreck_CA.paa"; importance = 1; size = 24; }; class SmallTree { coefMax = 4; coefMin = 0.25; color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; importance = "0.6 * 12 * 0.05"; size = 12; }; class Stack { coefMax = 4; coefMin = 0.9; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa"; importance = "0.6 * 12 * 0.05"; size = 20; }; class Task { coefMax = 1; coefMin = 1; color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"}; colorCanceled[] = {0.7,0.7,0.7,1}; colorCreated[] = {1,1,1,1}; colorDone[] = {0.7,1,0.3,1}; colorFailed[] = {1,0.3,0.2,1}; icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa"; iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa"; iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa"; iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa"; iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa"; importance = 1; size = 27; }; class Tourism { coefMax = 4; coefMin = 0.7; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa"; importance = "1 * 16 * 0.05"; size = 16; }; class Transmitter { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa"; importance = 1; size = 24; }; class Tree { coefMax = 4; coefMin = 0.25; color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; importance = "0.9 * 16 * 0.05"; size = 12; }; class ViewTower { coefMax = 4; coefMin = 0.5; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa"; importance = "2.5 * 16 * 0.05"; size = 16; }; class Watertower { coefMax = 1; coefMin = 0.85; color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa"; importance = 1; size = 24; }; class Waypoint { coefMax = 1; coefMin = 1; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; importance = 1; size = 24; }; class WaypointCompleted { coefMax = 1; coefMin = 1; color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa"; importance = 1; size = 24; }; }; class BUL_MAP { access = 0; class controls { class Map : BUL_MAPCONTROL { moveOnEdges = 0; x = 0; y = 0; w = 0.83; h = 1; }; }; };
Hoep this helps
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Hi all,
I have made my own progress bar and need to be able to set the progress bar section to progress aswell as the text
however the text i have defined will not be displayed on load like i have set it to do and the progress bar remains at 100% rather than climbing
Here is the code i am using
private ["_title","_timer","_random"]; _title = _this select 0; _timer = _this select 1; _random = _this select 2; //sets the ctrl defines #define _progressBarDisplay 1 #define _progressBar 1001 #define _progressBarText 1002 #define BUL_PROGRESSBARCONTROL ((findDisplay _progressBarDisplay) displayCtrl _progressBar) #define BUL_PROGRESSBARTEXTCONTROL ((findDisplay _progressBarDisplay) displayCtrl _progressBarText) #define _progressBarMaxPOS 0.315648 * safezoneW #define _progressBarMinPOS 0 * safezoneW #define _progressBarIncrements 0.315648 * safezoneW / _timer //set default parameters //create progress bar dialog _nul = titleRsc ["BUL_progressBar", "PLAIN"]; //checks the dialog created //waitUntil {!isNull (findDisplay 1)}; //sets the progress bar _progressbarStartPOS = ctrlPosition BUL_PROGRESSBARCONTROL; _nul = BUL_PROGRESSBARCONTROL ctrlSetPosition [_progressbarStartPOS select 0, _progressbarStartPOS select 1, _progressBarMinPOS, _progressbarStartPOS select 3]; BUL_PROGRESSBARCONTROL ctrlCommit 0; //sets the position _nul = BUL_PROGRESSBARCONTROL ctrlSetPosition [_progressbarStartPOS select 0, _progressbarStartPOS select 1, _progressBarMaxPOS, _progressbarStartPOS select 3]; BUL_PROGRESSBARCONTROL ctrlCommit _timer; //starts the bar progress _i = -1; while {_i >= _timer} do { _i = _i + 1; hint "Hello"; _text = format ["%1 (%2%3), _title, _percentage, "%"]; _ctrlText = BUL_PROGRESSBARTEXTCONTROL ctrlSetText (str _text); }; waitUntil {ctrlCommitted BUL_PROGRESSBARCONTROL}; //disables the controls and deletes dialg _nul = titleRsc ["", "PLAIN"];
Any help is greatly appreciated
Thanks
Bull
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ill have a check of that, never seen that before which maybe why im going wrong,
Thanks Larrow
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Title ^^
Im having a few problems setting the position of a control dynamically in a script
//BUL_UAV_terminal_buttonConnect.sqf hint "POSITION ""ON"""; //moves the frame to "on" position BUL_UAV_terminal_UAV_onFramePosY = (ctrlPosition ((findDisplay 1) displayCtrl 1012) select 1) * safeZoneY; BUL_UAV_terminal_UAV_selectFramePos = (ctrlPosition ((findDisplay 1) displayCtrl 1802)); //separates the position array //sets the frames new position BUL_UAV_terminal_UAV_onFramePos = ((findDisplay 1) displayCtrl 1802) ctrlSetPosition [(0.35351 * safezoneW + safezoneX), (0.312962 * safezoneH + safezoneY), (0.0206306 * safezoneW), (0.0198041 * safezoneH)];
i have selected the correct control however when the script launches the frame control does not seem to move.
any suggestions?
Thanks
Bull
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Gnat;2451146']First' date=' I hope you notice my "EventHandlers" difference, you made no comment.Second have you tried opening the actual final PBO to make sure the script in there?
Third try placing a simple HINT script in the root directory of your mod and try calling that instead, as a basic test[/quote']
hi gnat, yeh i tried your event handlers tweak but to no avail, its not a problem with the script but i belive its a problem with the script path
i have maybe and idea of why it is not being found
EDIT: ---
I have figured out why the path was inccorrect apperently when i was binarizing the new folder it was conflicting with an old config and wasnt chaning to the new script path. STRANGE
however case solved :) Thanks for all the help gnat :p
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i really cannot figure out why the script is still not being found
actual path to script:
P:\BUL\BUL_UAV_MOD\bags\scripts\bag_action.sqf
path in config file:
\BUL_UAV_MOD\bags\scripts\bag_action.sqf
Folder used for BinPBO:
BUL_UAV_MOD\addons
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Rather than starting a new thread ill just use the old one
I have used a work around that i spotted trawling through the source files
im using an init eventhandler to laucnch a series of scripts that will allow me to add different actions to the backpack
however when i launch the game i get stuck with an error saying the script was not found,
here is the source code (i have know idea why its not launching, obviously im pointing to the worng location but what needs to be added)
class EventHandlers: EventHandlers { init = "[this] execVM ""\BUL_UAV_MOD\bags\scripts\bag_actions.sqf"";"; };
Thanks
Adam
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Hi all,
ive been loking through the forums at problems concerning userActions with objects
My problem is that i cannot seem to get the action i want to display here is the code
im am trying to add an action to the config of my backpack
class UserActions { class Default { displayName = ""; position = "action"; radius = 5; onlyForPlayer = 1; condition = ""; statement = ""; priority = 1; shortcut = ""; }; class UAV_connectTo : Default { displayName = "Connect to UAV"; displayNameDefault = "Connect"; //condition = "(alive player) && (alive this)"; statement = "_nul = [] execVM '\BUL_UAV_MOD\bags\scripts\UAV_backpack_connect.sqf'"; }; };
i cant see that there is anything wrong with this and its confused the hell out of me
please help me before i break down into blood, sweat and tears :P
thanks all
Bull
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Hi,
Ive been trying to lauch the 3d editor with AiA and have hit a problem
"Arma 3 has stopped working"
Basically what I tried to do is add the line needed to launch a .biedi file to the bottom of the .bat file to launch AiA
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe" "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3.stratis\mission.biedi" //then all the AiA params
If someone knows how to do this, please share, it will make everyones lives much easier :)
Arma 2 MP Mission Start Crash
in ARMA 2 & OA - TROUBLESHOOTING
Posted
Ok ive been looking and trying for some fixes for my MP missions that i am making
However when i go to launch the MP mission i just made it will take me to the character selection screen
and the when i click ok to launch the mission i get the infamous windows "Arma 2 OA has stopped working"
message box.
I have not a clue as to why this is happening
however something in the Arma RPT caught my eye
i have seen some exception codes floating around and would very much appreciate if someone could sift
through and have a breif check to let me know what is happening and why it is happening
LINK TO MY ARMA.RPT
https://www.dropbox.com/s/q927mqg2d2gm1sy/arma2oa.RPT
thanks for any help