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bull_a

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Posts posted by bull_a


  1. 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


  2. 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)


  3. 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)


  4. 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


  5. Sigh... it's called Coop, not PvE

    And 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


  6. 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


  7. 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)


  8. 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)


  9. 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)??


  10. 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


  11. 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


  12. 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


  13. 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


  14. 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


  15. 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


  16. 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


  17. 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 :)

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