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terrence

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About terrence

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core_pfieldgroups_3

  • Interests
    Attempting to script :)
  • Occupation
    Air Force
  1. tylerhimself, Check you ADP_F_OpenPanel.sqf in ADP/Functions line 16 should read createDialog "ADPLoading"; If that doesn't work PM me and we'll figure it out. BTW is this v1.1 or 1.0
  2. Go in to ADP\Functions\ADP_F_OpenPanel.sqf and go to line 9 where is says: if (_KeyCheck == "21") then //Checks if Y is Pressed and change "21" to the key code you want. You can put this in your adpint to find out which codes go to which keys: moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "hint str _this;"]; Note: I believe the second variable the code kicks out is the code
  3. It can be changed in the open function if i remeber right. What key do you want it to be ? When i get on my computer ill be able to give you an answer and exactly how to change it:) Sent from my HTL21 using Tapatalk 2
  4. ADP Updated to Version 1.1. Sorry for the wait just didnt have enough time to work on the panel as I wanted
  5. Hi all I'm currently writing a basic scripting tutorial. To help get somebody who has never seen a sqf get to a point where their comfortable writing small sqf and functions on their own. I don't claim to be an expert at scripting but I feel I know enough to help somebody out. There are tons of pages of tutorials of scripting for Arma 2 and older but no real Arma 3 tutorials that Ive found. Ive noticed new players to scripting will shy away from anything that doesn't say Arma 3. I know I did in the beginning. Note I just found Mikie Boy tutorial its great but I kinda want to go a little more in depth with certain parts. This post isn't ment to promote my tutorial just to see what the community thinks :cool: My question is do you think this will be helpful to the community and what are your suggestions for: topics, what I should go in depth to, and what I should shy away from. Here is a link on what Ive started on. Note it is nowhere close to being finished. I plan to break it into about 10 parts for the basic section. Possibly going to indeterminate or advanced in the future depending on community support. If anybody with scripting experience that would like to help please send a pm
  6. Thanks armatec. Didn't realize there was a sub class for scrollbar :)
  7. Thanks Delta and Foxhound. Found the problem and will fix on next patch. If you would like for both of them to work or any other script that uses CfgFunctions before the patch this is what you do: Delete class CfgFunctions out of APD\DIALOG\DEFINES.HPP class CfgFunctions { class ADP { class DialogControl { #include "functions.hpp" }; }; }; and put this in your Description.ext class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; #include "taw_vd\CfgFunctions.hpp" //If your using TAW_VD }; Making your description.ext looking something like this: #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" #include "taw_vd\dialog.hpp" //If your using TAW_VD class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; #include "taw_vd\CfgFunctions.hpp" //If your using TAW_VD }; respawn = "BASE"; respawndelay = 5; disabledAI = 1; respawnDialog = 1; respawnTemplates[] = {"MenuPosition"}; saving=0;
  8. Architect's Debugging Panel V1.1 @file Version: 1.1 @file Name: Architect's Debugging Panel V11 @file Author: THumbert https://imagizer.imageshack.us/v2/1280x720q90/819/lbyo.jpg (110 kB) http://imageshack.com/a/img844/1779/n0xm.jpg (280 kB) Description: The Architect's Debugging Panel allows the user to: Spectate any unit in the mission Kill any unit in the mission Teleport anywhere on the map Enable Gode Mode Open the Functions Viewer Open the Config Viewer Change View Distance Settings Change Grass Quality Settings Change Shadow Distance Settings Spawn any weapon or item in Arma or your favorite Mod Spawn any Vehicle in Arma or your favorite Mod Spawn pretty much anything ie. Buildings, Signs, Lights Displays all class of anything you spawn along with magazine class if applicable ADP can watch up to 8 variables simultaneously ADP has 3 Execute lines that can be executed locally, globally, or on the server Changelog: -------------------------------------------- +Completely rewrote the spectate script. +Added Player information during spectating +Added an exit button "SPACE BAR" to ext spectating +Adjusted the time to 3 minutes but now you can exit anytime by pushing spacebar +Changed the Player list text to correspond with the player side +Adjusted hpp files to allow easier access of using multiple addons that use CfgFunctions +Added subclassed for Scrollbar +Changed install intructions +Other small improvements Download Link: Download Links Installation: Place ADP Folder and ADPInit in your mission directory PLACE THIS IN YOUR DESCRIPTION.EXT #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" class CfgFunctions { class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; }; if class CfgFunctions already exists in your description.ext then put class ADP{class DialogControl{#include "ADP\Dialog\functions.hpp"};}; in it. Like so: #include "ADP\Dialog\defines.hpp" #include "ADP\Dialog\ADP.hpp" class CfgFunctions { // //Whatever your other mods are // class ADP { class DialogControl { #include "ADP\Dialog\functions.hpp" }; }; }; -------------------------------------------- PLACE THIS IN YOUR Init.sqf -------------------------------------------- [] execVM "ADPInit.sqf"; **IF RUNNING ON A SERVER PUT YOUR UID IN THE ADPInit.sqf! ------------------------------------------- Bug Reports: Please let me know of any bugs @ http://offgaming.us/forums/viewforum.php?f=12&sid=c820be690b16
  9. You need to define the class scrollbar in you listbox class. Trying to get you a link to listboxs on the biki but can't seem to get on it. When I get on my pc in the morning I'll post what it needs to look like.
  10. terrence

    Looking For TvTs

    Check out TacBf mod Theres about 13 servers hosting last time i checked. They have around 25 missions. Sent from my HTL21 using Tapatalk 2
  11. Just wanted to say thanks to the guys at TacBF. Only had enough time to play a couple hours of the game. Kinda steep learning curve but once you get it down its a lot of fun.
  12. Ya go ahead man just here to help :)
  13. Ya no need for the loop if you use the EH. The code will run the activate.sqf when you first join and every time you respawn so you should always have your menu.
  14. Just a suggestion but you could get rid of the loop if you used a Respawn EventHandler like so: init.sqf if ((getPlayerUID player) in ["YOUR UID HERE USE COMMAS FOR DIFFERENT UIDS"]) then { execVM "admin/activate.sqf"; player addEventHandler ["Respawn", {_this execVM "admin\activate.sqf"}]; }; and in the activate.sqf waitUntil {alive vehicle player}; act = player addAction ["Tools",{execVM "tools.sqf";}]; Should get rid of the double menus also : )
  15. Just wondering why it works 90% for all clients. If the players couldnt call iniDB function when the init through the server wouldn't it fail everytime? So are you suggesting having the load function to be called on from onplayerconnected.sqf ran by the server? BTW I upgraded to inidbi and it seems to have fixed the problem.
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