coolfact
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Everything posted by coolfact
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A while back I found this piece of code (can't remember where), I believe it's used to delete diaryrecord. However I am not familiar with GUI, so if someone is able to help me get started I would be grateful. //Remove Diary class RscDisplayDiary { idd = 129; movingEnable = 0; class Controls { delete Diary; delete DiaryIndex; delete B_Quit; delete B_Add; delete DiaryPage; delete DiaryTitle; delete DiaryBackground; }; };
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I have created a piece of code (mainly a plaything) where I deny the AI vehicle to overtake unless the vehicle in front is not moving. So far so good, now I try to create a mod (first time :\ ) with the script, however the script does not execute and I do not know why. I have created the config.bin together with the main script (.sqf) and then packed it as PBO but still not work when starting game with the mod on :( any help or pointer to a complete addon noob is appreciated :) Download @VEHCON
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Basic problem creating new mod
coolfact replied to coolfact's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Uhm I know how to make mission script, my problems lies in converting those scripts to mod/addon structure -
gui Add multiple displays to display 46
coolfact posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a main menu with a button when I click the button several other buttons should appear (button ception?) in display 46 however when I use the same "[] spawn {findDisplay 46 createDisplay "GUI insert here"};" command the main menu display disappears :( My question is can I add the new buttons to display 46 without having to add all element into a new class ? -
Because of the poor description about GUI I am in a lost regarding what the difference between RSCbutton and RSCbuttonmenu?
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Thanks soolie helped a lot. Lets say Instead of closing the the GUI I want to create more buttons while still keeping the original point button, how would you do that? When I create the new buttons with "createDisplay" with the parent 46 the new display erases the old (which does make sense I guess)
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I'm trying to create a display (dialog did not work due control was blocked) where I can move around (using WASD) while having a mouse cursor on screen and using it to move around together with camera control. However something is missing with the displays parent, because when creating the display with "CreateDisplay" the GUI does not show. Furthermore if someone have an Idea how to ad mouse I would also like to know :D description.ext: #include "GUI\define.hpp" #include "GUI\dialogs.hpp" init.sqf: player addaction ["Open GUI","GUI\fn_open_dialog.sqf"]; fn_open_dialog.sqf: //Create Camera cam_Center_POS = (getpos player); cam_Center = "heliHempty" createvehicle cam_Center_POS; cam_View_POS = [(cam_Center_POS select 0),(cam_Center_POS select 1),10]; cam = "camcurator" CamCreate cam_View_POS; // camcurator Camera cam CameraEffect ["INTERNAL","Back"]; cam CamSetTarget cam_Center_POS; cam CamCommit 0.1; //Create Display disableSerialization; //createDialog "COOL_MainPoint_Display"; //Dialog, no control! [] spawn {findDisplay 9999 createDisplay "RscTitles"}; //cutRsc ["COOL_MainPoint_Display", "PLAIN",20]; // Creates the display but no mouse //waituntil {!isnull (findDisplay 9999);}; hint "Display done"; dialogs.hpp: class RscTitles { class COOL_MainPoint_Display { idd = 9999; duration = 10; movingenabled = false; class controls { class COOL_rscButton: RscButton { idc = 1600; text = "Points"; x = 0.005 * safezoneW + safezoneX; y = 0.016 * safezoneH + safezoneY; w = 0.0309375 * safezoneW; h = 0.033 * safezoneH; action = closeDisplay 1; }; }; }; };
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Yeah I tried that but the GUI does not spawn
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I have tried to copy the loadout script used in apex protocol, which works fine (getting the right gear and so on). However I was wondering if I have specialized units such as medics which needs to be defined by class if using addons such as Ace 3 (advanced medic) the role selection in the menu is not defining the class of the unit, is there a way to add unit to a class? Or do I need to have an lobby defined medic? (eden placed medic, which can be chosen in lobby)? My code: class CfgRoles { class Corpsman { displayName = "Corpsman"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; class CfgRespawnInventory { class WEST1 { displayName = "USMC"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\srifle_ca.paa"; // Icon displayed next to the name show = "side group _this == west"; role = "Corpsman"; ... //Rest of loadout code ... };
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ACE3 - A collaborative merger between AGM, CSE, and ACE
coolfact replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for the bad description of my problem, what I want is to have multiple conditions (I can get it to work in addaction) to be valid before the menu is being shown in the radial menu. {!(player isEqualTo commander objectParent player ) && !(player isEqualTo driver objectParent player ) && !(player isEqualTo gunner objectParent player ) && (vehicle player isKindOf 'Landvehicle')} -
ACE3 - A collaborative merger between AGM, CSE, and ACE
coolfact replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks commy2 helped alot, on another note is it possible to have an self interaction button only show when lets say you are in a vehicle (noticed that condition in ace_interact_menu_fnc_createAction only prevent user to run statement, not hide the button if condition is not met ) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
coolfact replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone help me create a custom a custom interaction tap for ace. I can get the icon to show in the interaction tap, however I want to use the variable '_veh' and '_side' in the 'fn_random' function but if I am doing as below, it will not show. _action = ["Random_HQ", "Random", "", {[_Veh,_side] call fn_random},{true}] call ace_interact_menu_fnc_createAction; [_Veh, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject; any help is appreciated -
I am trying to create a simple livefeed script for people inside tanks, so they can view whats happening in front of the vehicle when in 1st person. However the relative coordinate system is making me a bit confused, if I want to attach the source object to the 'driverview' memPoint and the target object 1m in front of the memPoint/vehicle (so the livefeed will show whats in front of the vehicle), how should the highlighted (red) array be set, I have tried different combinations but to no avail. //Create and hide objects used for livefeed _source = "Sign_Sphere10cm_F" createVehicleLocal position player; _target = "Sign_Sphere10cm_F" createVehicleLocal position player; hideObject _target; hideObject _source; // Vehicle objects needs to be attached to _veh = vehicle player; //attach objects to vehicle _source attachTo [_veh,[0,0,0], "driverview"]; _target attachTo [_veh,[1,0,0], "driverview"]; // Create livefeed [_source,_target,player,0] call BIS_fnc_liveFeed;
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Trouble with synchronizedObjects and vehicles
coolfact replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok fixed the script apparently it was my waituntil line which gave me trouble... waitUntil {sleep 0.2; !isNull player || time > 0}; Which leads me to why would synchronizedObjects having trouble if one pause the script for 200 miliseconds? is the synchronization with vehicles broken after game start? -
Trouble with synchronizedObjects and vehicles
coolfact posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have decided to get back to some arma scripting after some time apart from arma 3, however doing so resulted in some of my scripts not working anymore, I found out that the problem lie with the 'synchronizedObjects' command, however can't see any problems with the code, and a quick search didn't give a hint about problems with this command. In the mission i have placed a game logic, where i want to synchronize both vehicles and ammo box's to said game logic, but when I used 'synchronizedObjects' command: systemchat format["Sync. objects: %1",synchronizedObjects this]; only the ammo box's gets listed, I know it worked with vehicles 8 month ago, so did this command get changed? -
ai command dlc C2 -Command And Control
coolfact replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I understand why you have done it (would have done the same to reach the largest audience). However the mission I'm doing only needs 1-2 out of the 30-40 players to use it. can you tell me, in what script you are defining the key-mapping? Then I will modify it. Keep up the good work, this mod really opens up possibilities for mission makers. :coop: :dancehead: -
ai command dlc C2 -Command And Control
coolfact replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mad_cheese regarding my question about limit who can use C2. What I really want is not to have pre-set controls, some-of the controls overlap commonly used keys, so instead of each player in my unit have to rebind, then just set them blank to start with (or at-least have the option to do so[editor modules?]). -
Okay found the source of the code from a DayZ Github, where it's stated in line (426-440), still can't find where this piece of code getting called. Is there any coders with knowledge about DayZ code which can help me?
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The overall situation is that I have built a GUI where I can add three inputs, to a map marker script, containing following while loop: while {?????} do // { _Name setMarkerPosLocal [(getPos leader _grp select 0),(getPos leader _grp select 1)]; sleep 6; }; now lets say I'm not happy with my input choice, and want to change them, then I am running the same script, which makes another marker(now I have two markers), so my problem is how can I break the first script "while loop", while still running the second one?
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@Neptune, if that answer where to my post. There are no variable defined as "tf_civ_radio_code", it's not stated on github and is not defined in the mod(Variable is not defined when called)
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I am already doing this. However when I want all sides to be able to speak to together, I am missing a variable for the civilian faction, as current I can only set the radio code for "WEST", "EAST", "GUER". (see code below) // Able sides to use same frequency tf_west_radio_code = "_opfor"; tf_east_radio_code = "_opfor"; tf_guer_radio_code = "_opfor"; On another note is there a variable showing the speaking volume, yelling/talking/whispering? //Coolfact PS. keep up the good work nkey :D
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ai command dlc C2 -Command And Control
coolfact replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to limit C2 to only a few people in a MP environment? -
I'm creating a pvp mission where some players are civilian, but I noticed that TFAR do not have the variable "tf_freq_west" for the civilian faction, is there a walk around or will it be included soon?
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addaction trouble using "in" in condition
coolfact replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okay so variables are saved in the right scopes, will try that out. -
addaction trouble using "in" in condition
coolfact posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have some trouble with my addaction script which is placed in a for loop, the addaction works fine beside when I want to pose a condition that can only be used for specific sides, it doesn't give anyone access. _box addAction [format["<t color='#FF0000'>%1</t>",(_descname select _i)], spawn_object ,[(_type select _i),(_items select _i),(_magazines select _i),(_backpacks select _i),(_weapons select _i),_spawnpoint],6, false, true, "","player distance _target < 5 && {(side player in _side)}"]; systemchat format["objects: %1",side player in _side];//returns true I have tried (side player == civilian) which works just fine so it must be the "in" function which does not work, the _side function is: _side = [WEST,civilian]