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arma_max

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About arma_max

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  1. It amazes that this hint never made it to the tooltip of the Export function! Would be really helpful ... 😉
  2. Hi, Is there a way to retrieve the information where the head's position of a unit is and maybe even how big that object is on the screen? I want to retrieve that information to be able to draw a box around the head. Max
  3. From the wiki ”Returns the target pointed at by the player (usually with cross-hairs). The target has to be known to the player to some degree (knowsAbout > 0). If target is completely unknown, command returns objNull.” That is exactly not what I want. It should also list units the player does not know about. Max
  4. Hi, I want to list all units/vehicles that are in the player's field of view FOV, no matter if the player has actually already detected them or not and no matter how far away they are or if they are even visible at all. The goal is to draw a small box around every unit as some kind of cheating help 🙂 I guess I could just iterate over all units on the battlefield and use getObjectFOV and the angle between the player and every unit to determine if they are in that FOV or not but is there something more handy and less performance-killing? Max
  5. Ok, so I have found this for lines class MyLine:RscText { idc = 3000; //control reference style = ST_LINE; x = 0.01 * safezoneW + safezoneX; y = 0.01 * safezoneH + safezoneY; w = 0.10 * safezoneW; h = 0.30 * safezoneH; colorText[] = {0.2941,0.8745,0.2157,1.0}; }; and this for frames/boxes class MyFrame:RscFrame { type = CT_STATIC; idc = 3000; style = 64; x = 0.01 * safezoneW + safezoneX; y = 0.01 * safezoneH + safezoneY; w = 0.10 * safezoneW; h = 0.30 * safezoneH; shadow = 2; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Zeppelin32"; sizeEx = 0.02; text = ""; }; But nothing that would be a circle.
  6. Hi, I am playing around with cutRsc and am wondering how my class needs to look like when I want to draw something like a simple line, rectangle, box or circle? Does anyone here have some examples to look at? Max
  7. Sorry about that, looks like I forgot to hit Send on my last reply: issue was on my end because I also ran an lbAdd in another script that was adding those values to the listbox and messed it up ... fixed that and now everything is working fine 🙂
  8. That is on top of my defines.hpp // Control types #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_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 #define CT_CHECKBOX 77 Does anyone here maybe have a working sample mission where I can take a look?
  9. Ok, I finally sorted it out Do NOT use Steerable_Parachute_F if you want to drop a supply crate or vehicle. Without actual operator that chute always drifts off … B_Parachute_02_F is doing a better job but since its so big and slows down the fall pretty well, there is still some drift. NonSteerable_Parachute_F is way smaller and just falls straight down - best choice IMO for precise drops 🙂
  10. Yes, I have checked that page but none of the examples looks even close to my problem 😕
  11. Yep, I have this in my define.hpp class RscListNBox { access = 0; type = CT_LISTNBOX;// 102; style =ST_MULTI; w = 0.4; h = 0.4; font = "TahomaB"; sizeEx = 0.04; colorText[] = {0.8784, 0.8471, 0.651, 1}; colorBackground[] = {0, 0, 0, 1}; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; columns[] = {0.3, 0.6, 0.7}; color[] = {1, 1, 1, 1}; colorScrollbar[] = {0.95, 0.95, 0.95, 1}; colorSelect[] = {0.95, 0.95, 0.95, 1}; colorSelect2[] = {0.95, 0.95, 0.95, 1}; colorSelectBackground[] = {0, 0, 0, 1}; colorSelectBackground2[] = {0.8784, 0.8471, 0.651, 1}; drawSideArrows = 0; idcLeft = -1; idcRight = -1; maxHistoryDelay = 1; rowHeight = 0; soundSelect[] = {"", 0.1, 1}; period = 1; shadow = 2; class ScrollBar { arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; border = "#(argb,8,8,3)color(1,1,1,1)"; color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; thumb = "#(argb,8,8,3)color(1,1,1,1)"; }; };
  12. Hi, Is there a good tutorial out there that explains how to build a multi column listbox? I want to display the unit type in the first column and its cost in the 2nd column Unit | Cost ____________|_________ Rifleman | 100 Grenadier | 150 Marksman | 200 I am using the CT_LISTNBOX and lbAddRow but for some reason it is putting two entries next to each other in 1 row instead of below each other, see screenshot here: https://imgur.com/a/woZPgV6 class listboxUnitSelection: RscListNBox { idc = 1501; type = CT_LISTNBOX; onLBSelChanged = "[_this] execVM 'displayUnitDetails.sqf'"; x = 0.35 * safezoneW + safezoneX; y = 0.36 * safezoneH + safezoneY; w = 0.2749206 * safezoneW; h = 0.2 * safezoneH; columns[] = {0.3, 0.6}; colorDisabled[] = {1,1,1,0.3}; disableOverflow = true; idcLeft = -1; idcRight = -1; class ListScrollBar : ScrollBar //ListScrollBar is class name required for Arma 3 { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; thumb = "#(argb,8,8,3)color(1,1,1,1)"; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; border = "#(argb,8,8,3)color(1,1,1,1)"; shadow = 0; }; }; and here my lbAddRow { hint format ["_x: \n%1", _x]; //_ctrlUnitListBox lbAdd (_x select 1); _ctrlUnitListBox lnbAddRow [(_x select 1),"COL2"]; } forEach availableUnitsList;
  13. I am an idiot. Of course you have to use cbChecked and not ctrlChecked when working with CT_CHECKBOX type 77 ... now its working as expected 🙂
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