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arma_max

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About arma_max

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  1. 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 🙂
  2. 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?
  3. 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 🙂
  4. Yes, I have checked that page but none of the examples looks even close to my problem 😕
  5. 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)"; }; };
  6. 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;
  7. 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 🙂
  8. I found a workaround: set up the event handler on the checkbox to detect changes and store the value in a global variable. Not really sexy but it works … control.hpp onCheckedChanged = "[_this] execVM 'checkboxCreateEmptyVehicleCapture.sqf'"; checkboxCreateEmptyVehicleCapture.sqf: _parms = _this select 0; _ctrl = _parms select 0; _intValue = _parms select 1; if(_intValue == 1) then { checkboxCreateEmptyVehicleValue = true; } else { checkboxCreateEmptyVehicleValue = false; }; hint format ["_parms: \n%1", _parms]; hint format ["checkboxCreateEmptyVehicleValue: \n%1", checkboxCreateEmptyVehicleValue];
  9. Hi, I have a supply crate attached to a chute and when I spawn it, all goes well but with the small issue that the parachute is always drifting far off from the player's position (I spawn it on top of the player). I have already turned the wind down to 0 but it is still drifting … Is there any way to make sure that the parachute more or less just falls straight downwards without any drift? I'd like to avoid a situation where the player has to walk 5 miles to get to the supplies … _para = "B_Parachute_02_F"; _smokeShell = "SmokeShellRed"; _vehicle = "B_supplyCrate_F" createVehicle (getPos player); _vehicle setPosATL (_vehicle modelToWorld[5,5,100]); _DropPos1 = getpos _vehicle; _chute1 = createVehicle [_para, _DropPos1, [], 0, "NONE"]; _vehicle attachTo [_chute1, [0, 0, 1]]; _smoke = _smokeShell createVehicle position _vehicle; _smoke attachTo [_vehicle,[0,0,0]];
  10. Thanks for the hint! Just added that and tried again, no difference! The thing is, I am not getting any error messages or similar and all my other controls are working just fine. Its just that checkbox that won't work as expected.
  11. Hi, I have a checkbox in my GUI class checkboxCreateEmptyVehicle: RscCheckbox { idc = 2800; x = 0.341345 * safezoneW + safezoneX; y = 0.612847 * safezoneH + safezoneY; w = 0.015 * safezoneW; h = 0.03 * safezoneH; }; and when I click a button, it checks if that box is ticked or not: _display = findDisplay 1234; _ctrlCheckboxCreateEmptyVehicle = _display displayCtrl 2800; _createEmptyVehicle = false; _createEmptyVehicle = ctrlChecked _ctrlCheckboxCreateEmptyVehicle; hint format ["_ctrlCheckboxCreateEmptyVehicle: \n%1", (ctrlChecked _ctrlCheckboxCreateEmptyVehicle)]; For some reason it is always returning FALSE, no matter whether I have ticked the box or not. What am I missing here?
  12. Hi, I want to make sure that in SP my player gets teleported to a specific marker when he is dying. I thought to start simple I catch the HandleDamage event and manage it in there (no teleportation in here): player addEventHandler ["HandleDamage", { _logKey = "HandleDamage--------------------------------------- "; diag_log format ["%1unit: %2", _logKey, _this select 0]; diag_log format ["%1_selection: %2", _logKey, _this select 1]; diag_log format ["%1_damage: %2", _logKey, _this select 2]; diag_log format ["%1_source: %2", _logKey, _this select 3]; diag_log format ["%1_projectile: %2", _logKey, _this select 4]; diag_log format ["%1_hitIndex: %2", _logKey, _this select 5]; diag_log format ["%1_instigator: %2", _logKey, _this select 6]; diag_log format ["%1_hitPoint: %2", _logKey, _this select 7]; diag_log format ["%1_player getDammage: %2", _logKey, getDammage player]; if (getDammage player >= 0.9) then { player setDamage 0; }; }]; When I now go out on the battlefield it seems to work fine but then after some time under heavy fire and grenades, my player still dies and I get the mission end screen. Am I missing something here - should I look for a different event instead? Max
  13. Thanks a lot for that script, that gives me something to start with! :)
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