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Posts posted by cybercoco
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I managed to change the color of the progress bar. Will try your method for the colorframe.
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Hi all !
I have a small problem, I would like to add a trigger and set two conditions for it's activation. _won is the name of the car.
The first is "this", player is present in the area (cicle 3,3 around _won).
The second is "!(player in _won)", player is not in the vehicle.
I can't find a way to make it work...
// _won is the name of the car _trg = createTrigger ["EmptyDetector", getPos _won, false]; _trg setTriggerArea[3,3,0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements[ "this && !(player in _won)", "hint 'yes yes yes'", "hint 'no civilian near wonno'" ];
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Thank you for the help R3vo, Larrow and Lala14 !
I have noticed that the color of the bar matches the color theme of the game (set in profile preferences).
Is it possible to change the color and add a border line ?
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I found AtomicKrypton's Intro Text script on the Forum and I like it very much. I have a quick question I hope someone can answer for me; can you show me how to make all the text yellow?
I know yellow is... color ='#ffff00'
in the following script I would like the color to show as Yellow instead of white. (white washes out too easy).
the script is;
[ [ ["TEXT"], ["TEXT"], ["TEXT", "<t align = 'center' shadow = '1' size = '0.7' font='puristaMedium'>%1</t>", 70] ] , 1, 0.75, "<t align = 'center' shadow = '1' size = '1.0'>%1</t>" ] spawn BIS_fnc_typeText;
thank you
This works just like in HTML, it's inline styling. See also https://community.bistudio.com/wiki/Structured_Text#Color for reference.
You can set those inside the <t> tag. Template : <t color='' align='' font='' size='' underline='' shadow='' >Some text</t>
Line break is just <br /> and image tag : <img image=''></img>.
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1. How can i make the Temperature depending from "Daytime" parameters. Would something like the Pseudocode below work ? :
_var1 = Temperature; _var 2 = Daytime; switch true do { case "Morning": { _var2 = _var1 ; // this is a simplified version right ?? }; };
I think this will only check once, when the mission starts. If you want it to be active during the scenario, it will have to be a trigger (which will work more like a "when").
Because this code will only run on mission start and not twice or more. I need to be verified on that though.
And if you want the temperature to be dependant from the daytime var you will just need to create a math function. For exemple :
_daytime = 0.5; // this will be known _temperature = 0; // this is now a defined variable // dependency of temperature _temperature = (10*(_daytime + 10) - 2);
In this case, because daytime is 0.5, the temperature will be (0.5+10)*10-2 = 1.5*10-2 = 15-2 = 13°
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Easiest way to make the animation more fluid is probably to increase the counter, for example, use counter 42 instead of 21 and set sleep to 0.5. Time stays the same but the steps are doubled.
Yes indeed, I made a small modification to Lala14's code to find the best multiplier for a fluid animation :
// Quickly and easily testing different multiplier _master = 15; _timer = 20*_master; _interval = 1/_master; with uiNamespace do { my_awesome_progressBar = findDisplay 46 ctrlCreate ["RscProgress", -1]; my_awesome_progressBar ctrlSetPosition [ 0.345, 0.3 ]; my_awesome_progressBar progressSetPosition 0; my_awesome_progressBar ctrlCommit 0; }; _counter = _timer; for "_i" from 1 to _counter do { (uiNamespace getVariable "my_awesome_progressBar") progressSetPosition (_i/_counter); // hintsilent format ["%1", _i]; sleep _interval; }; ctrlDelete (uiNamespace getVariable "my_awesome_progressBar");
Maybe Larrow's solution is more optimized than this loop, what do you think ?
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Another option..
with uiNamespace do { my_awesome_progressBar = findDisplay 46 ctrlCreate ["RscProgress", -1]; my_awesome_progressBar ctrlSetPosition [ 0, 0.3 ]; my_awesome_progressBar progressSetPosition 0; my_awesome_progressBar ctrlCommit 0; [ "TIMER", "onEachFrame", { params[ "_start", "_end" ]; _progress = linearConversion[ _start, _end, time, 0, 1 ]; (uiNamespace getVariable "my_awesome_progressBar") progressSetPosition _progress; if ( _progress > 1 ) then { [ "TIMER", "onEachFrame" ] call BIS_fnc_removeStackedEventHandler; }; }, [ time, time + 20 ] ] call BIS_fnc_addStackedEventHandler; };
Thank you Larrow, this is working nicely.
Do you know how to center it ? I tried to center it by changing the values of the start corrdinates and succeeded but if I use this snip for another countdown timer it will need some modifications...I have noticed that the color of the bar matches the color theme of the game (set in profile preferences).
Is it possible to change the color and add a border line ?
For larrows way to don't need to put my snippet into the description.ext. You basically create a dialog on the fly.
Or you use larrow's way and remove the last line, which deletes the control after the progress bar is full.
I can't get the thing to disappear after it's full. Even after removing "[ time, time + 20 ] ] call BIS_fnc_addStackedEventHandler;"...You mean Lala14's code snip : "ctrlDelete (uiNamespace getVariable "my_awesome_progressBar");" ?
-EDIT- Bar is deleted after completion with the ctrlDelete command.
ctrlDelete (uiNamespace getVariable "my_awesome_progressBar");
However, I didn't make R3vo's code work...
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In what kind of scenario you use it?
I am doing a singleplayer, but what I wanted to know was where do I put the code, Davidoss sent me :
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Thank you, should I put that into a script and launch it ingame or add it in description.ext ?
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Here is an example of my method
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with uiNamespace do { my_awesome_progressBar = findDisplay 46 ctrlCreate ["RscProgress", -1]; my_awesome_progressBar ctrlSetPosition [ 0, 0.3 ]; my_awesome_progressBar progressSetPosition 0; my_awesome_progressBar ctrlCommit 0; }; _counter = 21; for "_i" from 1 to _counter do { (uiNamespace getVariable "my_awesome_progressBar") progressSetPosition (_i/_counter); hint format ["%1", _i]; sleep 1; }; ctrlDelete (uiNamespace getVariable "my_awesome_progressBar");
Thank you all for the help, this snip goes in the sqf file, right ?
Do I need this
class RscProgress { type = 8; style = 0; colorFrame[] = {0,0,0,1}; colorBar[] = {1,1,1,1}; texture = "#(argb,8,8,3)color(1,1,1,1)"; w = 1; h = 0.03; }; class myProgressBar//dialogue name { idd = 10; onLoad = "uiNamespace setVariable ['my_awesome_progressBar',_this select 0]"; //Save the display in the uiNamespace for easier access class Controls { class Progress: RscProgress { idc = 11; x = 0; y = 0.3; }; }; };
in description.ext ?
I have notived that the dialog can be closed, is there a way to avoid that ?
C.Coco
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Why not use addonBuilder ? Maybe that's the issue.
It doesn't work :
Build failed, result code = 1073741515 Binarize task failed
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I realise that it's only doing it for 12 sec and not 20... Why is that ?
Also is there a way to change the size of the progress bar, and can I make the intervals between the loops smaller (for a more fluid animation) ?
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Strange that I didn't get that error.
Add
disableSerialization;
at the top of the script
That's for RscTitles, use createDialog instead, or try the method lala14 explained.
Working fine now, thanks.
actually you could just use ctrlCreate, that will save you with the entries in the description.ext and also people should be able to still move and such.
Do I need to delete something from R3vo's code snip ?
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-snip-Doesn't work, it says :
Variable '_control' does not support serialization. Call 'disableSerialization' in current script -
Thank you R3vo for taking the time !
Do I test/debugg it with this :
cutRsc ["MyProgressBar","PLAIN"];
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After several other desperate attempts, I still can't figure out how to make it work ....
I am packing my files with BIS tool : Filebank. The object I'm trying to create doesn't appear in the Cfg during mission.
Can someone please call in The Jedi High Council ?
C.Coco
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Thank you guys, great support !
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_rand = floor(random 3); switch(_rand) do { case 0: {player addAction ["Let's do some math !", math.sqf, 5];}; case 1: {player addAction ["Let's do some math !", math.sqf, 50];}; case 2: {player addAction ["Let's do some math !", math.sqf, 500];}; };
math.sqf
_arg = _this select 3; _number = _arg * 2 + 10; hint format ["Yay, number is %1",_number];
Oh, I am so used to adding just the necessary bit
unit addAction [title, script]; // More powerful unit addAction [ title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTi ]
I presume "_arg = _this select 3;" takes the third element of the addaction array ? So if I want to pass two vars, do I need to create an array ?
Thank you Harmdhast for enlightening me,
C.Coco
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Thank you Seed, I'll try to do it as soon as I can.
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I'm interested in creating a progress bar. At the moment I'm using this simple loop to display a countown.
_counter = 21; while { _counter > 1} do { hint ""; _counter = _counter - 1; hint format ["%1", _counter]; sleep 1; hint ""; }; hint "finished";
The progress bar would fill up as the value would approach the value 0.
I don't understand a thing on this page from the wiki.
Thank you,
C.Coco
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guy playMove "AinvPknlMstpSnonWnonDnon_medic_1";
Really nice, it's working ! Where did you find the animation's name ?
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Hi, I'm creating a script that will trigger several addactions, which means several files. However I don't want to create all these files because they are very much the same.
Only small modifications need to be made in order to work. Should I use global vars and forget about using local vars and params inside the new files. Or use params ? In that case, I need you help...
_firstvar = 1; //these values are not set, they are found by a function _secondvar = 2; if ( _firstvar == 0 ) then {lolo addaction ["first possibility", blabla1.sqf]}; if ( _firstvar == 1 ) then {lolo addaction ["second possibility", blabla2.sqf]}; if ( _secondvar == 0 ) then {lolo addaction ["third possibility", blabla3.sqf]}; if ( _secondvar == 1 ) then {lolo addaction ["fourth possibility", blabla4.sqf]}
In other words, can I somehow create an addaction that will, if menu is clicked, send vars to the file executed ?
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Doesn't really matter, only difference is that the first example is easier on the eyes. What's all that stuff about reduceing lines anyways? The performance gain is negligible and local variables become nil after the script has run.
I am preoccupied with that and making the code lighter and smaller, but I realise, like you said, that it doesn't matter.
Thanks for the help ;)
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Ok thanks, also another thing : if I use a function and I want to output the result.
Should I do
_varProcessed = _varUnprocessed call _fnc_processor; // and then hint format ["%1",_varProcessed];
or simply
hint format ["%1",_varUnprocessed call _fnc_processor];
Minimize number of similar lines in algorithm
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Thank you Heeeere's johnny! for your reply