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Found 58 results

  1. Hello! I have problems with drawing icons (default solder icons for all units) in onDraw event handler. Some of the icons are rendered, some are not. Some rendered icons can disappear after moving or zooming map. My dialog: Map onDrawMap script: Seems like I'm make some stupid mistake, but I can't figure out what exactly. 🤔 In-game dialog after creation: After map moving upper: Top-left squad with broken rendering P.S. Scripts and dialog code is shortened for ease of understanding
  2. So my aim is to have a video window in a dialog using RscPicture (and by extension RscVideo) type control. However I am running into reliability problems. Most of the time the video won't play and sometimes there are horrible compression issues, but it does work sometimes even if rarely. My first guess was that perhaps the video I was using was somehow bad so tested the dialog using the preview videos for the main menu spotlights and the problems persist. Here is my current test dialog: class test_3 { idd=2000; movingenable=false; class controls { class Picture: RscPicture { idc = 2001; text = "\a3\UI_f_Tank\Video\spotlight_A.ogv"; autoplay = 1; loops = -1; x = 0.5 - 5 * (pixelW * pixelGrid * 2); y = safezoneY + (10 - 0.5 * 5) * (pixelH * pixelGrid * 2); w = 2 * 5 * (pixelW * pixelGrid * 2); h = 2 * 5 * (pixelH * pixelGrid * 2); }; }; };
  3. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  4. Hello Arma-Community, can I define the child ID in a control group, depending on the parent ID? Example: One control group, e.g. for a header with text and an underline. The text should be dynamic. In a Dialog, the Text ID should be always the Group ID + 1. There shouldn't be a class for the child text in every header I use, just in the base class. In Config: class _CTRL_GROUP { type = 15; idc = -1; . . class Controls { class _CT_TEXT { idc = Use Parent IDC + 1; }; class _CT_LINE { idc = -1; }; }; }; In Dialog: class Rsc_GroupHeader_1: _CTRL_GROUP { idc = 100; }; class Rsc_GroupHeader_2: _CTRL_GROUP { idc = 200; }; In SQF: ctrlSetText [101,"Text 1"]; ctrlSetText [201,"Text 2"]; Thank you for helping!
  5. Hi, I need help my friends, it is an issue with my game, that couldn’t solve myself. I'm using the IFA3 Lite mod. The problem is: I made a dialog to spend the resources won by capturing and holding the flags areas, and put a display over de dialog to show the disposable resources. When I close the dialog with the [close] button, the command closes the display, but when I press keyboard Esc, the dialog closes, but the display dont. The question is, how do I get a return that the dialog is closed, so the script can terminate the display? The mission is very cool, it is a Battlefield like game, mixed with company of heroes, I'm still developing, and I wish to prepare it to multiplayers, if someone could help me with it, I would be much glad. Sorry by the English, I'm from Brazil, and love this game since cold war crises launch, it was love at first sight. Thanks!
  6. If a custom GUI is opened when player is driver of an air vehicle with engine on, the vehicle behaves as though the landing auto-pilot (or some other phantom) has taken control. After researching the issue for some time now I have found exactly zero information about it. It's not too bad while flying but it's game breaking on the ground. I tried using, playerJET action ["cancelLand", playerJET]; each time the menu opens but that's doesn't seem to do much or anything. There was a forum topic I can't find again where GOM suggested the above as a EachFrame EH but that seems heavy for a function that should just completely go away. Where does this controller exist and how can it be modified? Help me exorcise this phantom pilot! Testing... Test module: drive link
  7. so I'm relatively new to Dialog Scripts in Arma 3 but what I'm trying to do is if the player selects an item in the Listbox. The item will then display a picture on the right and side depending on what item I select in the list box I've made sure my images can be linked to the display as entering them into the ctrlSetText works, but I can't figure out how I can go about making it display the image depending on what item I have selected. At first, I thought of just using if statements but I saw problems with it and an if statement for each item seems a bit of a workaround. so I decided to use Switch {} do and a case for each image as the _index gets a number that I assumed would work if I placed them into different cases like this. switch {_itemNumber} do // gets value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; but I couldn't get it to display even though when I print it using the HINT command it prints the item selected via a number here is the full script: recipes.sqf disableserialization; _recipeArray = ["Food Materials", "Raw Materials"]; // array of items in list _ctrl = (findDisplay 3663) displayCtrl 1500; // finds dialog { _ctrl lbAdd _x; } forEach _recipeArray; // adds the _recipe array to list box while {!isNull (findDisplay 3663);} do // only loops when the display is open { sleep 1; _index = lbCurSel 1500; // gets _index value from selected item hint str (_index); // prints selection value for testing switch {_index} do // gets the _index value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; }; if anyone could help I would be grateful.
  8. Hi, I'm really confused on why when I use createDisplay, it doesnt go over the parent display like the 3den displays: https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca Instead it just looks like I created another parent display/dialog: https://gyazo.com/be01e67e6a0a7a6ebfcd6d9e1562407b Thanks in advance, skirmish_
  9. I am making a manual artillery computer with a dialog, the user enters the coordinates of the target using RscEdit fields, and then presses a "confirm" button. The math is then done and an output is displayed in an RscText box. I want to change the RscText to have the user be able to select the output inside the RscText and copy it (for later use if he wants), like what is done in the debug console's output box. The problem is that i can either use RscText, and the user is able to see the output, but can't select it Or using RscEdit where the user can see and copy it, but can accidentally delete/modify it and making the result completely off. Any help will be much appreciated!
  10. Hi to everyone. My problem is that I wanna fill my dialog by calling a funcion after creating it, but it doesn't work at all. I mean, the dialog is created but empty. Here's my code: When I wanna create the dialog I use ["INIT"] call my_function; disableSerialization; private _ui = uiNamespace getVariable "MyDialog"; private _list = _ui displayCtrl 1600; private _cat = _ui displayCtrl 1601; private _categories = "true" configClasses (getMissionConfig "HG_DefaultShop"); actDialog = { lbClear _list; _num = _this select 0; private _object = getText( _categories select _numCat >> "displayName"); _cat ctrlSetText _objeto; //Some lb commands. }; switch (_this select 0) do { case "INIT": { createDialog "MyDialog"; _num = 0; [_num] call actDialog; }; }; I hope u guys can help me! Thanks!!
  11. Hello there, I am having problems figuring this out, its probably just some dull misake by myself, but the lack of knowledge lead me to create this topic. I have used the ArmA Dialog Creator to create a dialog, so far soo good. Everything works like a charm when using CreateDialog. However, I need to call it with CutRsc (if I remember correctly) to make the displa appear but still be able to moeve and use the mouse. This is the main dialog, if "Customcontrolclasses.h" are just below. #include "CustomControlClasses.h" class IslandDialog { idd = -1; duration = 9999999; onLoad = "uiNamespace setVariable ['HUD', _this select 0];"; class Controls { class Box { type = 0; idc = 1000; x = safeZoneX + safeZoneW * 0.908125; y = safeZoneY + safeZoneH * 0.83333334; w = safeZoneW * 0.115; h = safeZoneH * 0.20777778; style = 0; text = ""; colorBackground[] = {0.2,0.2,0.2,0.7858}; colorText[] = {0.5608,0.3059,0.6549,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class HUNGER { type = 0; idc = 1001; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.87; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "HUNGER"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class ThirstCtrl { type = 0; idc = 1002; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.91; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "THIRST"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class HealthCtrl { type = 0; idc = 1003; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.95; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "HEALTH"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class FPSCtrl { type = 0; idc = 1005; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.83; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "FPS"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; }; }; CustomControlClasses.h: #ifndef HG_CustomControlClassesh #define HG_CustomControlClassesh 1 //Create a header guard to prevent duplicate include. class RscListBox_WS { type = 5; style = 0; idc = -1; colorSelect[] = {0,0.2,0.4,1}; colorSelectBackground[] = {0,0.2,0.4,0.1}; colorText[] = {0.2,0.2,0.2,1}; colorBackground[] = {0.4,0.4,0.4,0}; font = "Bitstream"; sizeEx = 0.04; rowHeight = 0.025; maxHistoryDelay = ""; }; class RscPictureKeepAspect_WS { type = 0; style = 48+2048; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Bitstream"; sizeEx = 0; lineSpacing = 0; text = ""; }; class RscText_WS { type = 0; style = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.2,0.2,0.2,1}; font = "Bitstream"; sizeEx = 0.03; text = ""; }; class RscControlsGroup_WS { type = 15; style = 0; idc = -1; maxHistoryDelay = ""; }; class RscButton_WS { type = 1; style = 2; idc = -1; font = "Bitstream"; sizeEx = 0.03; default = false; colorText[] = {0,0,0,1}; colorDisabled[] = {0.4,0.4,0.4,1}; colorBackground[] = {1,1,1,1}; colorBackgroundDisabled[] = {0.7,0.7,0.7,0.8}; colorBackgroundActive[] = {1,0.5,0,1}; colorFocused[] = {1,0.5,0,1}; colorShadow[] = {0.72,0.36,0,0.8}; colorBorder[] = {0.72,0.36,0,0}; soundEnter[] = {"",0.1,1.0}; soundPush[] = {"",0.1,1.0}; soundClick[] = {"",0.1,1.0}; soundEscape[] = {"",0.1,1.0}; offsetX = 0.0030; offsetY = 0.0030; offsetPressedX = 0.0020; offsetPressedY = 0.0020; borderSize = 0.0; }; class RscTextMulti_WS : RscText_WS { lineSpacing = 1; style = 0+16+512; }; #endif My goal is to have the display up at any time. Thanks in advance, CP.
  12. Hello everyone. Does anyone know what is the difference between createDisplay and createDialog commands? (minus the syntaxes, obviously!) Are there any cases where one is favored over the other?
  13. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  14. Hello all, I am creating a 3D object that involves a laptop. Similar to @killzone_kid 's example. I have got the laptop setup just fine but I am looking for information on "class Areas"(assuming this is what I need) but can't find anything useful on the Wiki. Seems to be lacking valuable information or maybe I am just blind heh. https://community.bistudio.com/wiki/DialogControls-Objects What I am trying to do is add things inside the laptop screen. Normal UI elements like RscText, RscPicture, etc... Here is what I have so far (very basic): class dlg_laptop { idd = 12345; movingEnable = 0; onLoad = "uiNamespace setVariable [""disp_laptop"", param [0]];"; onUnload = "uiNamespace setVariable [""disp_laptop"", nil];"; class objects { class laptop { idc = 100; type = CT_OBJECT_CONTAINER; x = 0.25 * safezoneW + safezoneX; y = 0.16 * safezoneH + safezoneY; w = 0.5 * safezoneW; h = 0.68 * safezoneH; z = 0.2; xBack = 0.5; yBack = 0.5; zBack = 1.2; inBack = 9; scale = 3; direction[] = {0, -0.35, -0.65}; up[] = {0, 0.65, -0.35}; enableZoom = 1; zoomDuration = 0.001; model = "\A3\Structures_F\Items\Electronics\Laptop_unfolded_F.p3d"; }; }; }; Any help would be great. Thanks!
  15. After much head banging I have decided its time to ask the experts... In a nutshell I am trying to write a script using using a dialog to create garage functionality for the players with integration of INIDBI2. I've worked out how to get the dialog created and populated from the databasae but for the life of me I cannot figure out how to identify what the player has selected. Any tinkering and hinting I have done is returning either an empty value (I suspect its hidden) or -1. Appreciate any help I can get with this one. +++ loadVehicleList.sqf+++ disableSerialization; _inidbi2 = ["new", "Faction Database"] call OO_INIDBI; _garArray = ["read", ["Logistics", "Garage"]] call _inidbi2; createDialog "garageMenu"; waitUntil {!isNull (findDisplay 9998);}; disableSerialization; { private ["_index"]; _index = lbAdd [1500, _x]; lbSetData [1500, _index, _x]; player sideChat format [" Index is %1. _x is %2", _index, _x]; } forEach _garArray; lbSetCurSel [ 1500, 0 ]; +++selectVehicle.sqf+++ disableSerialization; _ctrl = (findDisplay 9998) displayCtrl 1500; _selection = _ctrl lbText (lbCurSel _ctrl); P.S. I am aware there are existing examples of this but I have had a hard time digging through them. I'm also doing this to learn so copy pasta is not an option :(
  16. Hello. Anyone know if there is a "correct" way to execute pause menu? (Escape menu. When you press Esc button). You can open it with createdialog "RscDisplayInterrupt", but there are no scripts which set functions to it. So it's useless. Maybe there is some way to execute it correctly..?
  17. Hello. Can someone tell me why it doesn't work, if Im trying to change the W size of that menu? Here is the definition: class woa_ctMenu { idc = 0; type = 46; style = 0; sizeEx = "4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5"; rowHeight = 0; itemSpacingH = 0.02; itemSpacingW = 0.03; deletable = 0; fade = 0; blinkingPeriod = 0; colorBorder[] = {0,0,0,0}; colorBackground[] = {0.702,0.702,0.702,1}; colorSelectBackground[] = {0.902,0.902,0.902,1}; colorPicture[] = {0.902,0.902,0.902,1}; colorPictureDisabled[] = {0.5,0.5,0.5,1}; colorPictureSelect[] = {1,1,1,1}; colorText[] = {0, 0, 0, 1}; colorDisabled[] = {1, 1, 1, 0.6}; colorSelect[] = {1,1,1,1}; pictureCheckboxDisabled = "#(argb,8,8,3)color(0,0,0,0)"; pictureCheckboxEnabled = "\a3\3DEN\Data\Controls\CtrlMenu\pictureCheckboxEnabled_ca.paa"; pictureRadioDisabled = "#(argb,8,8,3)color(0,0,0,0)"; pictureRadioEnabled = "\a3\3DEN\Data\Controls\CtrlMenu\pictureRadioEnabled_ca.paa"; shadow = 1; show = 1; tooltip = ""; tooltipColorBox[] = {0,0,0,0}; tooltipColorShade[] = {0,0,0,1}; tooltipColorText[] = {1,1,1,1}; //tooltipMaxWidth = 0.5; arrow = "\a3\3DEN\Data\Controls\ctrlMenu\arrow_ca.paa"; font = "TahomaB"; class Items { items[] = {One,Two,Three}; class One { text = "One"; data = "One"; value = 0; }; class Two { text = "Two"; data = "Two"; value = 1; }; class Three { text = "Three"; data = "Three"; value = 2; }; class Default { text = "Empty"; data = "Empty"; enable = 0; }; }; }; And here is that dialog: class woa_gameMenu { idd = -1; class ControlsBackground {}; class Controls { class st_toolbox : woa_ctMenu { idc = 2400; x = safeZoneX + safeZoneW * 0.095; y = safeZoneY + safeZoneH * 0.41; w = safeZoneW * 0.185; // Changing this doesn't work h = safeZoneH * 0.4225; // changing this doesn't work too. It always have the same size (w and h) }; }; };
  18. I am trying to create a type of leaderboard on a dialog menu, where it will display stats such as their overall ranking in the list, name, kills, deaths, ect. The best example of the result i am trying to recreate would be the server browser: I have tried to use the Table Dialog Control but have failed, looking for some help with trying to get this type of dialog to work as it seems to be the best option available. The example they provide seems to only have the base defines from what I saw and when I try to create a row or header row with the commands, I get no result and no error: Add Row - https://community.bistudio.com/wiki/ctAddRow Add Header Row - https://community.bistudio.com/wiki/ctAddHeader With from my "extensive research", literally no online existing help, I've come here ... If you know how to actually use this type of dialog control, please help. Thank You!
  19. So I notice on https://community.bistudio.com/wiki/closeDialog that it says "Close the currently active user dialog with exit code." etc.. Now closeDialog returns nothing.... I have 'emulated' the button click by adding a ButtonClick ctrlAddEventhandler to do what I want to do but was wondering if I am missing a simple trick to get the button pressed exit code from the dialog. Or is this for 'Emulation' only?
  20. Hello everyone, I already have to apologize for my english, this is not my native language. I come to ask your help for a concern of dialog, I am working on an administrator menu. it even built up, from a listbox to list the possible actions. I would like to add "spacer" to enter the cough more clear, my listbox and filled with a loop foreach, in the array I have an element that allows me to signify that this element and a title, I get well recovered the target element, but impisible to change the eur appearance. code : //Purge List Exec list lbClear _listExec; { _Element = _ElementExecFil select _forEachIndex; _DysplayName = _Element select 0; _ActionExec = _Element select 1; _TypeElement = _Element select 3; if (_TypeElement == "TITLE") then { _listExec lbSetColor [(lbSize _listExec)-1, [1,0.3,0.4,1]]; _listExec lbAdd format ["%1", _DysplayName]; }else { _listExec lbAdd format ["%1", _DysplayName]; }; _listExec lbSetdata [(lbSize _listExec)-1, _ActionExec]; } forEach _ElementExecFil; I try more solution : - lbSetColor - parseText but nothing changes, no error in the log. thank you in advance for your help \m/
  21. WastedMike_

    Dialog Menu

    How do I get my dialog menu to pop up for every new person that joins the mission?
  22. I have a custom dialog, with an edit box and a button. I need to send the text entered by the user to a custom script. What do I have to put in the action parameter for sending that data to the script. Thank you.
  23. Hey guys, I've just registered so, many greets to you all:D Allright, here's the idea: Last night I was bored and played some Tropico, then I thought: How about implementing some small economy to the different locations like the lumberjack camps or banana plantations on Tanoa to hire some guys to work for your Team and earn some money with it. It could lead to a persistent rebell mission where you have to buy new weapons and stuff and defend your economy against the local government or something, don't know exactly, just been playing around, but here is my point: I have set up a first dialog that opens at a laptop at the plantation office like this: If you klick on the different inactive buttons (in fact these are pictures, but I will call them buttons from here on), the script will hire some workers, pay them as you want and you will need some trucks to move the stuff your guys harvestet. Example: If no budget button is active, they all have transparency 0.2. If you just hover over it, transparency is set to 1 to indicate to the player that he can click something. In the case of no active buttons, if player for example clicks on budget button #3, all buttons left from #3 including #3 will switch to active, color transparency changes from 0.2 to 1, colorActive transparency switches from 1 to 0.2. Now you are paying some money, right;D If player now clicks on maybe button #2, buttons #2 and #3 will "deactivate" and change transparency back again. Everything is working fine so far, you get the idea, right? So here are the problems, finally: I need a method that allows me to create just one class (inside controls in dialog.hpp) for the "budget buttons", one for the "worker buttons" and just one for "trucks buttons", wich I can access dynamically via some script to set their position and transparency. Right now, every single button has its own class, so just for this dialog i needed to write 17 classes RscActiveText. I did this because I needed to change the transparency of "color[] = ...." and "colorActive[]=..." every time you click on a button and for this I declared three unique variables for every button, makes 51 global variables in total just to change transparency. First one to let the script know if the button is already clicked, and the two other ones to change the transparency of color and colorActive back and forth, depending on the state of the button. Heres a little summary of a part of the dialog.hpp and the script activated by clicking the buttons. The 51 global variables (and more) ar predefined after init. dialog.hpp: class budg_bttn1: RscActiveText { idc = 1601; text = "pics\moneyPile.paa"; x = 0.840312 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable "bttn_col1"}; //global variable#1 for transparency colorActive[] = {1, 1, 1, missionNamespace getVariable "bttn_actCol1"}; //global variable#2 for transparency onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; }; class budg_bttn2: RscActiveText { idc = 1602; text = "pics\moneyPile.paa"; x = 0.87125 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable 'bttn_Col2'}; colorActive[] = {1, 1, 1, missionNamespace getVariable 'bttn_actCol2'}; onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; }; class budg_bttn3: RscActiveText { idc = 1603; text = "pics\moneyPile.paa"; x = 0.902187 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable 'bttn_Col3'}; colorActive[] = {1, 1, 1, missionNamespace getVariable 'bttn_actCol3'}; onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; //..........etc. etc. moneyBttns.sqf: disableSerialization; _display = findDisplay 5000; _control = (_this select 0) select 0; _controls = [_display displayCtrl 1601, _display displayCtrl 1602, _display displayCtrl 1603, _display displayCtrl 1604, _display displayCtrl 1605]; //_activeButtons = []; //_inacitveButtons = []; switch (ctrlIDC _control) do { case 1601: //checks wich button is clicked on { switch (bttn_active1) do //checks, if button is already active. bttn_active1 switches between 0 and 1 { case 0: { missionNamespace setVariable ["plantationIndex", 1, true]; //plantationIndex tells how many buttons are active in total missionNamespace setVariable [format ["bttn_active%1", 1], 1, true];//sets the buttons active state missionNamespace setVariable [format ["bttn_Col%1", 1], 1, true];//changing of transparency, in this case, button will.. missionNamespace setVariable [format ["bttn_actCol%1", 1], 0.2, true];//...appear with transp. if you hover over it (_controls select 0) ctrlSetTextColor [1,1,1, bttn_Col1];//sending transparency state to class (_controls select 0) ctrlSetActiveColor [1,1,1, bttn_actCol1]; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 0; missionNamespace setVariable [format ["bttn_active%1", 1], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", 1], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", 1],1, true]; (_controls select 0) ctrlSetTextColor [1,1,1, bttn_Col1]; (_controls select 0) ctrlSetActiveColor [1,1,1, bttn_actCol1]; for "_i" from 1 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; }; case 1602: { switch (bttn_active2) do { case 0: { plantationIndex = 2; for "_i" from 1 to 2 do { missionNamespace setVariable [format ["bttn_active%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 0.2, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 1; for "_i" from 2 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; }; case 1603: { switch (bttn_active3) do { case 0: { plantationIndex = 3; for "_i" from 1 to 3 do { missionNamespace setVariable [format ["bttn_active%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 0.2, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 2; for "_i" from 3 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; };//....etc.etc. So, can someone imagine a better practice to solve this idea? As you can imagine, if I want to create more businesses on the island, I need to write a huge amount of classes and variables for every location. The problem is, that If I just use one class using the same global vars for the budget buttons, all buttons change transparency even when I just click a single one. I don't really unserstand how to refer between classes and variables using uiNamespace, maybe there's a solution in there? I hope I explained this one well enough and any help is highly appreciatet. Greets from Germany;D
  24. Hey guys, each day you want to learn something more. I think its time to go further into Dialog editing. What I want to do is, I want to have a simple Dialog where in the middle will be a map (which you can move and everything). On this map I want to have clickable/selectable "Marker". When the marker is selected, you then press on a button and will be teleported to that position. So its basically a MHQ script. What I also want to do is, having the teleport option only work when the vehicle is alive and not moving. My biggest problem right now is though, that I have no clue how to get the map and the selectable marker. Anybody have an Idea how I could do that? Thanks so far. If you have any further questions, just ask! Many greetings Moony
  25. Hi all, I have started to make a simple dialog transition, have done a few in the past with no issues. I am looking to create some kind of cut off point (not sure what to call it exactly). Similar to how the text scrolls across on the BIS AAN news function. That uses the edge of the screen though. I want to create the cut off at the end of the background control. I don't want to use a set value either if possible. I don't want the whole thing to fade off all at once, only parts that reach the edge of the background control. I'm thinking some kind of invisible control outside the background control (on each side - left/right) which has some higher priority over everything else, thus making it appear to be invisible... Not sure how to do this exactly though. EDIT: Resolved! There is no possible fix for the map control it seems, look at the video. Watch it in slow mo for the best effect lol.
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