Jump to content

Search the Community

Showing results for tags 'GUI'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 76 results

  1. This i my first time starting a thread so i may not have included to correct information, just ask me and i will upload more of the code. I have been trying now for three days now, to get my custom GUI to work. I used GUI editor to export everything into my defines.hpp and my display.hpp. Below is my defines.hpp, my dialogs.hpp and my description.ext. When i try to use createDialog to open the menu with: It will not open the dialog and it hints "false". I have no clue why this happens, i think it has something to do with the rest of the mission, because when i put my dialogs.hpp and defines.hpp into another mission, it opens fine. If someone could please tell me what the issue might be, or what some could be for createDialogs returning a "false" value (or that is, why createDialogs doesn't open my dialog), that would be awesome. This is my defines.hpp my dialogs.hpp description.ext which includes my functions and my dialogs, defines includes.
  2. So I'm trying to create a custom GUI I can open through an addAction on an object, and through that GUI be able to select different .sqf's via tick boxes and then execute multiple of them through a separate button, as well as having another button for executing an .sqf and one for closing the GUI (example GUI linked below), I've created the GUI and understand how to make it show up in game, but I can't work out how you then tie all the separate .sqf's to the separate buttons. Could anyone with experience explain what the next steps are or link me to a forum post I've missed, below I've linked my GUI EDITOR OUTPUT as Classes and exported Styles sheet below. GUI Editor Output https://pastebin.com/C2fHnjyu Styles Sheet https://pastebin.com/qFQrb3QX
  3. Toni's Barrier Menu v1.0 Alpha Q: What is it? A: It is a Small script contained within an Addon that allows users to spawn barriers. Its good for anything from Milsim to Roleplay to just messing around in the Editor. Q: Didn't Someone Already Make a Script Similar to this? A: Yes, Warnerm14 did for Altis Life Framework but his was based on AddActions. Mine is A full GUI based solution and its modular (Can be used as a standalone addon or ported into a mission framework) Features: Inventory button for easy access, Simple to use GUI, Fully customizable, Portable to a mission file if the addon is not what you need. Download/View Source Code From Github Download From Google Drive Lemme know what you all think and feel free to leave a reply with opinions. Please Report issues on Github! :)
  4. 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 ?
  5. Because of the poor description about GUI I am in a lost regarding what the difference between RSCbutton and RSCbuttonmenu?
  6. 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; }; }; }; };
  7. Hello All, I'm working on a small help GUI for players logging in to a server. Essentially, I have a TeamSpeak 3 Icon using RscActivePicture. With structured text, you can make HREF's which would take you to an external link upon click. Is there a way I can achieve the same thing in RscActivePicture onButtonClick? Thanks, Jet.
  8. Hey folks, I have got a listNbox which looks as follows: Now I am looking for a way to sort the content of the different columns, e.g, Duration from lowest to highest, or Song names from A to Z. Unfortunately there doesn't seem to be lnbSort command. My first idea was to simply put all the data for each track into an array like so: And then sort the array either by duration, song name or theme. But again, there is no "out of the box" function which can do that (Or at least I don't know one) Any help would be appreciated!
  9. I am getting into ArmA 3 Scripting once again (after I've made some cool addons a few years ago, see this post). I recently found the GUI editor, which makes it a lot easier to create dialogs. However, the classes used by the Built-In editor (like RscText, RscButton, RscSlider, etc.) are not predefined and have to be defined by myself. I have to do this by searching youtube and forums for definitions of it, because I have no idea what it can do and what it can't. So, why for gods sake, is there no predefined definition of the classes used by the built in editor? Thanks for input mates, and a nice weekend. -PEGASUS
  10. How in Eden realized drag and drop tree and how to apply the realization to own one? Very appreciate any help.
  11. Dear Community members. I want to know we could make a blur effect or texture on Dialog also how can i do for this?
  12. Will work something like: class controls{ class g: RscControlsGroup{ idc = 0; x = 0.885188 * safezoneW + safezoneX; y = 0.717 * safezoneH + safezoneY; w = 0.107 * safezoneW; h = 0.232 * safezoneH; class controlsbackground{ class st: RscStructuredText{ idc = -1; text="Step:<br/>= - +5degree<br/>- - -5degree<br/>q - tyrn left<br/>e - tyrn right<br/>pageup - move up<br/>pagedown - move down<br/>8(num) - tyrn front<br/>5(num) - tyrn back<br/>space - drop|pick up<br/>f = place"; x = 0.886188 * safezoneW + safezoneX; y = 0.708 * safezoneH + safezoneY; w = 0.105 * safezoneW; h = 0.21 * safezoneH; }; }; class controls{ class at: RscText{ idc = 1; text="5"; x = 0.958375 * safezoneW + safezoneX; y = 0.708 * safezoneH + safezoneY; w = 0.02625 * safezoneW; h = 0.028 * safezoneH; }; }; }; }; initplayerlocal.sqf finddisplay 46 crtlcreate['g',0];
  13. I finished my design with the controlgroups. But now i have a new problem and i dont get it fixed. I have 3 buttons (RscButton) that represent a menu. When i click on the button, a controlgroup appears. Thats working fine. My problem is that the active button blinks from black to white. So i set period = 0. Thats also working but now my button has no "active color". I just want that the selected button has white as background and black as textcolor. The otherones have white as textcolor and black as background. Thats basicly all i want but i dont get this working. And the color shouldnt change as long as i press a nonmenu button. When i click on an other menubutton then the background gets black again and text white.
  14. Hello guys , how add a GUI on the game of my System Tickets? There are 2 variables in init.sqf. TICKETS_WEST and TICKETS_IND. I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND Thanks to all.
  15. https://youtu.be/peWWPO3zZB8 Creating GUI . Everyone who whenever wanted to create a GUI - thats how to do it: open GUI builder in game press | ctrl , s | choose "parent classes" , (write any name), |ok|, | ctrl , v | in any text document /|\ base (predefined) classes and "define" - variables (technically don't need, but maybe GUI builder will use them) (here is all classes which GUI editor will use, but not all of them, to get full list open |_|:|_|\Arma 3\Addons\ui_f.pbo\config.bin with arma unbin tool and watch after 102 line), include it in your mod's config.cpp or description.ext, if you are working with dexcription.ext you'll need to insert there some variables defined in game (i saw only needeble "safezone" and "gui_grid", but hope the two lines will be all you'll ever need): upper then your GUI s: #include "\A3\ui_f\hpp\defineCommonGrids.inc" #include "\A3\ui_f\hpp\defineCommonColors.inc" (if working with mod the definitions will be assessable) create your GUI: class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary controls[] = { }; // our elements }; next: use GUI builder (use safezone "position type" (with "gui grid" something wrong), save as config) and insert: class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary class controls { class |_1_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; class |_2_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; }; // our elements }; or class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary class |_1_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; class |_2_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; controls[]={|_1_|,|_2_|}; // our elements }; (creating elements), (additional information: RscMap base class: can't be created under some other element by standard way (lowest in controls is uppest) you'll need to use controlsbackground class) for first test can use the command: createDialog "|name|"; For GUI is scripting commands too. for use image in your GUI: make, get, .. any image, using some transparent background supporting editor (photoshop are fine) expand the background to get the picture's resolution == 2^p (512x512 , 1024x2048..), can use "Imagetopaa" in b.i.'s tools to convert the picture to .paa, make some element which supporting images (RscPicture,..), write in "text" patch to the picture - if picture in mission's folder - from the folder without \ at start (t.paa , images\t.paa) , if in mod folder - (\|modname|\..).
  16. https://forums.bistudio.com/topic/189379-gui-creating-from-0-tutorial/ https://youtu.be/peWWPO3zZB8
  17. Hi, I have been developing a mission now and i have come to do the spawn menu. I have set up the rscbuttons but i have no idea how to get the button on clicked to teleport someone to a part if the map. Where would i set this up and what would the code look like Thanks Harry P.S i am pretty new to scripting so please dumb it down as much as possibe.
  18. After reading a ton of tutorials, and even more trial and error, I am almost finished with my first GUI. Originally intended for personal use, I am pleased enough that I will be releasing it. As of right now I'm just looking for some feedback. While mouse is on center box (player cam) click to rotate cam, mousewheel to zoom in and out. Admin menu for blacklisting items and setting loadout of players and groups. On the bottom right I will be adding more combo boxes (like the explosives section) for items such as medkit, toolbox etc. Also I will be adding a small checkbox for map, compass, watch etc.. Please let me know what you think about the overall design and any items I may have missed.(chemlights are with explosives) VIDEO - https://youtu.be/EvfEKXVWD9Y
  19. Hi all, Following my search for a progress bar, I'm trying to output a simple text. Nothing fancy here. I watched this video and tried the method. However I can't even change the class name... Is there a quick way to output a text, without using a hpp file ?
  20. Found the answer https://forums.bistudio.com/topic/180425-module-mission-end-game-mode-how-to-use/ ______________________________________________________________________________________ I made a mission for me and my friends with a "shitty" download intel from computer script, but is there a simple way or a guide on how to create the same "download intel from computer" as the End game uses? And about the assign tasks from map etc is this also ~easy to accomplish in the editor? If this is a common question i do apologize in advance. I haven't find any answers yet.
  21. Hi all, i try to work on some Dialogs for my new Multiplayer Mission. I watched a tutorial Video and just did the same as the guy in the video. So here are my scripts: Description.ext: #include "defines.hpp" #include "dialogs.hpp" respawn = 3; respawnDelay = 5; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory"}; class cfgRespawnInventory{ class WEST1{ displayName = "Rifleman"; vehicle = "B_Soldier_F"; weapons[] = {"FakeWeapon"}; magazines[] = {}; items[] = {}; linkedItems[] = {}; uniformClass = "U_BasicBody"; } class WEST2{ displayName = "Medic"; vehicle = "B_medic_F"; } class EAST1{ displayName = "Rifleman"; vehicle = "O_G_Soldier_F"; } class EAST2{ displayName = "Medic"; vehicle = "O_G_medic_F"; } } dialogs.hpp: class BluforVehics_dialog{ idd = -1; movingenable = false; class controls{ //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by KingEldarion, v1.063, #Votyvu) //////////////////////////////////////////////////////// class bluforVehics_mainFrame: RscFrame { idc = 1800; text = "Hello!"; //--- ToDo: Localize; x = 1 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 37.5 * GUI_GRID_W; h = 16 * GUI_GRID_H; }; class bluforVehics_text1: RscText { idc = 1000; text = "Hello this is a text!!!"; //--- ToDo: Localize; x = 6 * GUI_GRID_W + GUI_GRID_X; y = 4.5 * GUI_GRID_H + GUI_GRID_Y; w = 8 * GUI_GRID_W; h = 2 * GUI_GRID_H; }; class bluforVehics_text2: RscText { idc = 1001; text = "A really amazing text!"; //--- ToDo: Localize; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 9 * GUI_GRID_H + GUI_GRID_Y; w = 9.5 * GUI_GRID_W; h = 4 * GUI_GRID_H; }; class bluforVehics_button1: RscButton { idc = 1600; text = "A Button"; //--- ToDo: Localize; x = 5.5 * GUI_GRID_W + GUI_GRID_X; y = 12.5 * GUI_GRID_H + GUI_GRID_Y; w = 6.5 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; 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 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_ROUNDED_CORNER ST_GROUP_BOX + ST_CENTER #define ST_ROUNDED_CORNER2 ST_GROUP_BOX2 + ST_CENTER #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 //////////////// //Base Classes// //////////////// class RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_MULTI; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; shadow = 0; font = "PuristaLight"; SizeEx = 0.02300; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscButton { access = 0; type = CT_BUTTON; text = ""; colorText[] = {1,1,1,.9}; colorDisabled[] = {0.4,0.4,0.4,0}; colorBackground[] = {0.75,0.75,0.75,0.8}; colorBackgroundDisabled[] = {0,0.0,0}; colorBackgroundActive[] = {0.75,0.75,0.75,1}; colorFocused[] = {0.75,0.75,0.75,.5}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; style = 2; x = 0; y = 0; w = 0.055589; h = 0.039216; shadow = 2; font = "PuristaLight"; sizeEx = 0.03921; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; shadow = 2; colorBackground[] = {1,1,1,1}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; class Box { type = CT_STATIC; idc = -1; style = ST_CENTER; shadow = 2; colorBackground[] = { 0.2,0.9,0.5, 0.9}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; bluforVehicsOpenDialog.sqf: _handle = createDialog "BluforVehics_dialog"; if(!_handle) then {hint "Dialog couldnt be found!"}; So i tried to execute the bluforVehicsOpenDialog.sqf by a trigger and by an addActionCommand on some environment, and it seems to work with both options. I dont get the hint that the dialog couldnt be found and in the game, the Cursor is shown like in the gui in the tutorial, but i cannot see the GUI Elements. So can someone help me, i looked over the whole script and googled it up but i cant find anything what has gone wrong. Also i compared everything to what the guy did in the youtube video and i cant find anything wrong... Here is the youtube Video: Hope that someone can help me. KingEldarion
  22. I googled for a premade base class definition for the Gui configs and didn't get a decent hit, so for anyone else wanting base definitions for their GUI projects, I hope you find this useful BASE DEFINITIONS Correct as for A3 v1.50 It's a bit messy, was quickly done but should get you up and running Just mass edit the "MyTag_" and replace it with your own tag and your good to start inheriting from and define your own default colours COLOUR DEFINITIONS I also found this in my archives, I have no idea who made this, which is a shame because it must have taken a while to enter all these values and it would have been nice to pass on the credits. Hopefully someone will find this useful
  23. recently I have been getting back into arma 3 editing, and now I want to step my game up with what I can do; but my problem is that I create mostly admin menus and spawn menus just for messing around with. And all is well with that when im using player addAction menus, but now I want to create an openable menu using gui editor with scrolling spawn menus and a list of admin tools but the problem is that I dont really know how to use gui editor so I was wondering if anyone knew how they could help me in any way at all with some up to date tutorials or anything that will shed some light into helping me. thanks in advance, Jack
  24. Hello, I'm happy to present you ingame tool we're using for internal development for some time. It's simple WYSIWYG editor for Arma 2 and Arma 2: OA user interface. It won't do all work for you, you still have to have basic knowledge about how GUI works and where to define it. However, it can really speed up the process of creating and modifying dialogs and resources. Instruction how to operate the editor can be found on community wiki. I'll appreciate any feedback about bugs and suggestions ;) Download GUI Editor Download Preview Mission Mirrors: armaholic.com arma2base.de This is not an official tool.
×