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Found 76 results

  1. In my last project I was trying something new - based GUI on Pixel Grid System hoping, this will allow me to define easily a HUD or GUI display , that will keep its dimensions and position in relation to screen boundries constant, regardless of set resolution or interface size in video settings. I was following provided example this way: But no, if I change the UI scale from "small" to "normal" all is bigger, set more to left and lower, not fitting the screen, even worse, if I change resolution from 1920x1080 to lower. Using pixelGridNoUIScale or pixelGridBase instead of pixelGrid makes the size difference even bigger. Most likely I misunderstood something. How to achieve, what I try to do? If I define HUD element just below the upper edge of the screen, I do not want it to go out of screen boundary for lower resolution (or farther from the edge for higher resolution) etc.
  2. Hi, I've been wondering for a while on how Bohemia have done this, maybe someone can help here. The 3DEN Displays all have actions that display a new box on the screen (e.g. Clicking new scenario button will display a another box and wont let you interact with anything behind it): https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca I was thinking they made it so when the user clicks on the button, the controls get made in the script, but I don't know. Thanks
  3. 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_
  4. Hi, I've been very confused for the past week on how bohemia made their 3DEN displays overlap each other. I've copied basically everything they have done as far as configs go, and I have also been using createDisplay to have the child display go over the dialog, however it just looks like I made another parent display/dialog and its not going over the display. Maybe someone here can help. Thanks in advance, skirmish_
  5. hey i am making a Y-Menu dialog but i just cant find out how to get the dialog to make a slow fade in and out when open or closed any help? to how i can make this possible
  6. I've been struggling for some time to create a nametag script that could: - use drawIcon3D to place the tags over players (like F3) instead of center screen (like ST) - have multiple lines of text for player roles, group names, etc - display these multiple lines (in 3D) as if they were one big sprite (psuedo-2D) ( Pictures available here ) drawIcon3D does not support structured text. It does not support text over multiple lines, or with a different justification, or any of that. You can render an icon, and you can render some text. That icon and text will always face you, and will appear the same size no matter the distance between your player and the drawIcon3D's position, but if you want to display multiple lines of text stacked upon each other you were out of luck. I was out of luck. I tried a few things. My original solution was to use the easy method (modelToWorld[0,0,0] + height for stance, +/- static Z-level spacing between tags) F3 uses, but to dynamically change the spacing between 3D icons on-screen depending on player FOV and distance to target. As you moved closer or further, the tags would space out or scrunch up in 3D accordingly. The problem? That solution only changed the Z levels of the tags, meaning that if I looked down on the tags from above (or up from below, or really any angle other than flat horizontal) the visual spacing would decrease until they appeared to overlap each other. The next attempt adjusted the spacing by first converting the world coordinates to screen coordinates (worldToScreen), adjusting those screen coordinates with a fixed Y spacing, and then converting them back into world coordinates before displaying them (screenToWorld). It worked, for the most part. Tags viewed from above would be spaced out perfectly. The problem here was twofold: first, screenToWorld gets the world position (going through models and buildings) at the screen position given, even if that world position is kilometers away. The drawIcon3D text looks the same size at any distance, of course, but this lead into a bigger problem -- If you were looking at someone and there was no "world" behind them (ie: just a sky) then screenToWorld would be unable to find a world position, and the tag would not appear. I had no idea what to do at this point and repeatedly turned to the Arma 3 Discord for help. A lot of people offered advice for which I am very grateful, but I am especially thankful towards cptnnick for helping me work through a solution to the dynamic spacing problem using orthogonal vectors and vector cross products. The solution is available in simplified form in my (unreleased, beta) nametag script, but a more expanded (and easily explained) process is this commented demonstration code graciously provided by cptnnick: comment "Setup. Not part of dynamic spacing solution."; removeMissionEventHandler ["Draw3D",missionNamespace getVariable ["drawHandler",-1]]; drawHandler = addMissionEventHandler ["Draw3D", { comment "Get the target object and player."; _target = cursorObject; _player = player; comment "Get the position of the player's camera and the middle of the target's body."; _targetPosition = _target modelToWorldVisual[0,0,1.3]; _playerPosition = positionCameraToWorld[0,0,0]; comment "Calculate the distance from target to player."; _distance = _targetPosition distance _playerPosition; comment "Get the player's current zoom level. Google 'Killzone Kid Get Zoom.'"; _fov = call wh_nt_fnc_getZoom; comment "Get the vector from target to player (GREEN LINE)."; _dir = _targetPosition vectorDiff _playerPosition; comment "NEW: vectorDir _player doesn't work when the player is using freelook."; comment "To get the vectorDir of the player's camera instead of his body, do this:"; _playerDir = _playerPosition vectorFromTo positionCameraToWorld[0,0,1]; comment "Get a vector orthogonal to the player's orientation (RED LINE)."; _cross = (_playerDir) vectorCrossProduct (vectorUp _player); comment "Get the relative "UP" direction of the target model (PURPLE LINE)."; _drawUpNormal = vectorNormalized (_cross vectorCrossProduct _dir); comment "Multiply the direction by how far we want the text spaced."; _drawUp = _drawUpNormal vectorMultiply (0.1 * _distance / _fov); comment "Flip it for down."; _drawDown = _drawUp vectorMultiply -1; _drawPosUp = _targetPosition vectorAdd _drawUp; _drawPosDown=_targetPosition vectorAdd _drawDown; comment "Render some cool drawIcon3D stuff with your new, dynamically-spaced positions."; drawLine3D [_targetPosition, _drawPosUp, [1,0,0,1]]; drawLine3D [_targetPosition, _playerPosition, [0,1,0,1]]; drawLine3D [_targetPosition, _targetPosition vectorAdd _cross, [0,0,1,1]]; drawIcon3D ["", [1,1,1,1], _drawPosUp, 0, 0, 0, "TOP", 2, 0.04, "RobotoCondensed"]; drawIcon3D ["", [1,1,1,1], _targetPosition, 0, 0, 0, "MIDDLE", 2, 0.04, "RobotoCondensed"]; drawIcon3D ["", [1,1,1,1], _drawPosDown, 0, 0, 0, "BOTTOM", 2, 0.04, "RobotoCondensed"]; }];
  7. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  8. class RscText_1000: RscText { idc = 1000; text = "Paciente:"; //--- ToDo: Localize; x = 0.237519 * safezoneW + safezoneX; y = 0.15 * safezoneH + safezoneY; w = 0.0524963 * safezoneW; h = 0.07 * safezoneH; }; class nombrePaciente: RscText { idc = 1001; text = "hint format['%1', nombre];"; x = 0.289762 * safezoneW + safezoneX; y = 0.171182 * safezoneH + safezoneY; w = 0.104993 * safezoneW; h = 0.028 * safezoneH; }; Hey, how can I make it show the name of the player ? It only shows the code
  9. Videos https://cdn.discordapp.com/attachments/442250017521139713/529767509516222464/2019-01-01_22-04-23.mp4 https://cdn.discordapp.com/attachments/442250017521139713/529767747291447308/2019-01-01_22-04-50.mp4 https://cdn.discordapp.com/attachments/442250017521139713/530474492367994881/2019-01-03_20-53-21.mp4 https://cdn.discordapp.com/attachments/442250017521139713/533932043873157121/2019-01-13_09-50-30.mp4 https://cdn.discordapp.com/attachments/442250017521139713/533614139055013908/2019-01-12_12-49-49.mp4 Images Features Demo all clutter compositions of the currently loaded terrains Select as basis from all clutter compositions of the currently loaded terrains Tweak your clutter composition individually Live preview of your current setup Select from all available clutter models with 3d preview used by other currently loaded terrains (toggle the desired box to apply) Adjust the clutter grid (distance between each), the clutter distance (radius around the player) (applies to this preview and the dynamic spawning) - be careful with too dense or too many objects Adjust the clutter probability Logs the current clutter stats to rpt Exports the current clutter composition to clipboard (to embedded in your config) Preview your current clutter composition with dynamic clutter spawning (and despawning) to replicate engine clutter as close as possible (run around and have clutter "move with you") Note: scale cannot be adjust Possible future changes: As mod to be usable on any terrain easily (and dynamic removal of engine generated clutter) Try to speed up the clutter generation (seems to come mostly from createSimpleObject though - in other words not sure if can be improved) Try to fix the height/floating of some clutter Try to fix the 3d preview of clutter models working for all/all the time Interface optimizations (key shortcuts, mouse wheel use for sliders, hint/warning system) Try to replicate the "random placement" exactly as the engine does (based on bit shifting which cannot be replicated in SQF - maybe some algorithm/approach with very similar results possible though) Credits: T_D mikero M242 Download: https://cdn.discordapp.com/attachments/442250017521139713/533931523452436492/tweakClutterCompositions.VR.7z
  10. I'm looking to change elements of the default ArmA targeting pod - specifically, I want to add UI elements like 10-digit grids and target elevation. I know how to get that information, but what I don't know is how to make it appear in the UI. If possible, I'd also like to remove some vanilla elements like the narrow FOV box. Any insight on how to do these things?
  11. Hi, can someone tell me how do i geht the current open display ? I want to progressSetPosition to a progressbar but in a fuction. I have multiple dialogs but they all have the same progesspbar control (idd=121212). so if i call the progress function i want that the progessbar updates no matter which dialog is shown. Currently i can update the progess only with the dialog "name"=WeaponsDialog; Function: AV_progress= { [...] for "_i" from 0 to _delay do { sleep 1; ((uiNamespace getVariable "WeaponsDialog") displayCtrl 121212) progressSetPosition (_i / _delay); }; [...] }; So i want to replace (uiNamespace getVariable "WeaponsDialog")with something dynamic. Thanks ;D
  12. Hello, OOP macro File : https://github.com/code34/oop.h Today i wanna share with you my gui editor. This is the link https://github.com/minipopov/GuiEditor Why new editor? -Based on layer with ctrlGroup -You could use your own style control directly from mission -You could export HPP (with EVH link for oop user) -You could export OOP file which is load on createDialog and delete variable on closeDialog -OOP file will contain all functions associate with your dialog. You could set from editor a name for each control which is the name of variable inside class and add init function Press F1 in mission you will see all shortcut. Let's talk about other thing. In initPlayerLocal.sqf you could set OOP_GuiEditor_ListControl which is an array of control avaible. You could remove all, add yours. The only thing that you have to do for add your control is to fill the file styles/customStyle.hpp with your style. Let's create together a new simple dialog. I named it shop with idd 8600. I create a simple dialog with 1 layer. Inside my layer i would create 1 LB which i named "itemList" and 2 button btnClose, btnOK. On my LB i check in event "Init" "OnLBSelChanged". Screenshot:http://prntscr.com/i2r1zj Let's look hpp file generated: Have a look for people who doesn't use OOP. All Event call static function to OOP class that you don't have. You need to change the call AND remove onLoad/unLoad event on display. Hpp contain string to reimport later your dialog Now let's generate oop class First there is standard function Init that it executed at openning your display. For ours BUTTONS We have 2 buttons on our hpp, so 2 functions btnAction_btnOK and btnAction_btnClose. They are call on click For Listbox We have Init function that you could call like this ["static",["onLBSelChanged_itemList", _whateveryouwant] call oo_shop. You could passed to the function anything you wan't and do your job... We have this function cause we check Init There is onLBSelChanged_itemList that is called on selected element on LB. EVH functions are auto fill. Now in-game how to use that? Just by using createDialog "shop", this gonna call our constructor function and get/set all controls, exec standard init. How to delete all vars & clear memory? closeDialog 0; Gonna set all variable to nil and clear memory Hope that i don't let but inside my code ^^. We're on beta version but, it's seems work well
  13. Could anyone make a GUI for our community? Please join our teamspeak (IP below) for more details. We want a GUI that looks like this: Code - https://pastebin.com/Yz0vYpba Picture - https://gyazo.com/fef1144f66efb1bf906fbe2ee8e04878 But that has these buttons, lists, and titles: Code - https://pastebin.com/1cMi4mnZ We are not good with making GUI thats why we are seeing if someone would like to make us one. Again if you have anymore questions fill free to join our teamspeak (IP below). Just join Requesting Management and someone should move you into a support room. (3pm to 11 pm US Eastern time is the best time to reach us, but usually someone is on after 11pm) Teamspeak IP: officialtglp.ts.io
  14. _______________________________________________________________________________ !!! IMPORTANT UPDATE: !!! _______________________________________________________________________________ Hello ArmA Community, the attachTo command can be unnecessarily time consuming since you have to basically guess the position of the attached object. Therefore I've made a dialog with which you can attach any object to another and return the offset. And there's more: https://drive.google.com/drive/folders/0B8-BL9HKQ_OXd1NfSzhnSlBXVk0?resourcekey=0-O_1kudE4otj0GjT2Dw_Qpg&usp=sharing Main Interface: 1. Camera control: Move - WASD Up - Q Down - Y Faster - SHIFT Slower - ALT Detach pointer - SPACE (see 5.2.) 2. Source object, object of which the offset is taken 2.1. Select object from list of existing objects 2.2. Confirm selection 3. Offset, shows the current values // Until here is the basic stuff. The following points are not necessary but maybe interesting ------------------------------------------------------------------------------------------------------------------ 3.1. Step selector: Change the steps of which changes are applied ranging from 0.001 to 1. Positions can only be edited while pointer is not attached. Edits can be edited with the scroll wheel. 4. Memory points (Selections) 4.1. Select memory point, opens new dialog "Memory Points" (see below) 4.2. Enter the name of your own memory point. If memory point is not found, default offset [0,0,0] is used 5. Pointer 5.1. Show pointer yes/no 5.2. Detach/Attach pointer. Leave pointer whereever it currently is. Values are still evaluated. 5.3. Attaches the nearest object to the pointer and automatically disables simulation 5.4. ~Currently not used. If you want to create a new object then do so in the editor or Zeus. Object list is updated on dialog load~ 5.5. Delete object: Select an existing object in the COMBO and press the BUTTON to delete it. You can't delete yourself, the current source object or the current pointer object (that would cause many many script errors) 6. Directions of pointer object 6.1. Vector Dir: Shows the vectorDir (difficult behaviour, use (6.2) instead) 6.2. Degrees: Shows the orientation in degrees 6.3. Vector Up: Shows the vectorUp (difficult behaviour, use (6.4) instead) 6.4. getPitchBank: Uses BIS_fnc_getPitchBank 6.5. Enter and Reset: Enter apllies settings, Reset sets everything to normal 7. Other 7.1. Opens new dialog "Settings" (see below) 7.2. Copy the commands to the clipboard. 7.3.2. shows the resulting message 7.3. Credits: Shows contributors. Memory points: 1. Available memory points, Shows some default selections (link to topic follows (maybe)) 2. Search for specific memory point. Enter text. Results are shown in tree below 3. Find Memorypoints: Most useful control of them all. Automatically finds existing (!= [0,0,0]) selections 4. Resets the dialog 5. Passes selected memory point to Main Interface 6. Leave without changes Settings: 1. Pointer color (Default: GREEN) 1.1. Predefined colors and custom ones 1.2. Define own color. Remember to set "Alpha" to something greater than 0 or else nothing happens 1.3. Preview of custom color 2. Pointer size (Default: 10cm) 2.1. Select size 3. Pointer object (Default: sign_sphere_10cm) 3.1. Choose an existing object to become the pointer. (3.2.) has to be checked. 3.3. Create new object from config name as pointer. (3.4.) has to be checked. 4. Memory points (Default: Unchecked, Unchecked) 4.1. If checked the memory points will be shown next time you are executing point (3.) from Memory points dialog (see above) 4.2. Delete the pointers when dialog is closed. If unchecked, pointers will stay. 5. Simulation (Default: checked > enabled) 5.1. Enable or disable simulation of source object 6. Collsion (Default: checked > enabled) 6.1. Enable or disable collision of the pointer object with all other scenario objects 7. Exclude/Include objects (Default: Excuded objects: player, pointer, (camera)) 7.1. Select objects that won't be shown in the dialogs 7.2. Reverse actions of (7.1.) 8. Dialog 8.1. Apply the settings 8.2. Return all settings to default 8.3. Cancel: Leave without changes Changelog: Bugs, Quirks, Errors More Features: Of course the main function is to find the offset, therefore you only need point (1) to (3) of the main display. Everything else is just nice to have and I thought why not? The documentation inside of the scripts is pretty bad because I was focussing on scripting, not explaining. Feel free to ask me anything. Bugs can ofcourse be reported in this thread 😉 Thats all for now and have fun editing, 7erra ________________________________________________ Version 1.0 - 25.04.2017
  15. 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..?
  16. 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) }; }; };
  17. 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?
  18. Hi, In my dialogs.hpp I'd like to group several controls under one common idc (so that i can do ctrlshow [_group, true] or false to hide and show the whole group. I'm currently using rscControlsgroup as a parent to achieve that but it is not satisfying because safezone size and positions params of controls inside the controlsgroup are relative to the controlsgroup position and dimension. I have tried grouping them like this: class Group1 : RscControlsGroupMRHSAT { idc = 1208; show = false; class controls { class MRHMarkings: RscPictureMRHSAT { idc = 1231; //show = false; text = "MRHSatellite\Paa\screenmarks.paa"; x = 0.250625 * safezoneW + safezoneX; y = 0.122 * safezoneH + safezoneY; w = 0.49875 * safezoneW; h = 0.49 * safezoneH; }; class MRHAltitudeName: RscStructuredTextMRHSAT { idc = 1204; text = "Altitude"; x = 0.63125 * safezoneW + safezoneX; y = 0.192 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHAltitudeDisplay: RscStructuredTextMRHSAT { idc = 1205; text = "AltDisplay"; x = 0.63125 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHViewModeName: RscStructuredTextMRHSAT { idc = 1206; text = "View Mode"; x = 0.63125 * safezoneW + safezoneX; y = 0.248 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHViewModeDisplay: RscStructuredTextMRHSAT { idc = 1207; text = "ViewDisplay"; x = 0.63125 * safezoneW + safezoneX; y = 0.276 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHSlider: RscSliderMRHSAT { idc = 1202; type = CT_SLIDER; style = SL_VERT; x = 0.716563 * safezoneW + safezoneX; y = 0.122 * safezoneH + safezoneY; w = 0.0328125 * safezoneW; h = 0.49 * safezoneH; color[] = { 1, 1, 1, 1 }; coloractive[] = { 1, 0, 0, 0.5 }; //onLoad = "call MRH_fnc_SetSatRange;"; onSliderPosChanged = "((findDisplay 9751) displayCtrl 1205) ctrlSetStructuredText parsetext (str (round (_this select 1))); _cam = missionNamespace getVariable ""SATCAM""; _cam setPos [(getpos _cam select 0), (getpos _cam select 1), (_this select 1)];"; }; }; }; that is to say without assigning position/dimension settings to the controls group itself. And surprisingly enough it seemed to work... Until I tried changing to different UI sizes and then it all got fucked up. So basically is there a way to group controls under a same idc without using controlsgroups?
  19. Hello, Link for OOP:https://github.com/code34/oop.h Link: https://github.com/minipopov/HelperGUI I just release a OOP Class that i use in my GUI Editor to manage control, which it be easier for me cause there is lot of log if you re doing something wrong... This class contain many function that help me to set Listbox, edit text, text... there is also some getter.. AND i use this class also to make some verification on string like "is my string contain space? is it numeric?..." How do i use this class? First of all is instantiate this where you want. Personnaly i add it into initPlayerLocal.sqf HelperGui = "new" call oo_HelperGui; There is a function to set display where you wan't manage control. ["setDisplay", (findDisplay 1500)] call HelperGui; And now many function.. Setter: And Getter: And there is some functions that i use in special case This is not fully optimised but at this the moment it's works well for what i'm doing. May be you should read file one time before use it
  20. Hi everyone, Is there a way to get some of the interface from 3den into Zeus. I am finding Zeus is in dire need of an update since 3den has come out.
  21. 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
  22. Hello I am making a admin tool for my server and I am Using the GUI editor. I need help making a simple admin spawn menu I need help making the file to populate the "class spawn_Menu_List: RscListBox" and then calling the file. class Jackson_dialog { idd =-7000; movingenable=true; //onLoad = "_nul = ['onLoad',_this] execVM 'spawnMenu.sqf';"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Blackson, v1.063, #Gyrado) //////////////////////////////////////////////////////// class admin_menu: RscFrame { idc = 1800; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.35 * safezoneW; h = 0.999999 * safezoneH; sizeEx = 10 * GUI_GRID_H; }; class admin_Menu_Text: RscText { idc = 1000; text = "Admin Menu"; //--- ToDo: Localize; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.077 * safezoneH; sizeEx = 2 * GUI_GRID_H; }; class godmode_Text: RscText { idc = 1001; text = "Godmode"; //--- ToDo: Localize; x = 0.725019 * safezoneW + safezoneX; y = 0.10004 * safezoneH + safezoneY; w = 0.0360937 * safezoneW; h = 0.066 * safezoneH; }; class godmode_On: RscButton { idc = 1600; onButtonClick = "player allowDamage false;"; text = "On"; //--- ToDo: Localize; x = 0.699959 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class godmode_Off: RscButton { idc = 1601; onButtonClick = "player allowDamage true;"; text = "Off"; //--- ToDo: Localize; x = 0.749975 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class player_List: RscListBox { idc = 1500; x = 0.87125 * safezoneW + safezoneX; y = 0.324 * safezoneH + safezoneY; w = 0.128906 * safezoneW; h = 0.242 * safezoneH; }; class player_List_Txt: RscText { idc = 1003; text = "Player List"; //--- ToDo: Localize; x = 0.907344 * safezoneW + safezoneX; y = 0.269 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.055 * safezoneH; }; class teleport_To: RscButton { idc = 1603; text = "Teleport To"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.588 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class teleport_To_Me: RscButton { idc = 1604; text = "Teleport To Me"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.665 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money1: RscButton { idc = 1605; text = "Give 1K Poptabs"; //--- ToDo: Localize; x = 0.860937 * safezoneW + safezoneX; y = 0.159 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class give_Respect: RscButton { idc = 1606; text = "Give 1K Respect"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.742 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money_Txt: RscText { idc = 1002; text = "PopTabs"; //--- ToDo: Localize; x = 0.9125 * safezoneW + safezoneX; y = 0.104 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class give_Money2: RscButton { idc = 1607; text = "Give 10K Poptabs"; //--- ToDo: Localize; x = 0.937456 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class kick_Player: RscButton { idc = 1608; text = "Kick"; //--- ToDo: Localize; x = 0.87125 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.066 * safezoneH; }; class ban_Player: RscButton { idc = 1609; text = "Ban Player"; //--- ToDo: Localize; x = 0.943438 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0515625 * safezoneW; h = 0.066 * safezoneH; }; class map_Teleport: RscButton { idc = 1610; action = "closeDialog 7000; []execVM ""mapteleport.sqf"";"; text = "Alt Click Map Teleport"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.896 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.033 * safezoneH; }; class delete_Vehicle: RscButton { idc = 1611; action = "[]execVM ""deleteVic.sqf"";"; text = "Delete Vehicle at Cursor"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.83 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.044 * safezoneH; }; class player_Kick_Out_Of_Vic: RscButton { idc = 1612; text = "Player Get Out"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.786 * safezoneH + safezoneY; w = 0.0979687 * safezoneW; h = 0.033 * safezoneH; }; class spawn_Menu_List: RscListBox { onLBSelChanged = "spawnscript.sqf ";///where I want to call list idc = 1508; x = 0.680469 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.175313 * safezoneW; h = 0.352 * safezoneH; }; class spawnMenuText: RscText { idc = 1005; text = "Spawn Menu"; //--- ToDo: Localize; x = 0.732031 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.0567187 * safezoneW; h = 0.055 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; //missionconfigfile >> "Jackson_dialog" //missionconfigfile >> "RscTUTVehDialog"
  23. Hi, After many hours of research and tests, I didn't find the idc of the button "Load" in the dialog that appears when you choose your loadout in the Virtual Arsenal. Screen : http://hpics.li/a0de868 The button "Load" on the bottom has idc 44147 (found in ui_f.pbo) but no occurence of the button "Load" from gear loading list in the pbo. It's use the same stringtable variable : "str_disp_int_load". I try to disable control with idc 0 to 100000 (yes i'm crazy) and nothing, button always here. Please, say me what is his idc. Or say me how to find it. Assumption : it's not define in the config.cpp and it's create by script. But I need to add an eventhandler on it.
  24. Hello everyone, I am trying to make a progress bar at the opening of a dialog but unfortunately. I searched on https://community.bistudio.com/wiki/DialogControls-ProgressBar but I do not find my happiness someone would guide me ? Cordially, Cap
  25. hi guys, i'm trying to add a hyper link into my gui so players can join my discord just by clicking a link on the gui only problem is that when ever i go to test it, i get an error saying that i'm missing a ; on the line that my hyper link is on, has anyone else came across this problem before? this is a copy of the end part of my script: <br /> <br /> Please note: you may appeal any of the above bans, but you must provide video evidence to prove that you did not break any of the above rules. Said video MUST be atleast 3 minutes long and contain ingame and voice audio. You may also be required to produce a longer video if an admin deems it necessary. <br /> <a href="http://discord.me/ausairsupremacy">Join our Discord</a> ";
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