# Search the Community

Showing results for tags 'Gui'.

• ### Search By Tags

Type tags separated by commas.

### Forums

• BOHEMIA INTERACTIVE
• BOHEMIA INTERACTIVE - NEWS
• BOHEMIA INTERACTIVE - JOBS
• BOHEMIA INTERACTIVE - GENERAL
• FEATURED GAMES
• 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
• 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
• [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 Problems & Bugs
• Exilemod (Unofficial)'s Exilemod Tweaks
• Exilemod (Unofficial)'s Promotion
• Exilemod (Unofficial)'s Maps - Mission Files
• TKO's Weferlingen
• TKO's Virolahti
• TKO's Livonia
• TKO's Rules
• TKO's Changelog
• TKO's Help
• TKO's What we Need
• 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

• 0 Replies

• 0 Views

Found 68 results

1. ## input dialog box for sqf execution

Dear all, I've created a gui interface that allows to run some scripts during mission, simply pressing a button. In one of them, by pressing the buttom, the sqf starts, it opens the map and with a map-click creates a marker area where some AI units are spawned. Parameters are directly included in the sqf (area dimension, number of units...). Now I'm forced to define them before the mission. I would like to improve it implementing a dialog box in which directly type the parameters (five number inputs) to be passed to the sqf. So in summary, you click on button, open the dialog window, type the five numbers and then click a "start" button to run the script, passing those numbers. I'm new in scripting and can't find clear information on how to do it. Any help or advice? Thanks in advance
2. ## SP Money System

Hi! I'll cut to the chase! I'm creating a single player sandbox scenario where I'd like to include a "money system" which allows the player to purchase certain weapons or clothing items after either having money added or subtracted as a result of completing / failing a task. I'd like not only to offer the Arma 3 community a cool scenario, but also a script framework for a SP money system, that other players can use in the future to save time! Trouble is, my scripting ability currently sits somewhere between novice and intermediate; seeing as this is a complex project requiring knowledge of dialogs (for GUIs) as well as scripting variables, I was hoping that you could share the best tutorials, tips and pointers relating to establishing variables for a scenario as well as interactive GUI menus called through an external script! (Also, I have read a number of other threads, and tried out some other player's scripts - believe me, reaching out like this is a last resort!) Thanks for reading, and I hope you can just quickly send some advice my way, and for future readers! Cheers :)

7. ## Weapon Workbench

Hey guys, at the moment i am working on an idea to implement a working weapon smithing solution which i was looking forward for a long time. Recently the function "addWeaponWithAttachmentsCargo" was implemented and finally i saw my chance to create the script. Above you can see the existing iteration for this workbench. At the moment you can open the dialog and attach all the compatible items to the players weapon. In the following link you can see an existing multiplayer mission, where the system was implemented: https://github.com/LukasMarschall/Arma3BattleRoyale/tree/master/IslandThunder.Malden/dialogues Looking forward to see your opinion and feedback. Cheers, Luke

9. ## GUI Tutorial and Simple Vehicle Selector Release

Hope you guys like it! Please feel free to let me know if I should be doing anything differently(still new to it). Tutorial https://www.youtube.com/watch?v=nQygf2qKIU4 Mission Template http://bit.ly/SoolieVehSelector Other links to check out http://killzonekid.com/arma-scripting-tutorials-gui-part-1/ http://killzonekid.com/hex-2-arma-gui-colour-converter/ https://forums.bistudio.com/topic/136734-dialog-tutorial-for-noobs-by-a-noob/ https://community.bistudio.com/wiki/Dialog_Control https://community.bistudio.com/wiki/User_Interface_Event_Handlers Common.hpp

12. ## [Script Release] Create/Assign Zeus Interface & Modules (Curator Creator)

Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: Pastebin: Video: Steam Guide: Curator Creator Version 1.0: * New version is coming out soon. The script was broken so I am going to re-make it myself. *
13. ## GUI behavior (Dialog)

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
14. ## [delete me]

My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.

16. ## Pixel Grid System, GUI size/position immune to UI scaling and resolution - how?

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.
17. ## 3den 3DEN Menus - Overlapping displays

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
18. ## createDisplay - child not going over parent.

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_
19. ## 3den 3DEN Menus - Overlapping displays

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_
20. ## [help] fade in dialog

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

22. ## Check if local is function caller

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
23. ## rsc RSC Text show variable

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