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Found 73 results

2. Gui Expand/Collapse pane

Hi, can someone help me out with an example of a GUI containig a Expand/Collapse pane eg: The A3 3den editor atributes settings are Expandable and Collapseable but i cant get it to work 😕 thanks in advance
3. help SOLVED: No entry 'bin\config.bin' for a GUI under RScDisplayMainMap

I'm trying to add a button and a filter dialog on map screens (briefing, in game map), but I've got this error message on mission loading : As if these controls were inheriting from RscListNbox class , ignoring the declaration : class lbl1: RscText For some reasons, a few controls display without any problems : Does anyone have any idea ? My config.cpp : class CfgPatches { class gdc_diary { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Functions_F", "A3_Modules_F", "A3_UI_F"}; }; }; #include "base_classes.hpp" // Ecran carte en jeu class RscDisplayMainMap { //IDD 12 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; // BRIEFING SCREEN class RscDisplayGetReady: RscDisplayMainMap { //IDD 37 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayClientGetReady: RscDisplayGetReady { //IDD 53 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayServerGetReady: RscDisplayGetReady { //IDD 52 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; base_classes.hpp class RscText; class RscActiveText; class RscButton; class RscCheckbox; class RscControlsGroup; class ControlsBackground; class HScrollbar; class VScrollbar; class RscListNBox; RscMrkFilter.cpp : class gdc_MrkFilter_button: RscActiveText { idc= -1; style = 48; type = 11; access = 0; default = true; deletable = 0; fade = 0; //font = "PuristaMedium"; //shadow = 2; sizeEx = 0.4; action = "_ctrl = uiNameSpace getVariable 'crtlMrkFilter';if !(ctrlShown _ctrl) then {_ctrl ctrlShow true} else {_ctrl ctrlShow false}"; color[] = { 1, 1, 1, 0.6 }; colorText[] = {1, 1, 1, 1}; colorActive[] = { 1, 0.2, 0.2, 1 }; colorDisabled[] = {1,1,1,1}; /* soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; */ x = safeZoneW + safeZoneX - (0.020630 * safezoneW); y = safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; text = "\GDC_mrkFilter\data\icon-filter.jpg"; tooltip = "Filtrer les marqueurs"; url = ""; }; //Filter control group class gdc_MrkFilter_grp: RscControlsGroup { idc = -1; onLoad = "uiNamespace setVariable ['crtlMrkFilter', _this select 0];"; text = ""; show = true; x = safeZoneW + safeZoneX - (0.1765 * safezoneW); y = 0.032 * safezoneH + safezoneY; h = 0.206 * safezoneH; w = 0.176 * safezoneW; class controls { class Backgrd: RscText { idc = -1; type = 0; style = 96; //x = 0.5; //y = 0.5; h = 0.206 * safezoneH; w = 0.176 * safezoneW; colorText[] = {1, 1, 1, 1}; colorBackground[]={0,0,0,1}; text = ""; }; class lbl1: RscText { idc = 1001; type = 0; style = 1; text = "Tous les marqueurs MM"; //--- ToDo: Localize; x = 0.04; y = 0.03; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx1: RscCheckbox { idc = 2001; checked = 1; x = 0.21; y = 0.02; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; //box blufor class Bx79: RscText { idc = 2079; x = 0.212; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.3,0.6,1}; }; //box opfor class Bx89: RscText { idc = 2089; x = 0.262; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0.5,0,0,1}; }; //box guer class Bx99: RscText { idc = 2099; x = 0.312; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.5,0,1}; }; //box all class Bx69: RscText { idc = 2069; type = 0; style = 2; text = "Tous"; x = 0.372; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class lbl2: RscText { idc = 1002; type = 0; style = 1; text = "Marqueurs AAP"; //--- ToDo: Localize; x = 0.04; y = 0.13; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx2a: RscCheckbox { idc = 2002; checked = 1; x = 0.21; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2b: RscCheckbox { idc = 2012; checked = 1; x = 0.26; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2c: RscCheckbox { idc = 2022; checked = 1; x = 0.31; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2d: RscCheckbox { idc = 2032; checked = 1; x = 0.37; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl3: RscText { idc = 1003; type = 0; style = 1; text = "Marqueurs de zone"; //--- ToDo: Localize; x = 0.04; y = 0.18; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx3: RscCheckbox { idc = 2003; checked = 1; x = 0.21; y = 0.17; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl4: RscText { idc = 1004; type = 0; style = 1; text = "Marqueurs autres"; //--- ToDo: Localize; x = 0.04; y = 0.23; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx4: RscCheckbox { idc = 2004; checked = 1; x = 0.21; y = 0.22; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl5: RscText { idc = 1005; type = 0; style = 1; text = "Tous les marqueurs joueurs"; //--- ToDo: Localize; x = 0.04; y = 0.315; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx5: RscCheckbox { idc = 2005; checked = 1; x = 0.21; y = 0.305; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; }; };
4. dialog Pop-up target GUI

Description This dialog is supposed to make the training of firing drills easier. It will show the current target, stats of the last shot and gives the opportunity to evaluate your firing discipline. Features Camera on the target Stats from last shot 3D model and hit position Mini map with position of targets Activate and deactivate selected target MP compatible (tested on dedicated and hosted with 2 players, NOT TESTED WITH JIP) Localized in German and English Picture Usage To add a target to the list add this to the object init: this setVariable ["TER_isTarget", true]; I recommend to only use objects of the type "Pop-Up Target X". Open the dialog with createDialog "TER_target"; Include the following files in your main mission folder (where the mission.sqm is): Add these two lines to your description.ext (or create it): #include "TER_TargetGUI\defines_A3.hpp" #include "TER_TargetGUI\TER_target.hpp" Put this in the initPlayerLocal.sqf (or create it): #include "TER_targetGUI\addEH.sqf" Add the content of the stringtable.xml to your own or copy it as is The TER_TargetGUI folder Download http://www.armaholic.com/page.php?id=33043 (RIP Armaholic) https://drive.google.com/drive/folders/0B8-BL9HKQ_OXWjFnUDhEUGhqejA?usp=sharing (expired) https://drive.google.com/drive/folders/0B8-BL9HKQ_OXWjFnUDhEUGhqejA?resourcekey=0-slVaBtuyLj5IjSDmkcW-2Q&amp;usp=sharing Credits Dialog & scripts: Terra Testing: Aasgeyer Good hunting! Changelog:
5. gui Map icons rendering. Icons disappear

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

Hello Arma 3 developers, scripters and gamers, What I'm doing: I'm develope a framework to validate datatype subjects like pairs, indices, unit vectors, unit intervals, rgb colors, paths and so on. It will display in a simple message at gameplay in different code colors, if an validation message ocurre. I developed a dynamic tiny template engine for this FW. The version of Arma 3 must be at least 1.82+. Right now I develope test cases. What I need: I need - as the topic sais - a navigable interactive action menue in form of a GUI Menue. My Question: Are there BuitIn BIS Scripts do to that? thanks, mg PS: In the future, I will finish the development of a FW that can import and export compositions with random items, 3D positions, appearance and other attributes. But first this FW to develope that FW that.
7. Create display that doesn't disable mouse aiming?

I'm trying to create a vehicle HUD that shows what crew member is in what position. This would need a HUD that changes, because different vehicles have different number of positions. I thought I was getting somewhere with various GUI commands such as ctrlCreate and ctrlSetPosition which allowing me to create a UI with a loop that would iterate through all the crew positions. However, I then had a nasty shock: _display = findDisplay 46 createDisplay "RscDisplayEmpty"; This disables the player from aiming with mouse, and puts a mouse cursor on screen! This is so the user can click the interface I imagine. But it's not a clickable interface it's purely controlled with the keyboard. So how do I enable aim with mouse? Static GUIs that use c classes definited in description.ext don't deactive aim with mouse, but they're static, and I can't move them with ctrlSetPosition.
8. 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
9. 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 :)

14. 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

16. 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
17. [SCRIPT] Marker search

Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!

19. [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. *
20. 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
21. [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.
22. Current Projects *LIVE*

Hi community! My name is Paul and I am an illustrator, designer and author. I am also an amateur mod maker with ~20 years of experience beginning with Operation Flash-point all those years ago. Over this period of time the mods, maps, utilities, textures, concepts etc., that I have made were downloaded hundreds of thousands of times. This is not me trying to brag but to demonstrate that when I commit to a project I see it through to success. It's been a while since I wanted to commit to such a project and now the time has come. The Eden editor is a fun tool, and so I've come to join all of you. There are two projects I currently have in progress. These projects are very different but serve as a learning environment to develop future goals. Both of these projects use a GUI "toy" which is a major element that I want to incorporate in the final project. Ultimately I'd like to release these projects as "modular plug-ins" (a combination of in-engine assets and the scripts to run them), which fit easily into any existing or future scenarios. Here, my first goal is to post sample missions of the two current projects for others to try out and to show my participation with the community. A long time ago on a NEXUS far-far away I released a mod titled "187gurlz" for Fallout 3. The primary character, named Sasha Ashe, was an ass-kicking wasteland warrior devoted to assisting the player restore hope to the capital waste. The first modular plug-in will be a companion mod very much like the ones we're familiar with for Bethesda games. The first part will be the GUI toy connected to a generic character (which you can assign female assets to if you have them). The second part will be the same with custom assets for the female model. That's where you come in. I need the model assets to make this module stand-alone. Necessary is the Female model/outfits. Potentially custom weapons, too. Download link: SWO Mission Control The balance of flight mechanics in ARMA III, somewhere in the middle between Battlefield and DCS, are very appealing to me. With the same GUI toy philosophy in mind I am creating a mission control interface which can be slotted into any existing and future "flight oriented" scenario. Although I've had success getting all the elements to work, surely my scripting is poorly executed and, if nothing else, not optimized. That's where you come in. If you're interested in examining and potentially editing these scripts I'd be excited to see your feedback. Download link: JET TOYS My intention is to submit these projects to the community as a demonstration of participation and aptitude. And to potentially find like-minded modders of all different skill sets to work on a more ambitious future project. I'm honored to be here among service members, grumpy old men, and some alarmingly proficient computer science majors. Thanks for having me in your community, Paul
23. 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.
24. 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
25. 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_
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