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Found 13 results

  1. Hello, I played on an server few days ago and the sky was this perfect blue, no doubt that the server owner / dev did some changes. I'm looking for to do that on my own server on the Tanoa map but .... i was not able to do it despite numerous tests. It seems the class CfgWolrds, Weather1,2,3,4,5 and Overcast are the keys of this problem but i can't figure out how or even find CfgWorld into my own files.... Where to put those class ? do i have to create a dedicated config file ? in the mission folder ? or maybe someone knows how to do that with the PostProcessEffect. Any help would be appreciated Many thanks
  2. Hi all, i have a question about coloured groupid's, i want to have color for the group id in the teamswitch. could someone help me on that ? here is what i'm trying to do screenshot of the thing image thank you for your help
  3. Hi All , I have startet Today with build a map inspired by Taunus , Chernarus and would like make a mix of them ALL works fine but i dont can figure out how to change the ground Texture color . Actual the ground color is ingame green yellow when the grass no more render and looks ugly . I want to make ist Brown dark green but how ? THX to all for reading an hopefully try to help me :) !
  4. GF ColorCorrections Script by GEORGE FLOROS [GR] Description: GF ColorCorrections Script , 14 themes available. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and in the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF ColorCorrections Script , 14 themes available. There are incuded also missions parameters. To add them : Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_ColorCorrections { title = "Color Correction theme Selection:"; values[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}; texts[]={ "Disabled", "Realistic Color Correction theme", "Post Apocalyptic theme", "Nightstalkers theme", "OFP Gamma theme", "Golden autumn theme", "Africa theme", "Afghan theme", "Middle East theme", "Real Is Brown theme", "Gray Tone theme", "Cold Tone theme", "Winter Blue theme", "Winter White theme", "Mediterranean theme" }; default=1; }; }; Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40260 Armaholic GF ColorCorrections Script
  5. i have s green color around my units when i play the game, OpFOR is red. are there any way to remove it again, i don't know how i got it in the first place.
  6. Hello, I need help. I have 3 marker on the map and he switch in blue or red. I want to count red and blue marker at end of the game. But i Don't count colored marker? _count= count [MarkerColor "Colorred" == zonec, zoneb,zonea]; hint str _count; I count 3 but i have only one red marker!? Thank's
  7. 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/
  8. i need this line colored ingame market addAction ["Toolkit 10$ (requires backpack)","market\toolkit.sqf",[],10]; how can can i do it? when ever i put the color thing on it the script wont work on my AI
  9. So this script is from SaOk's great WLA missions and its a function to highlight various text over AI to enliven the experience. Ive tried to modify (badly) to change the texts color depending on Faction type FU = { private ["_unit","_line","_someId","_t","_ar","_k"]; _unit = _this select 0; _line = _this select 1; _side = side _unit; hint str _side; _F_Color = []; NUMM =0; NUMM = NUMM + 1; _someId = format ["IDUSAY%1",NUMM]; _k = 1; if (player distance _unit > 10) then {_k = 100/((player distance _unit)*10);}; [_someId, "onEachFrame", { _cCiv = [0.44,0.44,0.905,1]; _cInd = [0.2,0.9,0.505,1]; _cWest = [0.2,0.2,0.805,1]; _cEast = [0.44,0.44,0.905,1]; switch _side do { case EAST: { if (_side == EAST) then {_F_Color = [0.44,0.44,0.905,1]}; ////sometimes im using the color code directly other times using the _cEast type variable which is redundant... :/ }; case WEST: { if (_side == WEST) then {_F_Color = [0.2,0.2,0.805,1]}; }; case INDEPENDENT: { if (_side == INDEPENDENT) then {_F_Color = _cInd}; }; case CIVILIAN: { if (_side == CIVILIAN) then {_F_Color = _cCiv}; }; }; _start = getposATL (_this select 0); _start set [2,(_start select 2)+1.9]; drawIcon3D ["" ,_F_Color, _start, 0, 0, 0, _this select 1, 1, _this select 2, "TahomaB"]; ////////////////// HERE is where the variable _F_Color should be picking up the variable from _side (which displays properly in hint) but for some reason always comes up as empty brackets }, [_unit, _line,(.05 * _k)]] call BIS_fnc_addStackedEventHandler; _t = 3; if (count _this > 2) then {_t = _this select 2;}; sleep _t; [_someId, "onEachFrame"] call BIS_fnc_removeStackedEventHandler; sleep 18; if (isNull _unit || {!alive _unit}) exitWith {}; }; [cursortarget, "Fcckkk you!!!"] spawn FU; systemchat str _F_Color
  10. i need a high command group icon color to change permanently when in combat? the below script does it but only for the duration of the 'foreach' script (i.e 0.5 seconds) so the color flashes on then off but i need it to be permanent? p.s the a = 1 bit is for a simple trigger switch that plays a bleep every time a group is under attack, that is also the reason for the two 0.5 sleeps that allow time for the bleep to play. any help appreciated.
  11. ColorPalette As part of a Eden's tools package I have been slowly putting together and as part of a mission workflow, I had the need for a colour palette. As this is something that works pretty well on its own I thought I would release it as a stand alone display for people to use. It can be used as a display as is, or will work quite happily buried in a ctrlsGroup. You can save up to 12 colours. Will output to RGBA 0-1 RGBA 0-255 RGBA Html RGB Html Procedural Texture Can be called with only a certain format pre defined ( demonstrated via player actions in the demo - cp_out ) Can be setup to return the chosen colour via a call back ( demonstrated via player actions in the demo - cp_out ) Can be given a call back for when the ui is exited ( demonstrated via player actions in the demo - cp_exit ) DOWNLOAD
  12. I have an issue with two Pictures laying on top of each other. The second one (Carrier Strength) gets a yellowish tone. Carrier-Strength is an opaque picture without Alpha Channel, I tried removing its background too but got even worse results (faint, faded overlay). There is no color-difference in the source pic (PNG), so the mistake must happen either in conversion to PAA or in the config. The phone is RGBA DXT5 with Alpha Channel. The carrier pic I cant get to DXT5, it always snaps to ARGB1555 (thank you TexView UX -.-). I can imagine this being the cause, but cant get them to have exactly the same setting. Both PAA use RscPicture with the following settings (x,y,w,h differ obviously): class RscBackPicture { access = 0; type = 0; idc = -1; style = 48; colorBackground[] = { 0, 0, 0, 0 }; colorText[] = { 1, 1, 1, 1 }; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; moving = 1; }; Things I tried: * different RGB schemes in TexView but it seems to take its own setting (at least it resets when reopening the PAA) * playing around with colorBackground * Moving the phone-pic to controlsBackground while putting the carrier-pic to controls I'd be grateful for any hint!
  13. Hello :) I used to have syntax that was placed in the players init that would place fog around the player with like a greenish tinge to it and wind and such, it would also be nice if the effect didn't clear up either. Cheers and thanx for any help.. Edit: I do know about 0 setFog [0.5,0.05,200]; by the way, it is not exactly what I'm looking for tho,, or I just don't understand it enough..
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