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Found 61 results

  1. Hello all, I am creating a 3D object that involves a laptop. Similar to @killzone_kid 's example. I have got the laptop setup just fine but I am looking for information on "class Areas"(assuming this is what I need) but can't find anything useful on the Wiki. Seems to be lacking valuable information or maybe I am just blind heh. https://community.bistudio.com/wiki/DialogControls-Objects What I am trying to do is add things inside the laptop screen. Normal UI elements like RscText, RscPicture, etc... Here is what I have so far (very basic): class dlg_laptop { idd = 12345; movingEnable = 0; onLoad = "uiNamespace setVariable [""disp_laptop"", param [0]];"; onUnload = "uiNamespace setVariable [""disp_laptop"", nil];"; class objects { class laptop { idc = 100; type = CT_OBJECT_CONTAINER; x = 0.25 * safezoneW + safezoneX; y = 0.16 * safezoneH + safezoneY; w = 0.5 * safezoneW; h = 0.68 * safezoneH; z = 0.2; xBack = 0.5; yBack = 0.5; zBack = 1.2; inBack = 9; scale = 3; direction[] = {0, -0.35, -0.65}; up[] = {0, 0.65, -0.35}; enableZoom = 1; zoomDuration = 0.001; model = "\A3\Structures_F\Items\Electronics\Laptop_unfolded_F.p3d"; }; }; }; Any help would be great. Thanks!
  2. v 1.2 Description Vehicle shop dialog Vehicle shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP Screenshot Click Me Armaholic Armaholic Topic
  3. I'd like some guidance on how to input and display data in a CT_LISTNBOX. I'm having a hard time figuring out how to get data inserted into specific columns and have those entries displayed. There are obviously some fundamental elements missing from my understanding. I'm attaching my surrent experimental code. Many elements will be changed once I can get this particular train out of the station. My defines.hpp: My dialog: My script: Screenshot of the dialog with annotations: I've been playing with many versions of lbAdd, lbAddRow, lbSetData, lbSetText. Many, many, many more versions than are shown here. With the current set, only the last entry in the array is displayed, the 2nd and 3rd show up as tooltips. Any help is appreciated.
  4. HALs Store v1.5 Video (v1.5): Overview: HALs Store adds a weapon store to any mission. This provides players with the opportunity to buy and sell equipment or weapons from stores defined by the mission maker. HALs Store v1.5 Download Changelog: v1.5 v1.4.1 v1.4 v1.1 Features: Easily configurable store; define your own traders and the items they buy and sell in description.ext. In-game currency system, fully integrated with the money objects (added in the Old Man update) available in the editor. Each Trader has its own categories, each with their own items. e.g. Handguns, Magazines, Backpacks Items have prices and can only be purchased if the player has sufficient money. Stores have stock - an item can only be purchased if it is stocked. Items can be purchased from the trader to the player, their equipment or nearby vehicles. Items can be sold to the trader from the player, their equipment or nearby vehicles. Helpful progress bars indicate the current load of a container, and the space available after purchase. Filter available items with preset conditions (compatible with equipped weapons, available for purchase). Progress bars show various stats about the available weapons and equipment. e.g. Ballistic Protection, Explosion Resistance, Impact, Accuracy Usage Unpack the downloaded .rar and check out the demo mission. For further details (such as changing the sell price), please see: Installation Configuration and Configuration Example How to use and useful functions for mission makers Cheers
  5. Description Weapon shop Gear shop Units shop Vehicles shop Dealer, trader... Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
  6. Does anybody know the IDD to close the respawnmenu? Or the Dialog if it is one? (Its the "MenuPosition" Template for Base Respawn). So i can close it and open it later? https://1drv.ms/u/s!Al2S9lOz4k52hllbsOCzE8e_Q5hj
  7. Hello, I'm very new to Arma 3 scripting. I'm trying to figure out how selections in a dialog work (I'm just using the GUI editor via debug menu), and how pulling certain vehicles to assign to each selection (then spawning at marker) would work. Figured I'd ask since I'm not really sure what to even search for. If my prior knowledge of basic HTML coding is correct I'd need to assign some kind of variable to the selected item(s) then pass that to the spawn script, but I just don't know how that works with Arma's code 😛 What I've got so far is my defines and all the code from the dialog I needed to paste into a file, plus the description.ext. Anything helps! Cheers.
  8. 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&usp=sharing Credits Dialog & scripts: Terra Testing: Aasgeyer Good hunting! Changelog:
  9. 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
  10. So my aim is to have a video window in a dialog using RscPicture (and by extension RscVideo) type control. However I am running into reliability problems. Most of the time the video won't play and sometimes there are horrible compression issues, but it does work sometimes even if rarely. My first guess was that perhaps the video I was using was somehow bad so tested the dialog using the preview videos for the main menu spotlights and the problems persist. Here is my current test dialog: class test_3 { idd=2000; movingenable=false; class controls { class Picture: RscPicture { idc = 2001; text = "\a3\UI_f_Tank\Video\spotlight_A.ogv"; autoplay = 1; loops = -1; x = 0.5 - 5 * (pixelW * pixelGrid * 2); y = safezoneY + (10 - 0.5 * 5) * (pixelH * pixelGrid * 2); w = 2 * 5 * (pixelW * pixelGrid * 2); h = 2 * 5 * (pixelH * pixelGrid * 2); }; }; };
  11. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  12. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  13. Hello Arma-Community, can I define the child ID in a control group, depending on the parent ID? Example: One control group, e.g. for a header with text and an underline. The text should be dynamic. In a Dialog, the Text ID should be always the Group ID + 1. There shouldn't be a class for the child text in every header I use, just in the base class. In Config: class _CTRL_GROUP { type = 15; idc = -1; . . class Controls { class _CT_TEXT { idc = Use Parent IDC + 1; }; class _CT_LINE { idc = -1; }; }; }; In Dialog: class Rsc_GroupHeader_1: _CTRL_GROUP { idc = 100; }; class Rsc_GroupHeader_2: _CTRL_GROUP { idc = 200; }; In SQF: ctrlSetText [101,"Text 1"]; ctrlSetText [201,"Text 2"]; Thank you for helping!
  14. complacent_lizard

    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 :)
  15. Version 1.0.7 (Released October 25, 2018) Index 1. About 2. Feature Spotlight 3. Media 4. Download 5. Control Support 6. Wiki 7. Source Code and Bug Reporting 8. Donate 9. Discord 10. Celebrate 1. About Arma Dialog Creator is a fresh take on making dialogs for Arma 3. Instead of editing header files, you are directly manipulating the dialog. Instead of reloading Arma 3 over and over again for hours trying to get that perfect alignment, load up the Preview mode and edit at the same time. This project is open-source and licensed with MIT license. 2. Feature Spotlight Below are some features that make ADC great. More detail is available in the wiki. Macros In ADC, you can assign properties to Macros, which are passed by reference. This means that when you assign a property's value to a Macro, any changes to a Macro's value will also then be forwarded to the property's value. Mini SQF Evaluator Built into ADC is a standalone small SQF evaluator. You don't need Arma 3 running to use it, there's no shady "hacking" involved, and it's integrated with ADC's header PreProcessor, meaning you can import header files that have SQF inside of them. Also, because the developer got carried away, there is also a Mini SQF Evaluator Popup so you can evaluate multiple expressions. Not sure if the popup is actually useful though. :) "How does it work?" It uses ANTLR and lots of Java code to evaluate the SQF. All of the evaluating is done with ASTs (Abstract Syntax Trees) built by ANTLR and evaluated in Java. "How much SQF is supported?" Very, very, very, very little. Probably less than 0.1% of all SQF commands are supported. If you wish to see a full list, you may visit this link. String Table Support A String Table editor is built in with ADC. Besides just being able to edit keys and values, you can pass them around as Macros throughout the program so that when the String Table changes, so does your dialog. You can also change the language in ADC to check if different localizations will go out of bounds of a control (this is shown in the trailer above). Learn more about the String Table editor here. 3. Media Here is a trailer for Arma Dialog Creator. It's a really short, but dense, video showing many of the implemented features. You can watch the video here (same video as above). Here is a longer, slower paced video that shows ADC's features pretty well. The video was made in November 2016, so a lot has changed. Here is the doobly doo. 4. Control Support Not every control is supported, unfortunately. You may view the how much is supported here. In the future, I hope to support more controls and preferably have less bugs. :) 5. Download You may download Arma Dialog Creator here. 6. Wiki Want to read lots of text? The wiki may be for you. You can find it here. 7. Source Code and Bug Reporting You may find the source code at the GitHub page. You can also report bugs at the repo's issues page (please report them there). Source Code Issues Page 8. Donate If you wish to donate to me personally, you may do so here. Please only donate if you have the money because I won't give refunds. 9. Discord I have created a Discord server for Arma Dialog Creator and Arma IntelliJ Plugin. Here is the invite (remove the spaces in the link - they are to prevent bots): https://discord.gg/K d u 8 c q e 10. Celebrate Arma Dialog Creator has been out for more than a year now (time has flown by holy cow). And I'm still screaming.
  16. Hi, I need help my friends, it is an issue with my game, that couldn’t solve myself. I'm using the IFA3 Lite mod. The problem is: I made a dialog to spend the resources won by capturing and holding the flags areas, and put a display over de dialog to show the disposable resources. When I close the dialog with the [close] button, the command closes the display, but when I press keyboard Esc, the dialog closes, but the display dont. The question is, how do I get a return that the dialog is closed, so the script can terminate the display? The mission is very cool, it is a Battlefield like game, mixed with company of heroes, I'm still developing, and I wish to prepare it to multiplayers, if someone could help me with it, I would be much glad. Sorry by the English, I'm from Brazil, and love this game since cold war crises launch, it was love at first sight. Thanks!
  17. 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
  18. so I'm relatively new to Dialog Scripts in Arma 3 but what I'm trying to do is if the player selects an item in the Listbox. The item will then display a picture on the right and side depending on what item I select in the list box I've made sure my images can be linked to the display as entering them into the ctrlSetText works, but I can't figure out how I can go about making it display the image depending on what item I have selected. At first, I thought of just using if statements but I saw problems with it and an if statement for each item seems a bit of a workaround. so I decided to use Switch {} do and a case for each image as the _index gets a number that I assumed would work if I placed them into different cases like this. switch {_itemNumber} do // gets value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; but I couldn't get it to display even though when I print it using the HINT command it prints the item selected via a number here is the full script: recipes.sqf disableserialization; _recipeArray = ["Food Materials", "Raw Materials"]; // array of items in list _ctrl = (findDisplay 3663) displayCtrl 1500; // finds dialog { _ctrl lbAdd _x; } forEach _recipeArray; // adds the _recipe array to list box while {!isNull (findDisplay 3663);} do // only loops when the display is open { sleep 1; _index = lbCurSel 1500; // gets _index value from selected item hint str (_index); // prints selection value for testing switch {_index} do // gets the _index value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; }; if anyone could help I would be grateful.
  19. 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_
  20. I am trying to create a type of leaderboard on a dialog menu, where it will display stats such as their overall ranking in the list, name, kills, deaths, ect. The best example of the result i am trying to recreate would be the server browser: I have tried to use the Table Dialog Control but have failed, looking for some help with trying to get this type of dialog to work as it seems to be the best option available. The example they provide seems to only have the base defines from what I saw and when I try to create a row or header row with the commands, I get no result and no error: Add Row - https://community.bistudio.com/wiki/ctAddRow Add Header Row - https://community.bistudio.com/wiki/ctAddHeader With from my "extensive research", literally no online existing help, I've come here ... If you know how to actually use this type of dialog control, please help. Thank You!
  21. I am making a manual artillery computer with a dialog, the user enters the coordinates of the target using RscEdit fields, and then presses a "confirm" button. The math is then done and an output is displayed in an RscText box. I want to change the RscText to have the user be able to select the output inside the RscText and copy it (for later use if he wants), like what is done in the debug console's output box. The problem is that i can either use RscText, and the user is able to see the output, but can't select it Or using RscEdit where the user can see and copy it, but can accidentally delete/modify it and making the result completely off. Any help will be much appreciated!
  22. Hi to everyone. My problem is that I wanna fill my dialog by calling a funcion after creating it, but it doesn't work at all. I mean, the dialog is created but empty. Here's my code: When I wanna create the dialog I use ["INIT"] call my_function; disableSerialization; private _ui = uiNamespace getVariable "MyDialog"; private _list = _ui displayCtrl 1600; private _cat = _ui displayCtrl 1601; private _categories = "true" configClasses (getMissionConfig "HG_DefaultShop"); actDialog = { lbClear _list; _num = _this select 0; private _object = getText( _categories select _numCat >> "displayName"); _cat ctrlSetText _objeto; //Some lb commands. }; switch (_this select 0) do { case "INIT": { createDialog "MyDialog"; _num = 0; [_num] call actDialog; }; }; I hope u guys can help me! Thanks!!
  23. Hello there, I am having problems figuring this out, its probably just some dull misake by myself, but the lack of knowledge lead me to create this topic. I have used the ArmA Dialog Creator to create a dialog, so far soo good. Everything works like a charm when using CreateDialog. However, I need to call it with CutRsc (if I remember correctly) to make the displa appear but still be able to moeve and use the mouse. This is the main dialog, if "Customcontrolclasses.h" are just below. #include "CustomControlClasses.h" class IslandDialog { idd = -1; duration = 9999999; onLoad = "uiNamespace setVariable ['HUD', _this select 0];"; class Controls { class Box { type = 0; idc = 1000; x = safeZoneX + safeZoneW * 0.908125; y = safeZoneY + safeZoneH * 0.83333334; w = safeZoneW * 0.115; h = safeZoneH * 0.20777778; style = 0; text = ""; colorBackground[] = {0.2,0.2,0.2,0.7858}; colorText[] = {0.5608,0.3059,0.6549,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class HUNGER { type = 0; idc = 1001; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.87; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "HUNGER"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class ThirstCtrl { type = 0; idc = 1002; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.91; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "THIRST"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class HealthCtrl { type = 0; idc = 1003; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.95; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "HEALTH"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; class FPSCtrl { type = 0; idc = 1005; x = safeZoneX + safeZoneW * 0.911875; y = safeZoneY + safeZoneH * 0.83; w = safeZoneW * 0.0375; h = safeZoneH * 0.03666667; style = 0; text = "FPS"; colorBackground[] = {0,0,0,0}; colorText[] = {0.7098,0.7059,0.1882,1}; font = "PuristaMedium"; sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); }; }; }; CustomControlClasses.h: #ifndef HG_CustomControlClassesh #define HG_CustomControlClassesh 1 //Create a header guard to prevent duplicate include. class RscListBox_WS { type = 5; style = 0; idc = -1; colorSelect[] = {0,0.2,0.4,1}; colorSelectBackground[] = {0,0.2,0.4,0.1}; colorText[] = {0.2,0.2,0.2,1}; colorBackground[] = {0.4,0.4,0.4,0}; font = "Bitstream"; sizeEx = 0.04; rowHeight = 0.025; maxHistoryDelay = ""; }; class RscPictureKeepAspect_WS { type = 0; style = 48+2048; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Bitstream"; sizeEx = 0; lineSpacing = 0; text = ""; }; class RscText_WS { type = 0; style = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.2,0.2,0.2,1}; font = "Bitstream"; sizeEx = 0.03; text = ""; }; class RscControlsGroup_WS { type = 15; style = 0; idc = -1; maxHistoryDelay = ""; }; class RscButton_WS { type = 1; style = 2; idc = -1; font = "Bitstream"; sizeEx = 0.03; default = false; colorText[] = {0,0,0,1}; colorDisabled[] = {0.4,0.4,0.4,1}; colorBackground[] = {1,1,1,1}; colorBackgroundDisabled[] = {0.7,0.7,0.7,0.8}; colorBackgroundActive[] = {1,0.5,0,1}; colorFocused[] = {1,0.5,0,1}; colorShadow[] = {0.72,0.36,0,0.8}; colorBorder[] = {0.72,0.36,0,0}; soundEnter[] = {"",0.1,1.0}; soundPush[] = {"",0.1,1.0}; soundClick[] = {"",0.1,1.0}; soundEscape[] = {"",0.1,1.0}; offsetX = 0.0030; offsetY = 0.0030; offsetPressedX = 0.0020; offsetPressedY = 0.0020; borderSize = 0.0; }; class RscTextMulti_WS : RscText_WS { lineSpacing = 1; style = 0+16+512; }; #endif My goal is to have the display up at any time. Thanks in advance, CP.
  24. Hello everyone. Does anyone know what is the difference between createDisplay and createDialog commands? (minus the syntaxes, obviously!) Are there any cases where one is favored over the other?
  25. _______________________________________________________________________________ !!! 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&amp;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