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Found 72 results

  1. 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); }; }; };
  2. VPHUD stands for Virtual Pilot Head-Up Display What is VPHUD? Have you ever felt the need to look at the aircraft fixed gauges, because it had no HUD? Have you ever crashed your aircraft because you were distracted looking at such gauges? Have you ever wished the Advanced Flight Model GUI existed in the Standard Flight Model? If that's your case then I'm glad to tell you that VPHUD seeks to solve all those problems and wishes you ever had before. VPHUD is a seamless addon that adds two virtual gauges to all aircraft which do not have native HUD support. A Artificial Horizon to help you understand when your airplane is upside down, or if you're landing your helicopter perfectly leveled. A Vertical Speed Indicator to give you crucial information if the landing you're attempting to make is too harsh for your aircraft to handle. Some other misc information is also available such as height from surfaces (not ground terrain) and speed. How it works? As mentioned before, the addon works seamlessly without the need for any configuration. All you have to do is get in a aircraft as pilot, and the VPHUD will pop up immediatly. At the left will show up the Vertical Speed Indicator and at the right the Artificial Horizon. Aircraft that have built-in HUDs will not make VPHUD appear. But that's not all, you can change VPHUD's settings by scrolling and selecting "VPHUD Options". What can I change? In VPHUD's Options menu you'll be able to: Change the System of Units between Metric System and Imperial System. Change VPHUD scale and positioning. Enable a virtual crosshair and change its color. . You can use the crosshair only if you don't care about the gauges. Force/unforce VPHUD to show up, ignoring built-in filtering options. How to aim the crosshair? When NOT zoomed in the player aims with the V's top (default view), when zooming in the player aims with the bottom end of the V (right click zoom). Issues Gauges scalling algorythm needs improvement. Altitude bar sometimes getting behind the Vertical Speed Indicator is a expected behaviour. Pitch not perfectly accurate. Aside from that, none that I'm aware. Let me know if you find any. Planned Improvements Throttle indicator. Better crosshair customisation. Change pitch degrees scale from 10º to 15º. Another VPHUD styling that replicates real aircraft HUDs. Meanwhile this may interest you. Licensing No Redistribution - You may not publicly redistribute VPHUD without my consent. As such public modpacks/mod compilations are not authorized. The ONLY EXCEPTION are communities/clans that may PRIVATELY share VPHUD on their own PRIVATE repositories for PRIVATE IN-HOUSE use without noticing me. (I'll personally take care of distributing and keeping updated VPHUD on the most popular Arma public repositories. If you wish for VPHUD to be available on a public repository that is not yet available please contact me.) Attribution - You may create your own derivative works as long as you credit me for the original work on which your derivative work is based on, but not in any way that suggests that I endorse you or your derivative work. Noncommercial - You may not use VPHUD for any commercial purposes whatsoever. Share Alike - Your derivative work must also be open for derivative works and not be used for commercial purposes as well (both Arma derivatives and non-Arma derivatives). You may opt to openly allow your derivative work to be publicly distributed. Download Repositories Steam Workshop Armaholic Direct Download withSIX (Outdated) Feedback and suggestions are always welcome! Thank you. Contribute to the mod at GitHub.
  3. 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:
  4. 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
  5. 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.
  6. 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.
  7. 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
  8. 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 :)
  9. We are looking for individuals who are very experienced in the following Scripting for server side Add-ons Scripting for client side GUI creation and integration We are willing to pay $30 USD an hour for development time and Q&A sessions. We only pay using PayPal or services that accept PayPal payments. Our project is almost 2 years old and is in need of experienced individuals to do the things we have planned for the future. We do not care if you have other projects or are part of other communities, no loyalty required, this is strictly pay for time on our tasks. contact me on discord LifeSnatcher#6222
  10. hello does anyone know how show all vehicle and all Weapons in listbox ? also i want Weapons to spawn with ammo that used for the same weapon
  11. Simple small mod that brings back the pre-apex main menu and background, because I simply don't like the new one, and Through the Jungle has been hammered into my head at this point. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1933347159 [ACE & CBA] https://steamcommunity.com/sharedfiles/filedetails/?id=1933588335 [CBA Only] Github: https://github.com/Freddo3000/Legacy-Main-Menu This work is licensed under the Arma and Dayz Public License Share Alike
  12. hi to all, i have a problem with localization, does it load stringable before gui hpp? or not... some where in gui code : class RscButton_1600: RscButton { idc = 1600; x = 0.2525 * safezoneW + safezoneX; y = 0.159 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.319 * safezoneH; text = $STR_LocalizedString; //--- ToDo: Localize; }; and the stringtable.xml Some key : <Key ID="LocalizedString"> <Original>New Game</Original> <Italian>Nuova Missione</Italian> <Russian>Новая игра</Russian> </Key> ....in game when i open the gui it doesn't show nothing... like it tryied to localize but he don't found nothing and output nothing 😕 if i try to localize it afther all loading througt a script, like ... finddisplay 00000 ctrldisplay 0000 ctrlsettext...it work 😐
  13. 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
  14. Hi all ; I'll try to make it short. I have created a new weapon, with three fire modes which can be installed on all vanilla and community planes and helicopters, even those provided without weapons at the base (e.g. unarmed WY-55, etc.). Everything is working well, except that I cannot see the display of fire modes in the HUD at the top right, on any of the vehicles. I then understood slightly that the display seams to depends on the vehicle and its configuration (UnitInfoType: RscBlaBlaBla), and not on the weapon, because this one, moreover, is a weapon mountable on vehicle (so WeaponInfoType: RscBlaBlaBla is not used). Therefore ; to counter this, i created a control display and a script. The only current problem, when the player is in the pause menu, the display remains there, same for the splendid camera, same for the spectator mode, same for the GUI editor, etc. I managed to use a displayeventhandler to hide the control display in the pause menu, but not for the rest mentioned. If someone can do a lot much easier, I'm interested, just to understand a little better ! 😶 > Here is the script : _veh = _this select 0; waitUntil {(currentWeapon _veh == "MyNewWeapon") && (!isNull findDisplay 46)}; ("FireModes" call BIS_fnc_rscLayer) cutRsc ["RscTitleDisplayEmpty", "PLAIN", -1, false]; with uiNamespace do { _display = uiNamespace getVariable "RscTitleDisplayEmpty"; FireModes = _display ctrlCreate ["RscStructuredText", -1]; }; sleep 0.01; FireModes = [uiNamespace getVariable "FireModes"]; (FireModes select 0) ctrlSetPosition [32.5 * (((safezoneW / safezoneH) min 1.2) / 40), -1.60 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25), 0.095 * safezoneW, 0.085 * safezoneH]; sleep 0.01; (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 0x01) then {(FireModes select 0) ctrlShow false;};"]; while {alive _veh} do { (FireModes select 0) ctrlCommit 0.0; if ((currentWeapon _veh == "MyNewWeapon") && (player in _veh) && (assignedDriver _veh == player) && !(visibleMap) && (isNull (uinamespace getvariable "RscDisplayInterrupt"))) then { (FireModes select 0) ctrlShow true; (FireModes select 0) ctrlSetStructuredText parseText format ["<t size='0.8' align='Left' font='RobotoCondensed' color='#D9FFFFFF'>%1</t>", gettext (configFile >> "CfgWeapons" >> "MyNewWeapon" >> (currentWeaponMode (driver _veh)) >> "displayName")]; } else { (FireModes select 0) ctrlShow false; }; }; sleep 0.01; ctrlDelete (FireModes select 0); sleep 0.01; terminate _thisScript; > Here is the configuration of the weapon (it is unusual / but do not focus on it, it works) : class CfgWeapons { class Laserdesignator; class MyNewWeapon : Laserdesignator { //_generalMacro = "Laserdesignator"; access = 3; aiDispersionCoefX = 1; aiDispersionCoefY = 1; aimTransitionSpeed = 1; aiRateOfFire = 5; aiRateOfFireDispersion = 0; aiRateOfFireDistance = 500; ammo = ""; artilleryCharge = 1; artilleryDispersion = 1; author = "Bohemia Interactive"; autoFire = 0; autoReload = 1; backgroundReload = 1; ballisticsComputer = 0; burst = 100; canMODE = 1; canLock = 0; canShootInWater = 0; cartridgePos = "nabojnicestart"; cartridgeVel = "nabojniceend"; changeFiremodeSound[] = {"",1,1}; cmImmunity = 1; count = 0; cursor = "laserDesignator"; cursorAim = "EmptyCursor"; cursorAimOn = "CursorAimOn"; cursorSize = 1; detectRange = 0; dispersion = 0.002; displayName = "MyNewWeapon"; distanceZoomMax = 2300; distanceZoomMin = 100; drySound[] = {"",1,1}; emptySound[] = {"",1,1}; enableAttack = 1; ffCount = 1; ffFrequency = 1; ffMagnitude = 0; fireAnims[] = {}; fireLightAmbient[] = {0,0,0}; fireLightDiffuse[] = {0.937,0.631,0.259}; fireLightDuration = 0.05; fireLightIntensity = 0.2; fireSpreadAngle = 3; forceOptics = 0; handAnim[] = {}; hiddenSelections[] = {}; hiddenSelectionsTextures[] = {}; hiddenUnderwaterSelections[] = {}; hiddenUnderwaterSelectionsTextures[] = {}; inertia = 0.1; initSpeed = 0; irDistance = 0; irDotIntensity = 0.001; irLaserEnd = "laser dir"; irLaserPos = "laser pos"; Laser = 1; lockAcquire = 1; lockedTargetSound[] = {"",0.000316228,6}; lockingTargetSound[] = {"",0.000316228,2}; magazineReloadSwitchPhase = 1; magazineReloadTime = 0; magazines[] = {"MyNewWeaponMag"}; maxLeadSpeed = 10000; maxRange = 850; maxRangeProbab = 0.1; maxRecoilSway = 0.008; memoryPointCamera = "eye"; midRange = 500; midRangeProbab = 0.75; minRange = 1; minRangeProbab = 0.95; //model = "\A3\Weapons_F\Binocular\laserdesignator_f.p3d"; modelMagazine = ""; //modelOptics = "\A3\Weapons_F_beta\Binocular\lasermarker_optics"; modelSpecial = ""; modes[] = {"MyNewWeapon_1","MyNewWeapon_2","MyNewWeapon_3"}; multiplier = 1; muzzleEnd = "konec hlavne"; muzzlePos = "usti hlavne"; muzzles[] = {"this"}; nameSound = "binoculars"; optics = 1; opticsDisablePeripherialVision = 1; opticsFlare = 1; opticsID = 0; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomInit = 0.05; opticsZoomMax = 0.05; opticsZoomMin = 0.01; //picture = "\A3\Weapons_F_Mark\Data\UI\gear_laserdesignator_ca.paa"; primary = 0; recoil = "empty"; recoilProne = ""; reloadAction = ""; reloadMagazineSound[] = {"",1,1}; reloadSound[] = {"",1,1}; reloadTime = 0.05; scope = 2; selectionFireAnim = "zasleh"; showAimCursorInternal = 1; showEmpty = 1; shownUnderwaterSelections[] = {}; showSwitchAction = 1; showToPlayer = 1; simulation = "weapon"; sound[] = {"",0,1}; soundBegin[] = {"sound",1}; soundBeginWater[] = {"sound",1}; soundBullet[] = {"emptySound",1}; soundBurst = 1; soundClosure[] = {"sound",1}; soundContinuous = 0; soundEnd[] = {"sound",1}; soundLoop[] = {"sound",1}; sounds[] = {}; swayCoef = 0.34; swayDecaySpeed = 2; textureType = "default"; thermalMode[] = {2}; type = 4096; uiPicture = ""; useAction = 0; useActionTitle = ""; useAsBinocular = 1; useModelOptics = 1; value = 5; visionMode[] = {"Normal","NVG","TI"}; //weaponInfoType = "RscUnitInfoAir"; //"RscOptics_LaserDesignator_2"; Not used for vehicle mounted weapon weaponLockDelay = 0; weaponLockSystem = 0; weaponPoolAvailable = 1; weaponSoundEffect = ""; weight = 0; zeroingSound[] = {"",1,1}; class MyNewWeapon_1 : Laserdesignator { displayName = "FULL MODE"; autoFire = 0; autoReload = 1; backgroundReload = 1; reloadTime = 0.05; burst = 100; }; class MyNewWeapon_2 : Laserdesignator { displayName = "HALF MODE"; autoFire = 0; autoReload = 1; backgroundReload = 1; reloadTime = 0.05; burst = 50; }; class MyNewWeapon_3 : Laserdesignator { displayName = "LITE MODE"; autoFire = 0; autoReload = 1; backgroundReload = 1; reloadTime = 0.05; burst = 25; }; class Eventhandlers {}; }; };
  15. 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
  16. 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!
  17. Adobe XD to Arma 3 - Convert your Adobe XD GUIs to Arma 3 (sort of) Create your GUIs in Adobe XD, export them as SVGs, use them in Arma 3 Website: http://xd2a3.heyoxe.ch/ GitHub Repo: https://github.com/Heyoxe/Adobe-SVG-to-Arma-Config Discord: https://discord.gg/QDGatN2 Licence (CC/BY-NC-SA 4.0): https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode What is Adobe XD to Arma 3 (XD2A3)? XD2A3 is a small web application written in Javascript/NodeJS that let you transform your Adobe XD GUI (exported in SVG format) to an almost ready to use .hpp file. For who? The app is directed to people that have some basic knowledge of GUIs and have all their common controls with styles defined. It will not export colors/text/..., just the basic forms. Why would I use that? While some tools to make GUI more easily exist, most of them lack some basic things like alignment and grouping. When you make GUI you will generally use a base class for controls that you defined in your addon and will not redefine that for each new control. You may have do small modifications but overall, you don't change a lot of style. By using Adobe XD for you GUIs, things are more easy and until now, the only issue was converting those prototypes into usable in game GUIs. Once you have your base classes (here is an example of what I mean: https://github.com/CoopR-Mod/CoopR-Mod/blob/development/addons/core/coopr_gui_base.hpp) the only thing you will have to do is adding onLoads/onUnloads and change the Text. Positioning and class defining is all handled by XD2A3. Adobe XD Exportation Options: Format: SVG Styling: Presentation Attributes Save images: Link File size: Normal (do not check) Licence: CC/BY-NC-SA 4.0: https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode How to use? https://github.com/Heyoxe/Adobe-SVG-to-Arma-Config#how-to-use-it What are the limitations of XD2A3? First and foremost, it only works with Adobe XD (hence the name). It cannot export GUIs that are not in the 1920x1080 format. Why? Because the macro used to convert from XYWH pixel positions to Arma is based around that format. It will not export elements other than Rectangles, Texts, Images or Groups for a very simple reason: those other forms don't exist in Arma 3. That's also why it's Open Source. While my knowledges are limited, I hope to extend the App to take in charge other GUIs designing tools Note: While the app works, I'm still a beginner in JS/Node so the code may not be high quality but feel free to contribute on GitHub Additional Credits: - A26Mike: Web Design and Testing Example: Please keep in mind that colors are not exported, those are just predefined Download Example: https://github.com/Heyoxe/Adobe-SVG-to-Arma-Config/raw/master/example.rar In Adobe XD: In Game: Adobe XD vs Config:
  18. 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. *
  19. 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
  20. 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.
  21. 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
  22. 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.
  23. 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
  24. 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_
  25. 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_
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