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Found 41 results

  1. Hi, In my dialogs.hpp I'd like to group several controls under one common idc (so that i can do ctrlshow [_group, true] or false to hide and show the whole group. I'm currently using rscControlsgroup as a parent to achieve that but it is not satisfying because safezone size and positions params of controls inside the controlsgroup are relative to the controlsgroup position and dimension. I have tried grouping them like this: class Group1 : RscControlsGroupMRHSAT { idc = 1208; show = false; class controls { class MRHMarkings: RscPictureMRHSAT { idc = 1231; //show = false; text = "MRHSatellite\Paa\screenmarks.paa"; x = 0.250625 * safezoneW + safezoneX; y = 0.122 * safezoneH + safezoneY; w = 0.49875 * safezoneW; h = 0.49 * safezoneH; }; class MRHAltitudeName: RscStructuredTextMRHSAT { idc = 1204; text = "Altitude"; x = 0.63125 * safezoneW + safezoneX; y = 0.192 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHAltitudeDisplay: RscStructuredTextMRHSAT { idc = 1205; text = "AltDisplay"; x = 0.63125 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHViewModeName: RscStructuredTextMRHSAT { idc = 1206; text = "View Mode"; x = 0.63125 * safezoneW + safezoneX; y = 0.248 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHViewModeDisplay: RscStructuredTextMRHSAT { idc = 1207; text = "ViewDisplay"; x = 0.63125 * safezoneW + safezoneX; y = 0.276 * safezoneH + safezoneY; w = 0.0590625 * safezoneW; h = 0.028 * safezoneH; }; class MRHSlider: RscSliderMRHSAT { idc = 1202; type = CT_SLIDER; style = SL_VERT; x = 0.716563 * safezoneW + safezoneX; y = 0.122 * safezoneH + safezoneY; w = 0.0328125 * safezoneW; h = 0.49 * safezoneH; color[] = { 1, 1, 1, 1 }; coloractive[] = { 1, 0, 0, 0.5 }; //onLoad = "call MRH_fnc_SetSatRange;"; onSliderPosChanged = "((findDisplay 9751) displayCtrl 1205) ctrlSetStructuredText parsetext (str (round (_this select 1))); _cam = missionNamespace getVariable ""SATCAM""; _cam setPos [(getpos _cam select 0), (getpos _cam select 1), (_this select 1)];"; }; }; }; that is to say without assigning position/dimension settings to the controls group itself. And surprisingly enough it seemed to work... Until I tried changing to different UI sizes and then it all got fucked up. So basically is there a way to group controls under a same idc without using controlsgroups?
  2. Hello, OOP macro File : https://github.com/code34/oop.h Today i wanna share with you my gui editor. This is the link https://github.com/minipopov/GuiEditor Why new editor? -Based on layer with ctrlGroup -You could use your own style control directly from mission -You could export HPP (with EVH link for oop user) -You could export OOP file which is load on createDialog and delete variable on closeDialog -OOP file will contain all functions associate with your dialog. You could set from editor a name for each control which is the name of variable inside class and add init function Press F1 in mission you will see all shortcut. Let's talk about other thing. In initPlayerLocal.sqf you could set OOP_GuiEditor_ListControl which is an array of control avaible. You could remove all, add yours. The only thing that you have to do for add your control is to fill the file styles/customStyle.hpp with your style. Let's create together a new simple dialog. I named it shop with idd 8600. I create a simple dialog with 1 layer. Inside my layer i would create 1 LB which i named "itemList" and 2 button btnClose, btnOK. On my LB i check in event "Init" "OnLBSelChanged". Screenshot:http://prntscr.com/i2r1zj Let's look hpp file generated: Have a look for people who doesn't use OOP. All Event call static function to OOP class that you don't have. You need to change the call AND remove onLoad/unLoad event on display. Hpp contain string to reimport later your dialog Now let's generate oop class First there is standard function Init that it executed at openning your display. For ours BUTTONS We have 2 buttons on our hpp, so 2 functions btnAction_btnOK and btnAction_btnClose. They are call on click For Listbox We have Init function that you could call like this ["static",["onLBSelChanged_itemList", _whateveryouwant] call oo_shop. You could passed to the function anything you wan't and do your job... We have this function cause we check Init There is onLBSelChanged_itemList that is called on selected element on LB. EVH functions are auto fill. Now in-game how to use that? Just by using createDialog "shop", this gonna call our constructor function and get/set all controls, exec standard init. How to delete all vars & clear memory? closeDialog 0; Gonna set all variable to nil and clear memory Hope that i don't let but inside my code ^^. We're on beta version but, it's seems work well
  3. Hello, Link for OOP:https://github.com/code34/oop.h Link: https://github.com/minipopov/HelperGUI I just release a OOP Class that i use in my GUI Editor to manage control, which it be easier for me cause there is lot of log if you re doing something wrong... This class contain many function that help me to set Listbox, edit text, text... there is also some getter.. AND i use this class also to make some verification on string like "is my string contain space? is it numeric?..." How do i use this class? First of all is instantiate this where you want. Personnaly i add it into initPlayerLocal.sqf HelperGui = "new" call oo_HelperGui; There is a function to set display where you wan't manage control. ["setDisplay", (findDisplay 1500)] call HelperGui; And now many function.. Setter: And Getter: And there is some functions that i use in special case This is not fully optimised but at this the moment it's works well for what i'm doing. May be you should read file one time before use it
  4. Hi everyone, Is there a way to get some of the interface from 3den into Zeus. I am finding Zeus is in dire need of an update since 3den has come out.
  5. Hey guys, each day you want to learn something more. I think its time to go further into Dialog editing. What I want to do is, I want to have a simple Dialog where in the middle will be a map (which you can move and everything). On this map I want to have clickable/selectable "Marker". When the marker is selected, you then press on a button and will be teleported to that position. So its basically a MHQ script. What I also want to do is, having the teleport option only work when the vehicle is alive and not moving. My biggest problem right now is though, that I have no clue how to get the map and the selectable marker. Anybody have an Idea how I could do that? Thanks so far. If you have any further questions, just ask! Many greetings Moony
  6. Hello I am making a admin tool for my server and I am Using the GUI editor. I need help making a simple admin spawn menu I need help making the file to populate the "class spawn_Menu_List: RscListBox" and then calling the file. class Jackson_dialog { idd =-7000; movingenable=true; //onLoad = "_nul = ['onLoad',_this] execVM 'spawnMenu.sqf';"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Blackson, v1.063, #Gyrado) //////////////////////////////////////////////////////// class admin_menu: RscFrame { idc = 1800; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.35 * safezoneW; h = 0.999999 * safezoneH; sizeEx = 10 * GUI_GRID_H; }; class admin_Menu_Text: RscText { idc = 1000; text = "Admin Menu"; //--- ToDo: Localize; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.077 * safezoneH; sizeEx = 2 * GUI_GRID_H; }; class godmode_Text: RscText { idc = 1001; text = "Godmode"; //--- ToDo: Localize; x = 0.725019 * safezoneW + safezoneX; y = 0.10004 * safezoneH + safezoneY; w = 0.0360937 * safezoneW; h = 0.066 * safezoneH; }; class godmode_On: RscButton { idc = 1600; onButtonClick = "player allowDamage false;"; text = "On"; //--- ToDo: Localize; x = 0.699959 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class godmode_Off: RscButton { idc = 1601; onButtonClick = "player allowDamage true;"; text = "Off"; //--- ToDo: Localize; x = 0.749975 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class player_List: RscListBox { idc = 1500; x = 0.87125 * safezoneW + safezoneX; y = 0.324 * safezoneH + safezoneY; w = 0.128906 * safezoneW; h = 0.242 * safezoneH; }; class player_List_Txt: RscText { idc = 1003; text = "Player List"; //--- ToDo: Localize; x = 0.907344 * safezoneW + safezoneX; y = 0.269 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.055 * safezoneH; }; class teleport_To: RscButton { idc = 1603; text = "Teleport To"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.588 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class teleport_To_Me: RscButton { idc = 1604; text = "Teleport To Me"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.665 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money1: RscButton { idc = 1605; text = "Give 1K Poptabs"; //--- ToDo: Localize; x = 0.860937 * safezoneW + safezoneX; y = 0.159 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class give_Respect: RscButton { idc = 1606; text = "Give 1K Respect"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.742 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money_Txt: RscText { idc = 1002; text = "PopTabs"; //--- ToDo: Localize; x = 0.9125 * safezoneW + safezoneX; y = 0.104 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class give_Money2: RscButton { idc = 1607; text = "Give 10K Poptabs"; //--- ToDo: Localize; x = 0.937456 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class kick_Player: RscButton { idc = 1608; text = "Kick"; //--- ToDo: Localize; x = 0.87125 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.066 * safezoneH; }; class ban_Player: RscButton { idc = 1609; text = "Ban Player"; //--- ToDo: Localize; x = 0.943438 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0515625 * safezoneW; h = 0.066 * safezoneH; }; class map_Teleport: RscButton { idc = 1610; action = "closeDialog 7000; []execVM ""mapteleport.sqf"";"; text = "Alt Click Map Teleport"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.896 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.033 * safezoneH; }; class delete_Vehicle: RscButton { idc = 1611; action = "[]execVM ""deleteVic.sqf"";"; text = "Delete Vehicle at Cursor"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.83 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.044 * safezoneH; }; class player_Kick_Out_Of_Vic: RscButton { idc = 1612; text = "Player Get Out"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.786 * safezoneH + safezoneY; w = 0.0979687 * safezoneW; h = 0.033 * safezoneH; }; class spawn_Menu_List: RscListBox { onLBSelChanged = "spawnscript.sqf ";///where I want to call list idc = 1508; x = 0.680469 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.175313 * safezoneW; h = 0.352 * safezoneH; }; class spawnMenuText: RscText { idc = 1005; text = "Spawn Menu"; //--- ToDo: Localize; x = 0.732031 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.0567187 * safezoneW; h = 0.055 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; //missionconfigfile >> "Jackson_dialog" //missionconfigfile >> "RscTUTVehDialog"
  7. Hi, After many hours of research and tests, I didn't find the idc of the button "Load" in the dialog that appears when you choose your loadout in the Virtual Arsenal. Screen : http://hpics.li/a0de868 The button "Load" on the bottom has idc 44147 (found in ui_f.pbo) but no occurence of the button "Load" from gear loading list in the pbo. It's use the same stringtable variable : "str_disp_int_load". I try to disable control with idc 0 to 100000 (yes i'm crazy) and nothing, button always here. Please, say me what is his idc. Or say me how to find it. Assumption : it's not define in the config.cpp and it's create by script. But I need to add an eventhandler on it.
  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 https://drive.google.com/drive/folders/0B8-BL9HKQ_OXWjFnUDhEUGhqejA?usp=sharing Credits Dialog & scripts: Terra Testing: Aasgeyer Good hunting! Changelog:
  9. Hello everyone, I am trying to make a progress bar at the opening of a dialog but unfortunately. I searched on https://community.bistudio.com/wiki/DialogControls-ProgressBar but I do not find my happiness someone would guide me ? Cordially, Cap
  10. 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
  11. 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 Better crosshair customisation. Change pitch degrees scale from 10º to 15º. Translations. 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 withSIX Feedback and suggestions are always welcome! Thank you.
  12. I've been struggling for some time to create a nametag script that could: - use drawIcon3D to place the tags over players (like F3) instead of center screen (like ST) - have multiple lines of text for player roles, group names, etc - display these multiple lines (in 3D) as if they were one big sprite (psuedo-2D) ( Pictures available here ) drawIcon3D does not support structured text. It does not support text over multiple lines, or with a different justification, or any of that. You can render an icon, and you can render some text. That icon and text will always face you, and will appear the same size no matter the distance between your player and the drawIcon3D's position, but if you want to display multiple lines of text stacked upon each other you were out of luck. I was out of luck. I tried a few things. My original solution was to use the easy method (modelToWorld[0,0,0] + height for stance, +/- static Z-level spacing between tags) F3 uses, but to dynamically change the spacing between 3D icons on-screen depending on player FOV and distance to target. As you moved closer or further, the tags would space out or scrunch up in 3D accordingly. The problem? That solution only changed the Z levels of the tags, meaning that if I looked down on the tags from above (or up from below, or really any angle other than flat horizontal) the visual spacing would decrease until they appeared to overlap each other. The next attempt adjusted the spacing by first converting the world coordinates to screen coordinates (worldToScreen), adjusting those screen coordinates with a fixed Y spacing, and then converting them back into world coordinates before displaying them (screenToWorld). It worked, for the most part. Tags viewed from above would be spaced out perfectly. The problem here was twofold: first, screenToWorld gets the world position (going through models and buildings) at the screen position given, even if that world position is kilometers away. The drawIcon3D text looks the same size at any distance, of course, but this lead into a bigger problem -- If you were looking at someone and there was no "world" behind them (ie: just a sky) then screenToWorld would be unable to find a world position, and the tag would not appear. I had no idea what to do at this point and repeatedly turned to the Arma 3 Discord for help. A lot of people offered advice for which I am very grateful, but I am especially thankful towards cptnnick for helping me work through a solution to the dynamic spacing problem using orthogonal vectors and vector cross products. The solution is available in simplified form in my (unreleased, beta) nametag script, but a more expanded (and easily explained) process is this commented demonstration code graciously provided by cptnnick: comment "Setup. Not part of dynamic spacing solution."; removeMissionEventHandler ["Draw3D",missionNamespace getVariable ["drawHandler",-1]]; drawHandler = addMissionEventHandler ["Draw3D", { comment "Get the target object and player."; _target = cursorObject; _player = player; comment "Get the position of the player's camera and the middle of the target's body."; _targetPosition = _target modelToWorldVisual[0,0,1.3]; _playerPosition = positionCameraToWorld[0,0,0]; comment "Calculate the distance from target to player."; _distance = _targetPosition distance _playerPosition; comment "Get the player's current zoom level. Google 'Killzone Kid Get Zoom.'"; _fov = call wh_nt_fnc_getZoom; comment "Get the vector from target to player (GREEN LINE)."; _dir = _targetPosition vectorDiff _playerPosition; comment "NEW: vectorDir _player doesn't work when the player is using freelook."; comment "To get the vectorDir of the player's camera instead of his body, do this:"; _playerDir = _playerPosition vectorFromTo positionCameraToWorld[0,0,1]; comment "Get a vector orthogonal to the player's orientation (RED LINE)."; _cross = (_playerDir) vectorCrossProduct (vectorUp _player); comment "Get the relative "UP" direction of the target model (PURPLE LINE)."; _drawUpNormal = vectorNormalized (_cross vectorCrossProduct _dir); comment "Multiply the direction by how far we want the text spaced."; _drawUp = _drawUpNormal vectorMultiply (0.1 * _distance / _fov); comment "Flip it for down."; _drawDown = _drawUp vectorMultiply -1; _drawPosUp = _targetPosition vectorAdd _drawUp; _drawPosDown=_targetPosition vectorAdd _drawDown; comment "Render some cool drawIcon3D stuff with your new, dynamically-spaced positions."; drawLine3D [_targetPosition, _drawPosUp, [1,0,0,1]]; drawLine3D [_targetPosition, _playerPosition, [0,1,0,1]]; drawLine3D [_targetPosition, _targetPosition vectorAdd _cross, [0,0,1,1]]; drawIcon3D ["", [1,1,1,1], _drawPosUp, 0, 0, 0, "TOP", 2, 0.04, "RobotoCondensed"]; drawIcon3D ["", [1,1,1,1], _targetPosition, 0, 0, 0, "MIDDLE", 2, 0.04, "RobotoCondensed"]; drawIcon3D ["", [1,1,1,1], _drawPosDown, 0, 0, 0, "BOTTOM", 2, 0.04, "RobotoCondensed"]; }];
  13. hi guys, i'm trying to add a hyper link into my gui so players can join my discord just by clicking a link on the gui only problem is that when ever i go to test it, i get an error saying that i'm missing a ; on the line that my hyper link is on, has anyone else came across this problem before? this is a copy of the end part of my script: <br /> <br /> Please note: you may appeal any of the above bans, but you must provide video evidence to prove that you did not break any of the above rules. Said video MUST be atleast 3 minutes long and contain ingame and voice audio. You may also be required to produce a longer video if an admin deems it necessary. <br /> <a href="http://discord.me/ausairsupremacy">Join our Discord</a> ";
  14. This i my first time starting a thread so i may not have included to correct information, just ask me and i will upload more of the code. I have been trying now for three days now, to get my custom GUI to work. I used GUI editor to export everything into my defines.hpp and my display.hpp. Below is my defines.hpp, my dialogs.hpp and my description.ext. When i try to use createDialog to open the menu with: It will not open the dialog and it hints "false". I have no clue why this happens, i think it has something to do with the rest of the mission, because when i put my dialogs.hpp and defines.hpp into another mission, it opens fine. If someone could please tell me what the issue might be, or what some could be for createDialogs returning a "false" value (or that is, why createDialogs doesn't open my dialog), that would be awesome. This is my defines.hpp my dialogs.hpp description.ext which includes my functions and my dialogs, defines includes.
  15. 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?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
  16. So I'm trying to create a custom GUI I can open through an addAction on an object, and through that GUI be able to select different .sqf's via tick boxes and then execute multiple of them through a separate button, as well as having another button for executing an .sqf and one for closing the GUI (example GUI linked below), I've created the GUI and understand how to make it show up in game, but I can't work out how you then tie all the separate .sqf's to the separate buttons. Could anyone with experience explain what the next steps are or link me to a forum post I've missed, below I've linked my GUI EDITOR OUTPUT as Classes and exported Styles sheet below. GUI Editor Output https://pastebin.com/C2fHnjyu Styles Sheet https://pastebin.com/qFQrb3QX
  17. Toni's Barrier Menu v1.0 Alpha Q: What is it? A: It is a Small script contained within an Addon that allows users to spawn barriers. Its good for anything from Milsim to Roleplay to just messing around in the Editor. Q: Didn't Someone Already Make a Script Similar to this? A: Yes, Warnerm14 did for Altis Life Framework but his was based on AddActions. Mine is A full GUI based solution and its modular (Can be used as a standalone addon or ported into a mission framework) Features: Inventory button for easy access, Simple to use GUI, Fully customizable, Portable to a mission file if the addon is not what you need. Download/View Source Code From Github Download From Google Drive Lemme know what you all think and feel free to leave a reply with opinions. Please Report issues on Github! :)
  18. 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 :)
  19. I have a main menu with a button when I click the button several other buttons should appear (button ception?) in display 46 however when I use the same "[] spawn {findDisplay 46 createDisplay "GUI insert here"};" command the main menu display disappears :( My question is can I add the new buttons to display 46 without having to add all element into a new class ?
  20. Because of the poor description about GUI I am in a lost regarding what the difference between RSCbutton and RSCbuttonmenu?
  21. I'm trying to create a display (dialog did not work due control was blocked) where I can move around (using WASD) while having a mouse cursor on screen and using it to move around together with camera control. However something is missing with the displays parent, because when creating the display with "CreateDisplay" the GUI does not show. Furthermore if someone have an Idea how to ad mouse I would also like to know :D description.ext: #include "GUI\define.hpp" #include "GUI\dialogs.hpp" init.sqf: player addaction ["Open GUI","GUI\fn_open_dialog.sqf"]; fn_open_dialog.sqf: //Create Camera cam_Center_POS = (getpos player); cam_Center = "heliHempty" createvehicle cam_Center_POS; cam_View_POS = [(cam_Center_POS select 0),(cam_Center_POS select 1),10]; cam = "camcurator" CamCreate cam_View_POS; // camcurator Camera cam CameraEffect ["INTERNAL","Back"]; cam CamSetTarget cam_Center_POS; cam CamCommit 0.1; //Create Display disableSerialization; //createDialog "COOL_MainPoint_Display"; //Dialog, no control! [] spawn {findDisplay 9999 createDisplay "RscTitles"}; //cutRsc ["COOL_MainPoint_Display", "PLAIN",20]; // Creates the display but no mouse //waituntil {!isnull (findDisplay 9999);}; hint "Display done"; dialogs.hpp: class RscTitles { class COOL_MainPoint_Display { idd = 9999; duration = 10; movingenabled = false; class controls { class COOL_rscButton: RscButton { idc = 1600; text = "Points"; x = 0.005 * safezoneW + safezoneX; y = 0.016 * safezoneH + safezoneY; w = 0.0309375 * safezoneW; h = 0.033 * safezoneH; action = closeDisplay 1; }; }; }; };
  22. Hello All, I'm working on a small help GUI for players logging in to a server. Essentially, I have a TeamSpeak 3 Icon using RscActivePicture. With structured text, you can make HREF's which would take you to an external link upon click. Is there a way I can achieve the same thing in RscActivePicture onButtonClick? Thanks, Jet.
  23. Hey folks, I have got a listNbox which looks as follows: Now I am looking for a way to sort the content of the different columns, e.g, Duration from lowest to highest, or Song names from A to Z. Unfortunately there doesn't seem to be lnbSort command. My first idea was to simply put all the data for each track into an array like so: And then sort the array either by duration, song name or theme. But again, there is no "out of the box" function which can do that (Or at least I don't know one) Any help would be appreciated!
  24. I am getting into ArmA 3 Scripting once again (after I've made some cool addons a few years ago, see this post). I recently found the GUI editor, which makes it a lot easier to create dialogs. However, the classes used by the Built-In editor (like RscText, RscButton, RscSlider, etc.) are not predefined and have to be defined by myself. I have to do this by searching youtube and forums for definitions of it, because I have no idea what it can do and what it can't. So, why for gods sake, is there no predefined definition of the classes used by the built in editor? Thanks for input mates, and a nice weekend. -PEGASUS
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