Jump to content

Search the Community

Showing results for tags 'gui'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Australia
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 68 results

  1. 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
  2. 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 :)
  3. 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
  4. 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
  5. 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
  6. 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 😐
  7. 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
  8. 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 {}; }; };
  9. 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
  10. 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!
  11. 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:
  12. 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. *
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. 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
  18. 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_
  19. 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_
  20. hey i am making a Y-Menu dialog but i just cant find out how to get the dialog to make a slow fade in and out when open or closed any help? to how i can make this possible
  21. 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"]; }];
  22. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  23. class RscText_1000: RscText { idc = 1000; text = "Paciente:"; //--- ToDo: Localize; x = 0.237519 * safezoneW + safezoneX; y = 0.15 * safezoneH + safezoneY; w = 0.0524963 * safezoneW; h = 0.07 * safezoneH; }; class nombrePaciente: RscText { idc = 1001; text = "hint format['%1', nombre];"; x = 0.289762 * safezoneW + safezoneX; y = 0.171182 * safezoneH + safezoneY; w = 0.104993 * safezoneW; h = 0.028 * safezoneH; }; Hey, how can I make it show the name of the player ? It only shows the code
  24. Videos https://cdn.discordapp.com/attachments/442250017521139713/529767509516222464/2019-01-01_22-04-23.mp4 https://cdn.discordapp.com/attachments/442250017521139713/529767747291447308/2019-01-01_22-04-50.mp4 https://cdn.discordapp.com/attachments/442250017521139713/530474492367994881/2019-01-03_20-53-21.mp4 https://cdn.discordapp.com/attachments/442250017521139713/533932043873157121/2019-01-13_09-50-30.mp4 https://cdn.discordapp.com/attachments/442250017521139713/533614139055013908/2019-01-12_12-49-49.mp4 Images Features Demo all clutter compositions of the currently loaded terrains Select as basis from all clutter compositions of the currently loaded terrains Tweak your clutter composition individually Live preview of your current setup Select from all available clutter models with 3d preview used by other currently loaded terrains (toggle the desired box to apply) Adjust the clutter grid (distance between each), the clutter distance (radius around the player) (applies to this preview and the dynamic spawning) - be careful with too dense or too many objects Adjust the clutter probability Logs the current clutter stats to rpt Exports the current clutter composition to clipboard (to embedded in your config) Preview your current clutter composition with dynamic clutter spawning (and despawning) to replicate engine clutter as close as possible (run around and have clutter "move with you") Note: scale cannot be adjust Possible future changes: As mod to be usable on any terrain easily (and dynamic removal of engine generated clutter) Try to speed up the clutter generation (seems to come mostly from createSimpleObject though - in other words not sure if can be improved) Try to fix the height/floating of some clutter Try to fix the 3d preview of clutter models working for all/all the time Interface optimizations (key shortcuts, mouse wheel use for sliders, hint/warning system) Try to replicate the "random placement" exactly as the engine does (based on bit shifting which cannot be replicated in SQF - maybe some algorithm/approach with very similar results possible though) Credits: T_D mikero M242 Download: https://cdn.discordapp.com/attachments/442250017521139713/533931523452436492/tweakClutterCompositions.VR.7z
  25. I'm looking to change elements of the default ArmA targeting pod - specifically, I want to add UI elements like 10-digit grids and target elevation. I know how to get that information, but what I don't know is how to make it appear in the UI. If possible, I'd also like to remove some vanilla elements like the narrow FOV box. Any insight on how to do these things?
×