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Showing results for tags 'picture'.
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Good day armates. I search for some kind of intel to be filled with text depending on mission conditions on the field. If there is a mod or script structure or any kind of way to do this nice and clean, please refer to it. To be precise about what I need, I will put a situation: there are randomly placed, underwater mines in a depth range of -5 to -100 meters and in random horizontal area placement of 600 m2. They are used in exercises for underwater orientation, not as part of operation strategy. So the goal is only to provide recruits with enough info to find and disarm them in specific aquatorium using these commands: systemChat format ["АЗИМУТ: %1", (player getDir nm1)]; //azimuth systemChat format ["ДУБИНА: %1", ((getPosASL nm1) select 2)+45]; //depth systemChat format ["ДИСТАНЦА: %1", (player distance nm1)]; //dist where nm1, nm2... are names for mines of course, so a compass and depth gauge will be enough to complete the task. My question: Is there a way to place this information in intel so that looks more realistic than just providing them using systemChat . Maybe some addon with picture intel with empty fields ready to be filled with a script? It will be easy to use in normal ways but the info package is always changing and it is random for every new exercise so I need to solve that using systemChat every time a new course begins. Of course, I was searching Steam for an addon like that but every one I found was "static" intel - not changeable depending on the mission conditions. Every idea is welcome, it doesn't have to be an add-on, just to be more realistic than hints or system chats. Thanks in advance edited/added: the whole script for placing mine (if needed): .sqf //CENTAR-1 cntr1 = createVehicle ["Land_WoodenLog_F", [0,0,1000], [], 0, "CAN_COLLIDE"]; cntr1 allowDamage false; cntr1 setPos getMarkerPos "mrk_1"; cntr1 hideObject true; sleep .5; //HORIZONT POS nm1 = createMine ["UnderwaterMine", getMarkerPos "mrk_1", [], 0]; sleep .5; //POZ-1 DEFINICIJA _poz1 = [cntr1, 5, 600, 10, 2, 1, 0] call BIS_fnc_findSafePos; sleep .5; nm1 setPos _poz1; //VERTICAL POS _depth = selectRandom [40,35,30,25,20,15,10,5,0,-5,-10,-15,-20,-25,-30,-35,-40,-45,-50,-55]; sleep .5; nm1 setPos [getPos nm1 select 0, getPos nm1 select 1, (getPos nm1 select 2) +_depth];
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Hi, I am making a mission and want to set images on Briefing Room Screens, Laptops, basically any screens that are available in game. I searched online for and what I got is this setObjectTexture [0, "YOURPICTURENAME.jpg"]; and ["init", [this, "image.jpg", "text"]] cal BIS_fnc_initLeaflet I put the image in ThisPC > Documents > Arma3-Other Profiles > USER > missions > Stratismission.Stratis but when i tried to play the scenario it says picture: image not found did i put my image in the wrong file or used the wrong code? Pls help me, thanks in advance : )
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[SOLVED] What is the config path for unit role icons in group bar?
Leopard20 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. Does anyone know the config path (or direct path, if you have found them in de-PBOed addons) for the unit role icons in the group bar (above unit names) ? (e.g. medic, engineer, grenadier, sniper, etc) Searched the whole config but didn't find anything. Strangely, all subclasses in CfgRoles have identical "sergeant" icons! The only icon I found was for medics which was in cfgVehicles >> (typeof _unit) >> picture (though I still had to find the actual picture in cfgVehicleIcons, because that one was just a short reference name) -
missing overview picture in mission selection
haknor posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Sorry if this is common knownlegde. I have uploaded some Steam workshop missions to my dedicated server, but these missions are missing overview picture in mission selection. On my game pc I found the picturws in C:\Users\%USERNAME%\AppData\Local\Arma 3\SteamPreviewCache. Can the pictures from SteamPreviewCache be uploaded to a folder on a dedicated server and display it in mission selection? Hakon -
I´m having an idea. In Arma (in game) i wanna make a tablet, and with this tablet i could take a picture, view it, and send to another unit that are in possesion of a similar tablet. Problem is, i only have a little coding experience in pyhton, so i'm shooting from the hib in reguards to the execution of this project. I'm thinking this would be possible by making a script that can take a picture in-game, Convert said picture to pbo, Store it in your profile folder, And finally transfer this through the in-game connection to the intended unit(player) with similar tablet and store picture in his local system thereby making it accessable to him. Q: Is it possible to import pbo's while in-game? Q: Is it even possible to transer information like pictures while in-game?? Q: Does this sound plain stupid???
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Im displaying an image on a person and my picture is going to be bigger when im going away. I want that it is going bigger when im going nearer and smaller when im going nearer how can i calculate this is that possible thanks :) https://community.bistudio.com/wiki/drawIcon3D
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Loading screen picture help!
Kalle M. posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I'm still playing Arma II CO even though everyone plays Arma III (I have it btw). I have an issue, how to make those cool yellow borders and shadow effects on the loading pictures like in BIS' missions? If anyone knows how to make them, please help me! I have searched the internet but with no results. - Kappa -
UI Flicker when updating display element
3LGStevo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've recently created a new HUD overlay for my altis life server, on the UI, there is a picture that displays an icon of a mail item and when the user receives a new message, the icon changes to a picture alerting them that they have a new message. When this changeover occurs, my whole UI overlay flickers off and then back on again. This only appears to do it for this icon, and one other icon when they're being changed. The rsc display is not removed at any point while these icons are updated in the code, but for the first swap-over, the flicker occurs. After the first swap-over, the interface seems happy enough to swap them over without flashing/flickering. There's not much point in me posting the code here as A: it's far too long, and B: I've been over it several times. The issue isn't consistent from a repeatable point of view... but is, since it only seems to occur on the first change over of each icon. What I need to know is; 1. Are there any known issues with amending RSC layer pictures that could cause this? 2. Should all files associated with the Rsc Layer be preprocessed? What I've already tried; 1. Loading both images required before the interface is fully utilised - doesn't fix the problem 2. Amended the images manually through debug console - still flashes the UI for the first change over, then continues as expected 3. Removing the UI and re-creating the UI once the images have been swapped over - the next swap-over doesn't flicker. 4. All RscText values on the HUD can be changed / amended with no flickering... the issue solely happens with amending RscPicture's text.- 6 replies
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- ui display
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Trying to display weapon picture in dialog
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so this post was previously asking why I couldn't get a weapon picture displaying in a RscPicture. Kinda got that working except that the picture flashes on and off constantly and I don't know why. I haven't encountered this before with displaying pictures (albeit custom .jpgs). Dialog: class loadoutMenu { idd = 2000; movingenable = false; onLoad = "nul = [] execVM 'blufor\loadouts\weaponPictures.sqf';"; class Controls { class MainRole_Primary: RscPicture { idc = 2002; text = ""; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 7.5 * GUI_GRID_H + GUI_GRID_Y; w = 8 * GUI_GRID_W; h = 8 * GUI_GRID_H; }; }; }; weaponPictures.sqf: params ["_mainPri"]; waitUntil {!isNull (findDisplay 2000)}; _mainPri = getText (configfile >> 'CfgWeapons' >> 'arifle_MX_GL_ACO_pointer_F' >> 'picture'); ctrlSetText [2002,_mainPri]; So how do I stop it flashing?