PDA

View Full Version : TBR Pale GUI



thebarricade
Nov 14 2009, 13:44
Current version: 1.4

TBR Pale GUI attempts to tone down the In-Game GUI.

I'm sure there's lots of bugs and inconsistencies, but you're all welcome to report them here :)

I'm not too happy with the command-menu since I haven't been able to turn off the text-dropshadows.

The speed-indicator is also a source of un-happiness; I can't get to be any other color than the main GUI-textcolor... (see the second image)

But then again, I could solve that by turning the other texts to the same color.

v1.4
tbr_pale_gui_no_hints.pbo
- Removes the "text-hints" near the cursors (e.g. "Greeting").
Added a reddish tint to wounded units in the commandbar.
v1.3.1
Cleaned-up config. Thanks Kju.
v1.3
Now four separate addons.

tbr_pale_gui.pbo
- Changes tones and colors for most of the in-game "heads-up display", including command- and action-menues.
tbr_pale_gui_commandbar.pbo
- Changes tones and colors for the commandbar, makes rank- and "mounted"-icons a bit crisper.
tbr_pale_gui_cursors.pbo
- Removes actions-icons.
tbr_pale_gui_wpnicons.pbo
- Makes weapon-icons in the commandbar a bit crisper.
- Contains icons for original Arma2-weapons only.


http://i49.tinypic.com/2ym6rzq.jpg

http://i48.tinypic.com/2wmqlfs.jpg

Downloads
Filefront: TBR Pale GUI v1.4 (http://www.filefront.com/14988567/tbr_pale_gui_v1-4.7z)
Armaholic mirror: TBR Pale GUI v1.4 (http://www.armaholic.com/page.php?id=8305)

bravo 6
Nov 14 2009, 13:45
Looks very nice! :)

Keep it up!

thebarricade
Nov 14 2009, 13:47
Looks very nice! :)

Keep it up!

Thanks, it actually was your BC6_Feelings_ICONS that inspired me to get going :)

And now I see the latest screens you posted, they're great looking!

bravo 6
Nov 14 2009, 13:50
Im glad that i sensitized you or others in this subject, i believe a simple touch can change the Feelings (for better) in this awesome game.

thebarricade
Nov 14 2009, 13:54
Im glad that i sensitized you or others in this subject, i believe a simple touch can change the Feelings (for better) in this awesome game.

Absolutely. Keep up the good work :ok:

Binkowski
Nov 14 2009, 14:17
Thanks I was getting sick of that lime green GUI color. This is awesome!

Cole
Nov 14 2009, 14:17
but.. but.. It was just yesterday when I saw a WIP shot of the GUI, and now it's released? Awesome.

SpiritedMachine
Nov 14 2009, 14:19
Looks great. Thanks.

andersson
Nov 14 2009, 15:36
Is, or can you, get rid of the "action icons" that are hovering in the middle of the screen? Hate them. Ruin immersion and sometimes get in the way. Maybe its possible to move them away into a corner atleast?

mrcash2009
Nov 14 2009, 16:56
Any mirrors I cant stand filefront in firefox, grrrr.

EDIT ignore .. got it.

Yes radio colored would be good, and also as said the way it echos the command menu option under mouse in green ... (cant see the point of that anyway regardless) would be nice to either make transparent/off, or at least color it and move it if possible.

Im not a fan of the background you have with the dark text (dark text represents an option that's not available), so a lighter text color would be nicer on the eye just to show it more over the shaded background :)

Yokhanan
Nov 14 2009, 18:02
Excellent release. These look so much more pleasant visually. Thanks a bunch! :)

thebarricade
Nov 14 2009, 19:38
Is, or can you, get rid of the "action icons" that are hovering in the middle of the screen? Hate them. Ruin immersion and sometimes get in the way. Maybe its possible to move them away into a corner atleast?

I'm no fan of them myself (they are a bit too "consoley" for my taste), so I'll see what I can do.

---------- Post added at 09:38 PM ---------- Previous post was at 09:38 PM ----------


but.. but.. It was just yesterday when I saw a WIP shot of the GUI, and now it's released? Awesome.

Fast worker you know :)

mrcash2009
Nov 14 2009, 19:45
I'm no fan of them myself (they are a bit too "consoley" for my taste), so I'll see what I can do.

Just thought id add (didnt realise before) Kju has already done this with his proper addons, so no need to sweat it on that as a mod already exists.

thebarricade
Nov 14 2009, 20:06
And you should really check out Bravo 6's GUI-mod, it looks really good. So good in fact, I'll probably end up using it myself.

larsiano
Nov 14 2009, 21:19
Wow, this looks realy great!! It will spice up the game just that bit extra :) I am almost afraid to ask but is it compatible with the BC6 Feelings mod or is it posible to colaberate these two great mods together for the ultimate experiance ?

bravo 6
Nov 14 2009, 22:07
Im quite sure it is compatible. Im telling you this because the BC6_Feeling_UI im working on also changes these kinda visual information. hehe


edit: The only difference i see so far is the color and the background transparency, mine has more transparent.


I really think it is important and good to have several options so people can change! Thats why i say Keep up the great job mate! ;) I like what i see.. keep it up

thebarricade
Nov 15 2009, 07:55
http://i33.tinypic.com/9ia9z6.jpg
Tiny and mostly transparent... (I like to have something there)

nikita320106
Nov 16 2009, 06:20
thanx
thanx alot)

thebarricade
Nov 16 2009, 16:45
Updated to v1.1.

Download in first post.

kju
Nov 16 2009, 17:28
Can you please make your modifications modular:

> Changed the menus a bit, altered action-menu cursor.

Otherwise I cannot no longer use it as it conflicts with other addons doing similar things.
Thank you.

thebarricade
Nov 16 2009, 17:55
Can you please make your modifications modular:

> Changed the menus a bit, altered action-menu cursor.

Otherwise I cannot no longer use it as it conflicts with other addons doing similar things.
Thank you.

I'll separate out the pure menu/gui stuff from the cursors and hope that that is enough...

---------- Post added at 07:55 PM ---------- Previous post was at 07:37 PM ----------

Done, see first post for files... (Or at least I hope it is, since I didn't test it too much :pray:)

Foxhound
Nov 16 2009, 19:00
Updated release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=8304).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8305)
TBR Pale GUI v1.1.1 (http://www.armaholic.com/page.php?id=8305)

kju
Nov 16 2009, 19:25
Thanks. Here is an improved config:


class CfgPatches
{
class tbr_pale_gui
{
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] =
{
"CAFonts",
"CAUI",
"CAData",
"CA_Anims_Char",
"CAWeapons",
"CAWeapons2",
"CACharacters",
"CACharacters2"
};
version = "2009-11-13";
fileName = "tbr_pale_gui.pbo";
author = "thebarricade";
mail = "anders@thebarricade.net";
};
};
class RscPicture;
class RscPictureKeepAspect;
class RscText;
class RscIGText;
class RscStructuredText;
class RscIGProgress;
class RscInGameUI
{
colorReady[] = {0.11,0.16,0.09,1};
colorPrepare[] = {0.57,0.28,0,1};
colorUnload[] = {0.4,0,0,1};
class RscUnitInfoSoldier
{
class Background
{
colorBackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoTank
{
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x02 + 0x100";
};
};
class RscUnitVehicle: RscUnitInfoSoldier
{
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x02 + 0x100";
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
text = "\ca\ui\Data\ui_ammo_fuel_background.paa";
};
class ValueArmor: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
};
class RscUnitInfo
{
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x02 + 0x100";
};
class ValueArmor: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoAir: RscUnitInfo
{
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoAPC: RscUnitInfo
{
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoVehicleUnarmed: RscUnitInfo
{
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoShip: RscUnitInfo
{
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
};
};
class RscUnitInfoUAV: RscUnitInfoAir
{
class Background
{
colorbackground[] = {1,1,1,0.35};
colorText[] = {0,0,0,1};
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Type: TextSpeed
{
colorText[] = {0.11,0.16,0.09,1};
style = 2;
};
class Speed: TextSpeed
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class UAV_Cross: RscPictureKeepAspect
{
text = "ca\ui\data\cursor_uav_gs.paa";
};
class LineTLH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTLV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTRH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTRV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBLH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBLV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBRH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBRV: RscText
{
colorBackground[] = {1,1,1,1};
};
};
class RscHint
{
class Background
{
colorBackground[] = {1,1,1,0.35};
};
class Hint: RscStructuredText
{
class Attributes: Attributes
{
color = "#1c2816";
};
};
};
class RscTaskHint
{
class controlsBackground
{
class Background
{
colorBackground[] = {1,1,1,0.35};
};
};
class Controls
{
class Hint: RscStructuredText
{
colorBackground[] = {0,0,0,1};
};
};
};
};
class CfgInGameUI
{
imageCornerElement = "\ca\ui\data\igui_hud_corner.paa";
xboxStyle = 0;
colorBackground[] = {1,1,1,0.35};
colorBackgroundCommand[] = {0.96,0.96,0.94,1};
colorBackgroundHelp[] = {0.96,0.96,0.94,1};
colorText[] = {0.11,0.16,0.09,1};
class TankDirection
{
color[] = {0.1,0.1,0.1,1};
colorHalfDammage[] = {0.57,0.28,0,1};
colorFullDammage[] = {0.4,0,0,1};
};
class Compass
{
color[] = {0.96,0.96,0.94,1};
dirColor[] = {0.96,0.96,0.94,1};
};
class Menu
{
colorChecked[] = {0.57,0.28,0,1};
colorEnabled[] = {0.96,0.96,0.94,1};
colorDisabled[] = {0.45,0.45,0.45,1};
colorSelected[] = {0.11,0.16,0.09,0.35};
colorSelectedText[] = {0.96,0.96,0.94,1};
style = 0;
};
class Bar
{
colorBackground[] = {1,1,1,0.35};
};
class Actions
{
colorBackground[] = {1,1,1,0.35};
colorText[] = {0.96,0.96,0.94,1};
colorSelect[] = {0.96,0.96,0.94,1};
colorBackgroundSelected[] = {0.11,0.16,0.09,0.35};
style = 0;
};
class CommandBar
{
imageNoWeapons = "\tbr_pale_gui\data\tbr_empty.paa";
class prevPage
{
color[] = {1,1,1,0.35};
};
class nextPage
{
color[] = {1,1,1,0.35};
};
class UnitInfo
{
class UnitBackground
{
textureNormal = "\tbr_pale_gui\data\tbr_cmdbar_background_ca.paa";
};
class UnitIcon
{
color[] = {0.11,0.16,0.09,1};
colorPlayer[] = {0.96,0.96,0.94,1};
};
class Semaphore
{
color[] = {0.6,0,0,1};
};
class UnitSpecialRole
{
color[] = {0.96,0.96,0.94,1};
};
class VehicleNumberBackground
{
color[] = {0.1,0.1,0.1,1};
texture = "ca\ui\data\cmdbar_commander_number_ca.paa";
};
class VehicleNumberText
{
colorText[] = {0.1,0.1,0.1,1};
};
class UnitRole
{
color[] = {0.1,0.1,0.1,1};
};
class UnitNumberBackground
{
color[] = {0.1,0.1,0.1,1};
};
class UnitNumberText
{
colorText[] = {0.1,0.1,0.1,1};
};
};
};
};
class CfgVehicles
{
class SoldierWB;
class USMC_Soldier_Base: SoldierWB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_Light: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_GL: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_Officer: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class USMC_Soldier_SL: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_squadleader_icon_ca.paa";
};
class USMC_Soldier_TL: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_teamleader_icon_ca.paa";
};
class USMC_Soldier_AT_Base: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_LAT: USMC_Soldier_AT_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_AT: USMC_Soldier_AT_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_HAT: USMC_Soldier_AT_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_AA: USMC_Soldier_AT_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_Medic: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_medic_icon_ca.paa";
};
class USMC_Soldier_AR: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_MG: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_SoldierS_Spotter: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_SoldierS_Sniper: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_SoldierS_SniperH: USMC_SoldierS_Sniper
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_SoldierM_Marksman: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_SoldierS: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_sf_icon_ca.paa";
};
class USMC_SoldierS_Engineer: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_Pilot: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_Soldier_Crew: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class USMC_LHD_Crew_Base: USMC_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_Base: SoldierWB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_sf_icon_ca.paa";
};
class FR_Commander: FR_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class FR_Miles: FR_Base
{
portrait = "\Ca\characters\data\portraits\comBarHead_miles_ca";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_GL;
class FR_Cooper: FR_GL
{
portrait = "\Ca\characters\data\portraits\comBarHead_cooper_ca";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_Marksman;
class FR_Sykes: FR_Marksman
{
portrait = "\Ca\characters\data\portraits\combarhead_sykes_ca";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_Corpsman: FR_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_medic_icon_ca.paa";
};
class FR_OHara: FR_Corpsman
{
portrait = "\Ca\characters\data\portraits\comBarHead_ohara_ca";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_AR;
class FR_Rodriguez: FR_AR
{
portrait = "\Ca\characters\data\portraits\comBarHead_rodriguez _ca";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_R;
class FR_Assault_R: FR_R
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class FR_Assault_GL: FR_GL
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class SoldierEB;
class RU_Soldier_Base: SoldierEB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier2: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_GL: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Light: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Officer: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class RU_Soldier_SL: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_squadleader_icon_ca.paa";
};
class RU_Soldier_TL: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_teamleader_icon_ca.paa";
};
class RU_Commander: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class RU_Soldier_MG: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_AR: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_LAT: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_AT: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_HAT: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_AA: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Sniper: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_SniperH: RU_Soldier_Sniper
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Spotter: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Marksman: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Medic: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_medic_icon_ca.paa";
};
class RU_Soldier_Pilot: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RU_Soldier_Crew: RU_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RUS_Soldier_Base: SoldierEB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class RUS_Commander: RUS_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class MVD_Soldier_Base: SoldierEB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_sf_icon_ca.paa";
};
class SoldierGB;
class GUE_Soldier_Base: SoldierGB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class GUE_Soldier_1;
class GUE_Soldier_Pilot: GUE_Soldier_1
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class GUE_Soldier_Crew: GUE_Soldier_1
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_Base: SoldierEB
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_1: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_2: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_GL: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_CO: Ins_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_teamleader_icon_ca.paa";
};
class Ins_Commander: Ins_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class Ins_Soldier_Medic: Ins_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_medic_icon_ca.paa";
};
class Ins_Soldier_AR: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_MG: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_AT: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_AA: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_Sniper: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_Sapper: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_Sab: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Worker2: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Woodlander1: Ins_Soldier_Base
{
picture = "\tbr_pale_gui\data\tbr_empty.paa";
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Woodlander2: Ins_Woodlander1
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Lopotev: Ins_Commander
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class Ins_Bardak: Ins_Commander
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class Ins_Soldier_Pilot: Ins_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class Ins_Soldier_Crew: Ins_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Base: SoldierWB
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Light: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_GL: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Medic: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Sniper: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Spotter: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Marksman: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_RPG: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Strela: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_AR: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_MG: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_TL: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_teamleader_icon_ca.paa";
};
class CDF_Soldier_Officer: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class CDF_Commander: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
Picture = "\tbr_pale_gui\data\tbr_officer_icon_ca.paa";
};
class CDF_Soldier_Pilot: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Crew: CDF_Soldier_Base
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
class CDF_Soldier_Engineer: CDF_Soldier
{
portrait = "\tbr_pale_gui\data\tbr_empty.paa";
picture = "\tbr_pale_gui\data\tbr_empty.paa";
};
};

You are only to define values different.
Also the class inheritance is best as short as possible.

Please make the actions removal separate to the UI too.
(also improved coding)


class CfgActions
{
class None;
class Gear: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetOut: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Eject: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class LadderOnUp: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class LadderOnDown: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class LadderOff: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToDriver: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToPilot: MoveToDriver
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToGunner: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToCommander: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToCargo: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class MoveToTurret: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class LoadMagazine;
class LoadEmptyMagazine: LoadMagazine
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class EngineOn: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class EngineOff: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInCommander: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInDriver: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInPilot: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInGunner: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInCargo: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class GetInTurret: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Repair: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Rearm: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Refuel: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Heal: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class HealSoldier: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class FirstAid: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class TakeWeapon: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class TakeMagazine: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class TakeFlag: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class ReturnFlag: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class SetTimer: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Deactivate: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class TakeMine: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class DeactivateMine: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class CancelTakeFlag: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class CancelAction: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class Talk: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class AutoHover: None
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
class AutoHoverCancel: AutoHover
{
textDefault = "<img image='\tbr_pale_gui\data\tbr_empty.paa' size='0.0' shadow='false' />";
};
};


---------- Post added at 21:25 ---------- Previous post was at 21:19 ----------

And the cursor:


class CfgPatches
{
class tbr_pale_gui_cursors
{
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] =
{
"CAFonts",
"CAUI",
"CAData",
"CA_Anims_Char",
"CAWeapons",
"CAWeapons2",
"CACharacters",
"CACharacters2"
};
version = "2009-11-16";
fileName = "tbr_gui_cursors.pbo";
author = "thebarricade";
mail = "anders@thebarricade.net";
};
};
class CfgInGameUI
{
class Cursor
{
iconComplex = "\tbr_pale_gui\data\tbr_circle_cursor_ca.paa";
style = 0;
class Sign
{
height = 1;
};
};
};

MattXR
Nov 16 2009, 22:17
Im getting some errors with the version just released on Armaholic. When i get my action menu up i get a huge white square, also some error message about a cursor in the main menu.

larsiano
Nov 16 2009, 22:50
i think im getting the same errors, and if you have some units in your suad it doesnt show all player icoons anymore they are now blank !

thebarricade
Nov 17 2009, 04:08
i think im getting the same errors, and if you have some units in your suad it doesnt show all player icoons anymore they are now blank !

I'll look into the errors when I get home from work.

The blank unit-images are by design though, see the screenshot in the first post.

---------- Post added at 06:08 AM ---------- Previous post was at 06:06 AM ----------



Please make the actions removal separate to the UI too.
(also improved coding)


Oops, forgot about them, I'll move them to the cursors-addon.

MattXR
Nov 17 2009, 11:13
I'll look into the errors when I get home from work.

The blank unit-images are by design though, see the screenshot in the first post.

---------- Post added at 06:08 AM ---------- Previous post was at 06:06 AM ----------



Oops, forgot about them, I'll move them to the cursors-addon.

This is the error. :)

http://i26.photobucket.com/albums/c103/mro204/arma22009-11-1622-25-25-48.jpg

bravo 6
Nov 17 2009, 13:48
@thebarricade: have you changed the icon link direction or edited the image somehow?

thebarricade
Nov 17 2009, 14:46
@thebarricade: have you changed the icon link direction or edited the image somehow?

Stupid mistake on my part. I forgot to change the path to the cursor-image when I split-off the cursors into it's own addon...

---------- Post added at 04:24 PM ---------- Previous post was at 04:14 PM ----------



This is the error. :)


Fixed :)

See first post for download.
I have also moved the action-icons into the cursor-addon.

---------- Post added at 04:46 PM ---------- Previous post was at 04:24 PM ----------

I spelz gud...

Even newer version available...

Alex72
Nov 17 2009, 14:47
EDIT:
Argh NVM. Just read the whole thread and saw your post above. ;)

Dont like that design however. Your forced to use other addons to get them to work (AI icons).

EDIT2:
And the black/dark grey ranger (SPACE) is so dark you cant make out the distance when looking at dark areas. Make it white maybe? You dont range up in the sky so it would show that well if white. And for the moment im not using Bravo6 AI icons as there is a bug. Im waiting for next release. So with this addon i cant see my AI as you chose by design to remove them. So it gets too hard to use this addon as well for now.

Super idea and i really like the grey. But needs more work IMO. ;)

thebarricade
Nov 17 2009, 15:03
EDIT:
Dont like that design however. Your forced to use other addons to get them to work (AI icons).


Are we talking about the blank unit-icons in the commandbar here? Unfortunately it's there to stay since I like it that way... (and was the driving force behind this addon), but Bravo6 has a really nice looking set of unit-icons going!



EDIT2:
And the black/dark grey ranger (SPACE) is so dark you cant make out the distance when looking at dark areas. Make it white maybe? You dont range up in the sky so it would show that well if white. And for the moment im not using Bravo6 AI icons as there is a bug. Im waiting for next release. So with this addon i cant see my AI as you chose by design to remove them. So it gets too hard to use this addon as well for now.

Super idea and i really like the grey. But needs more work IMO. ;)

Thanks, and I agree, some of the texts are really hard to see. It's on my action-plan to fix.

---------- Post added at 05:03 PM ---------- Previous post was at 05:02 PM ----------



I have removed the download for the moment.

BinPBO doesn't seem to work on my machine for the mo.

Will sort it out and return.

thebarricade
Nov 20 2009, 17:42
New version available in the OP...

thebarricade
Nov 21 2009, 14:22
Yet another version... Probably the final one.

kju
Nov 22 2009, 08:21
Edit: already fixed in latest version.

Still your config of tbr_pale_gui.pbo has several problems. This is one with good design:


class CfgPatches
{
class tbr_pale_gui
{
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"CAFonts","CAUI","CAData","CA_Anims_Char","CAWeapons","CAWeapons2","CACharacters","CACharacters2"};
version = "2009-11-20";
fileName = "tbr_pale_gui.pbo";
author = "thebarricade";
mail = "anders@thebarricade.net";
};
};
class RscPicture;
class RscText;
class RscIGText;
class RscStructuredText
{
class Attributes;
};
class RscIGProgress;
class RscInGameUI
{
colorReady[] = {0.11,0.16,0.09,1};
colorPrepare[] = {0.57,0.28,0,1};
colorUnload[] = {0.4,0,0,1};
class RscUnitInfoSoldier
{
controls[] = {"Background","Weapon","Ammo"};
class Background
{
colorBackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
};
class RscUnitInfoTank
{
controls[] = {"Background","Background2","ProgressBackground","TextSpeed","Weapon","Ammo","Speed","Heading","ValueFuel"};
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x00 + 0x100";
x = 0.74;
y = "0.018 + SafeZoneY";
w = 0.1;
};
};
class RscUnitVehicle: RscUnitInfoSoldier
{
controls[] = {"Background","Background2","Weapon","Ammo","Speed","Heading","ProgressBackground","ValueArmor","ValueFuel"};
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x00 + 0x100";
x = 0.74;
y = "0.018 + SafeZoneY";
w = 0.1;
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
};
class ValueArmor: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
};
class RscUnitInfo
{
controls[] = {"Background","Background2","ProgressBackground","ValueArmor","ValueFuel","TextSpeed","Speed","Weapon","Ammo","Heading"};
class Background
{
colorbackground[] = {1,1,1,0.35};
};
class ProgressBackground: RscPicture
{
colorText[] = {0.11,0.16,0.09,1};
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Speed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Heading: RscIGText
{
colorText[] = {0.96,0.96,0.94,1};
style = "0x00 + 0x100";
x = 0.74;
y = "0.018 + SafeZoneY";
w = 0.1;
};
class ValueArmor: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class ValueFuel: RscIGProgress
{
colorBar[] = {0.11,0.16,0.09,1};
colorFrame[] = {0.1,0.1,0.1,1};
};
class Background2
{
colorbackground[] = {1,1,1,0.35};
};
class Weapon: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class Ammo: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
};
class RscUnitInfoAir: RscUnitInfo
{
controls[] = {"Background","Background2","ProgressBackground","ValueArmor","ValueFuel","TextSpeed","Speed","TextAlt","Alt","Weapon","Ammo","Heading"};
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
};
class RscUnitInfoAPC: RscUnitInfo
{
controls[] = {"Background","Background2","ProgressBackground","ValueArmor","ValueFuel","TextSpeed","Speed","TextAlt","Alt","Weapon","Ammo","Heading"};
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
};
class RscUnitInfoVehicleUnarmed: RscUnitInfo
{
controls[] = {"Background","Background2","ProgressBackground","ValueArmor","ValueFuel","TextSpeed","Speed","TextAlt","Alt","Weapon","Ammo","Heading"};
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
};
class RscUnitInfoShip: RscUnitInfo
{
controls[] = {"Background","Background2","ProgressBackground","ValueArmor","ValueFuel","TextSpeed","Speed","TextAlt","Alt","Weapon","Ammo","Heading"};
class TextAlt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Alt: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
};
class RscUnitInfoUAV: RscUnitInfoAir
{
controls[] = {"Background","Background2","Type","TextSpeed","Speed","TextSpeedWanted","SpeedWanted","TextAlt","Alt","TextAltWanted","AltWanted","TextPosition","Position","TextZoom","Zoom","Weapon","Ammo","Heading","Time","Date","UAV_Cross","LineTLH","LineTLV","LineTRH","LineTRV","LineBLH","LineBLV","LineBRH","LineBRV"};
class Background
{
colorbackground[] = {1,1,1,0.35};
colorText[] = {0,0,0,1};
};
class TextSpeed: RscIGText
{
colorText[] = {0.11,0.16,0.09,1};
style = 0;
};
class Type: TextSpeed
{
colorText[] = {0.11,0.16,0.09,1};
style = 2;
};
class Speed: TextSpeed
{
colorText[] = {0.11,0.16,0.09,1};
style = 1;
};
class LineTLH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTLV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTRH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineTRV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBLH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBLV: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBRH: RscText
{
colorBackground[] = {1,1,1,1};
};
class LineBRV: RscText
{
colorBackground[] = {1,1,1,1};
};
};
class RscHint
{
class Background
{
colorBackground[] = {1,1,1,0.35};
};
class Hint: RscStructuredText
{
colorText[] = {1,0,1,1};
class Attributes: Attributes
{
color = "#1c2816";
};
};
};
class RscTaskHint
{
idd = 302;
movingEnable = 0;
class controlsBackground
{
class Background
{
colorBackground[] = {1,1,1,0.35};
};
};
class Controls
{
class Hint: RscStructuredText
{
colorText[] = {1,1,1,1};
colorBackground[] = {0,0,0,1};
class Attributes: Attributes
{
color = "#ffffff";
};
};
};
};
};
class CfgInGameUI
{
colorBackground[] = {1,1,1,0.35};
colorBackgroundCommand[] = {0.96,0.96,0.94,1};
colorBackgroundHelp[] = {1,1,1,0.35};
colorText[] = {0.96,0.96,0.94,1};
class TankDirection
{
color[] = {0.1,0.1,0.1,1};
colorHalfDammage[] = {0.57,0.28,0,1};
colorFullDammage[] = {0.4,0,0,1};
};
class Compass
{
color[] = {0.96,0.96,0.94,1};
dirColor[] = {0.96,0.96,0.94,1};
};
class Menu
{
colorChecked[] = {0.57,0.28,0,1};
colorEnabled[] = {0.96,0.96,0.94,1};
colorDisabled[] = {0.45,0.45,0.45,1};
colorSelected[] = {0.11,0.16,0.09,0.35};
colorSelectedText[] = {0.96,0.96,0.94,1};
style = 0;
};
class Bar
{
colorBackground[] = {1,1,1,0.35};
};
class Actions
{
colorBackground[] = {1,1,1,0.35};
colorText[] = {0.96,0.96,0.94,1};
colorSelect[] = {0.96,0.96,0.94,1};
colorBackgroundSelected[] = {0.11,0.16,0.09,0.35};
};
};

Already posted earlier, but you must have missed it.

thebarricade
Nov 22 2009, 09:24
good design

Thanks, download updated.

kju
Nov 22 2009, 11:22
Argh.. small error in my code.. sorry about that.
Updated the code above.

JumpingHubert
Nov 22 2009, 11:57
thanks for this mod. Is it possible to display wounded soldiers in own squad (default as red coloured icons)?

thebarricade
Nov 22 2009, 13:13
thanks for this mod. Is it possible to display wounded soldiers in own squad (default as red coloured icons)?

Something like this?
http://i47.tinypic.com/j5uk47.jpg

The addon isn't updated yet, I just wanted to check what people think of the "wound-indicator".

Buliwyf
Nov 22 2009, 13:23
Wounded indicators are a must have... ;)

thebarricade
Nov 22 2009, 13:28
Wounded indicators are a must have... ;)

I agree... I managed to completely forget them :o

mrcash2009
Nov 22 2009, 14:24
I would make them red outline, becuase green outline just seems to me too much like default BIS selection color, I would prefer red to make thing clear.

Color coordination shouldn't really apply with this, red = danger = injured.

kju
Nov 22 2009, 14:41
Is there a reason you define/modify the position of the heading element of vehicles thebarricade?

JumpingHubert
Nov 22 2009, 15:15
a red frame maybe good. Is it possible to remove the communication symbol near others too?

thebarricade
Nov 22 2009, 16:19
Is there a reason you define/modify the position of the heading element of vehicles thebarricade?

I didn't like that it was superimposed over the actual "compass". It made it really hard to read, at least for me.



I would make them red outline, becuase green outline just seems to me too much like default BIS selection color, I would prefer red to make thing clear.

Color coordination shouldn't really apply with this, red = danger = injured.

http://i47.tinypic.com/j5uk47.jpg

Are we talking about the green outline in the picture above? If that's the case it's the "this-is-the-player"-indicator. The wounded indicator is the dark-red on unit 2.

---------- Post added at 06:19 PM ---------- Previous post was at 06:18 PM ----------


a red frame maybe good. Is it possible to remove the communication symbol near others too?

What communication symbol are you referring to?

JumpingHubert
Nov 22 2009, 16:33
If you are near vehicle or person there is as default a symbol (steering wheel respectively for communication to salute or ask something).

the dark red indicator don´t works for me. Its all grey.

thebarricade
Nov 22 2009, 17:15
If you are near vehicle or person there is as default a symbol (steering wheel respectively for communication to salute or ask something).

Doesn't tbr_pale_gui_cursors do just right that? Or have I missed something?



the dark red indicator don´t works for me. Its all grey.

I'll brighten up the red a bit and post a screenshot tomorrow.

kju
Nov 22 2009, 17:18
@ thebarricade

In my PROPER tweaks I moved the "degree / heading bar" above it,
a bit higher. Works quite nicely.

JumpingHubert
Nov 22 2009, 18:03
Doesn't tbr_pale_gui_cursors do just right that? Or have I missed something?

default: symbols when you are near persons or vehicles
your mod: symbols gone with the exception of the symbols near persons.

It would be nice when these symbols are gone without exception. Sorry for my english.

thebarricade
Nov 22 2009, 18:13
@ thebarricade

In my PROPER tweaks I moved the "degree / heading bar" above it,
a bit higher. Works quite nicely.

Yeah, I saw that. But to each his own, I gather :)

---------- Post added at 08:07 PM ---------- Previous post was at 08:07 PM ----------


default: symbols when you are near persons or vehicles
your mod: symbols gone with the exception of the symbols near persons.

It would be nice when these symbols are gone without exception. Sorry for my english.

Ah, I see. I'll look into it.

http://i48.tinypic.com/mwfxwy.jpg

I can't see any symbol when near another person. So I'm still not sure what you mean. Could you post a screenie?



---------- Post added at 08:13 PM ---------- Previous post was at 08:07 PM ----------

Would this be red enough?

http://i46.tinypic.com/2gwccc0.jpg

NoRailgunner
Nov 22 2009, 19:08
Nice and decent looking GUI.
What about moving those small unit symbols into the middle of the boxes and add some for empty ones?
Or instead of weapon symbols just write simple abbreviations eg:
AT - Anti-Tank
LAT - Light Anti-Tank
HAT - Heavy Anti-Tank
R - Rifleman
SNP - Sniper
GL - Grenadier
MM - Marksman
POW - Prisoner of War
AR - AutomaticRifleman
MG - Machinegunner
AA - Anti-Air
Crw - Crew
Civ - Civilian
PLT - Pilot
FAC - Forward Air Controller
Eng - Engineer
FR - Force Recon
MVD - MVD Units
Spez - Spetznaz
Sab - Saboteur
Med - Corpsman, Medic

:)

LJF
Nov 22 2009, 19:15
Awesome mod, really cleans up the UI. I couldn't go back now :)

thebarricade
Nov 22 2009, 19:23
Nice and decent looking GUI.
What about moving those small unit symbols into the middle of the boxes and add some for empty ones?
Or instead of weapon symbols just write simple abbreviations


Thanks, I've been thinking of doing that (the weapons symbols, that is). There was a GUI mod for ArmA that did that, which I thought was really neat.

If you by unit-symbols mean the rank/medic-insignias, I don't think it's possible to add additional symbols.

---------- Post added at 09:23 PM ---------- Previous post was at 09:22 PM ----------


Awesome mod, really cleans up the UI. I couldn't go back now :)

Thanks!

NoRailgunner
Nov 22 2009, 19:42
Is it possible to clean the unit-box and place the matching abbreviation?


Would this be red enough?Bit darker.

JumpingHubert
Nov 22 2009, 21:13
thanks for your screen. I mean the text "greetings (english)". If you can disable it, the immersion will be perfect :)

thebarricade
Nov 23 2009, 03:59
thanks for your screen. I mean the text "greetings (english)". If you can disable it, the immersion will be perfect :)

I agree that it would be great to be able to do that, I havn't the foggiest on where to begin. I'll check it out, but no promises.

LJF
Nov 23 2009, 05:58
I agree that it would be great to be able to do that, I havn't the foggiest on where to begin. I'll check it out, but no promises.

Agreed, that would be a nice addition, at least in the beta patch left click actions can be disabled :)

thebarricade
Nov 23 2009, 17:23
Well... will you look at that :)

http://i49.tinypic.com/10z2xip.jpg

I'll try to do a release tomorrow. I'll need to check so it doesn't break anything important...

JumpingHubert
Nov 23 2009, 18:17
thanks very much :)

thebarricade
Nov 24 2009, 16:21
New version available in first post.
"No hints"-addon included.

kju
Nov 24 2009, 19:03
I am not sure what you mean with no hints.
No more action icon and action text at cursor position?

thebarricade
Nov 24 2009, 19:18
I am not sure what you mean with no hints.
No more action icon and action text at cursor position?

Yes, in a way. The tbr_pale_gui_no_hints.pbo removes the text at the cursor position (the text that is basically a repeat of what is in the action-menu).

Compare
http://i48.tinypic.com/mwfxwy.jpg
to
http://i49.tinypic.com/10z2xip.jpg

This also goes for "Get in as driver" (or whatever is says) and similar texts...

The cursors in themselves are altered/removed by the tbr_pale_gui_cursors.pbo

kju
Nov 24 2009, 20:04
Thanks for the clarification!

The PROPER tweaks just move the position just above the action menu.
The action icon/text is useful to see, if and which quick action is available after all.

[GCA] Salah ad Din
Nov 25 2009, 13:41
do I assume correctly that this is a client side only addon, that does not require to be installed on a server? Just permitted by the server (by checking the signature)?

thebarricade
Nov 25 2009, 14:58
Salah ad Din;1497684']do I assume correctly that this is a client side only addon, that does not require to be installed on a server? Just permitted by the server (by checking the signature)?

Yep.

...(three more chars to be able to post)

1in1class
Jul 1 2010, 17:43
Could we see this work with OA, iv tryed it out and it does not work and get CTD. Its top work GUI for ArmA 2 and would just love to see it in OA.

nikita320106
Jul 6 2010, 06:49
any chance to see this is in OA??
would be good)

thebarricade
Jul 6 2010, 18:48
any chance to see this is in OA??
would be good)

I got my copy of OA yesterday, so I will look into it this coming weekend (if the weather isn't too balmy)