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snipermike85

why hintSilent not working properly?

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Hey all,

why hintSilent not working properly?

what can I do?

THX snipermike85

private ["_running"];

_running = true;

test = true;

while {_running} do {

_debugstring = parseText format ["

<t size=0.85' font='Bitstream' align='left' color='#0000FF'> ******* _debugstring *******</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI units (alive/ever): </t><t size='0.85' font='Bitstream' align='right'>%6(%1)</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI groups active: </t><t size='0.85' font='Bitstream' align='right'>%2</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Friendly ----</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%4</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%7</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%8/%9</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%11/%10</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Unfriendly ----</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%5</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%14</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%15/%16</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%18/%17</t><br/>",

KRON_UPS_Total, // 1

KRON_UPS_Instances, // 2

((count KRON_NPCs)-1), // 3

{alive _x} count KRON_AllRes, // 4

{alive _x} count KRON_AllEast, // 5

({alive _x} count KRON_AllRes) + ({alive _x} count KRON_AllEast), // 6

{alive _x && (combatMode _x == "RED")} count KRON_AllRes, // 7

({alive _x && (_x getVariable ["SAR_fightmode","not defined] =="fight")} count KRON_AllRes), // 8

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllRes), // 9

({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllRes), // 10

({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllRes), // 11

SAR_AI_XP_NAME_3, // 12

SAR_AI_XP_NAME_2, // 13

{alive _x && (combatMode _x == "RED")} count KRON_AllEast, // 14

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllEast), // 15

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllEast), // 16

({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllEast), // 17

({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllEast)]; // 18

[nil, nil, rSPAWN, [], { hintSilent parseText format ["

<t size=0.85' font='Bitstream' align='left' color='#0000FF'> ******* _debugsilent *******</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI units (alive/ever): </t><t size='0.85' font='Bitstream' align='right'>%6(%1)</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI groups active: </t><t size='0.85' font='Bitstream' align='right'>%2</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Friendly ----</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%4</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%7</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%8/%9</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%11/%10</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Unfriendly ----</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%5</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%14</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%15/%16</t><br/>

<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%18/%17</t><br/>",

KRON_UPS_Total, // 1

KRON_UPS_Instances, // 2

((count KRON_NPCs)-1), // 3

{alive _x} count KRON_AllRes, // 4

{alive _x} count KRON_AllEast, // 5

({alive _x} count KRON_AllRes) + ({alive _x} count KRON_AllEast), // 6

{alive _x && (combatMode _x == "RED")} count KRON_AllRes, // 7

({alive _x && (_x getVariable ["SAR_fightmode","not defined] =="fight")} count KRON_AllRes), // 8

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllRes), // 9

({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllRes), // 10

({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllRes), // 11

SAR_AI_XP_NAME_3, // 12

SAR_AI_XP_NAME_2, // 13

{alive _x && (combatMode _x == "RED")} count KRON_AllEast, // 14

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllEast), // 15

({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllEast), // 16

({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllEast), // 17

({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllEast)];

}] call RE;

sleep 5;

[nil, nil, rHINT, _debugstring] call RE;

sleep 5;

[nil, nil, rTitleText, "TEST TEST", "PLAIN",10] call RE;

sleep 5;

};

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I think these guys prefer you wrap a box around any code, so I'll go ahead and so that for you before you get in trouble.

Here ya go!

private ["_running"];

_running = true;
test = true;

while {_running} do { 



_debugstring = parseText format ["
<t size='0.85' font='Bitstream' align='left' color='#0000FF'> ******* _debugstring *******</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI units (alive/ever): </t><t size='0.85' font='Bitstream' align='right'>%6(%1)</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI groups active: </t><t size='0.85' font='Bitstream' align='right'>%2</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Friendly ----</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%4</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%7</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%8/%9</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%11/%10</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Unfriendly ----</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%5</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%14</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%15/%16</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%18/%17</t><br/>",
KRON_UPS_Total, // 1
KRON_UPS_Instances, // 2
((count KRON_NPCs)-1), // 3
{alive _x} count KRON_AllRes, // 4
{alive _x} count KRON_AllEast, // 5
({alive _x} count KRON_AllRes) + ({alive _x} count KRON_AllEast), // 6
{alive _x && (combatMode _x == "RED")} count KRON_AllRes, // 7
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllRes), // 8
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllRes), // 9
({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllRes), // 10
({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllRes), // 11
SAR_AI_XP_NAME_3, // 12
SAR_AI_XP_NAME_2, // 13
{alive _x && (combatMode _x == "RED")} count KRON_AllEast, // 14
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllEast), // 15
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllEast), // 16
({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllEast), // 17
({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllEast)];	 // 18


[nil, nil, rSPAWN, [], { hintSilent parseText format ["
<t size='0.85' font='Bitstream' align='left' color='#0000FF'> ******* _debugsilent *******</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI units (alive/ever): </t><t size='0.85' font='Bitstream' align='right'>%6(%1)</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of AI groups active: </t><t size='0.85' font='Bitstream' align='right'>%2</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Friendly ----</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%4</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%7</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%8/%9</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%11/%10</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#0000FF'>---- Unfriendly ----</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of alive AI units: </t><t size='0.85' font='Bitstream' align='right'>%5</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># in combat: </t><t size='0.85' font='Bitstream' align='right'>%14</t><br/> 
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># leaders in fight/walkmode: </t><t size='0.85' font='Bitstream' align='right'>%15/%16</t><br/>
<t size='0.85' font='Bitstream' align='left' color='#FFBF00'># of %13/%12 AI units: </t><t size='0.85' font='Bitstream' align='right'>%18/%17</t><br/>",
KRON_UPS_Total, // 1
KRON_UPS_Instances, // 2
((count KRON_NPCs)-1), // 3
{alive _x} count KRON_AllRes, // 4
{alive _x} count KRON_AllEast, // 5
({alive _x} count KRON_AllRes) + ({alive _x} count KRON_AllEast), // 6
{alive _x && (combatMode _x == "RED")} count KRON_AllRes, // 7
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllRes), // 8
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllRes), // 9
({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllRes), // 10
({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllRes), // 11
SAR_AI_XP_NAME_3, // 12
SAR_AI_XP_NAME_2, // 13
{alive _x && (combatMode _x == "RED")} count KRON_AllEast, // 14
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="fight")} count KRON_AllEast), // 15
({alive _x && (_x getVariable ["SAR_fightmode","not defined"] =="walk")} count KRON_AllEast), // 16
({alive _x && (_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_3)} count KRON_AllEast), // 17
({alive _x && ((_x getVariable ["SAR_AI_experience",0] >= SAR_AI_XP_LVL_2) && (_x getVariable ["SAR_AI_experience",0] < SAR_AI_XP_LVL_3))} count KRON_AllEast)];
}] call RE;


sleep 5;
[nil, nil, rHINT, _debugstring] call RE;
sleep 5;
[nil, nil, rTitleText, "TEST TEST", "PLAIN",10] call RE;
sleep 5;

};

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