HazJ

Member
  • Content count

    778
  • Joined

  • Last visited

  • Medals

Community Reputation

38 Excellent

About HazJ

  • Rank
    Master Sergeant

core_pfieldgroups_3

  • Interests
    Gaming & Coding

Contact Methods

  • Steam url id
    dirtyhaz12345
  • Origin
    dirtyhaz12345
  1. I would do it this way: ("layer_rsc_downloadData" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; Both should work though.
  2. That just increases the % number every second. I forgot to add an exitWith in there by the way. Was just an example.
  3. Try this: rsc_downloadData.hpp: class rsc_downloadData { idd = 5791; movingEnable = 0; onLoad = "uiNamespace setVariable ['disp_downloadData', (_this select 0)];"; onUnLoad = "uiNamespace setVariable ['disp_downloadData', nil];"; duration = 1e011; fadeIn = 0; fadeOut = 0; class controls { class MainBackground { idc = 8000; moving = 1; type = ST_HUD_BACKGROUND; style = ST_LEFT; font = "puristaMedium"; text = ""; sizeEx = 0.03; colorText[] = { 0, 0, 0, 0 }; colorBackground[] = { 0, 0, 0, 0.4 }; y = 0.5; x = 1; w = 0.3; h = 0.1; }; class T8L_DDD_head { idc = -1; moving = 1; type = CT_STATIC; style = ST_LEFT; font = "puristaMedium"; text = "$\ T8L SecuLoadEXEC r0.47"; sizeEx = 0.03; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 1, 1, 1, 0.2 }; y = 0.5; x = 1; w = 0.28; h = 0.03; }; class T8L_DDD_line01L { idc = 8001; moving = 1; type = CT_STATIC; style = ST_LEFT; font = "puristaMedium"; text = "Initializing ..."; sizeEx = 0.03; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 0, 0, 0, 0 }; y = 0.53; x = 1; w = 0.15; h = 0.03; }; class T8L_DDD_line01R { idc = 8002; moving = 1; type = CT_STATIC; style = ST_RIGHT; font = "puristaMedium"; text = " --- kb/t"; sizeEx = 0.03; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 0, 0, 0, 0 }; y = 0.53; x = 1.15; w = 0.15; h = 0.03; }; class T8L_DDD_line02L { idc = 8003; moving = 1; type = CT_STATIC; style = ST_CENTER; font = "puristaMedium"; text = " --- kb"; sizeEx = 0.03; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 0, 0, 0, 0 }; y = 0.56; x = 1; w = 0.15; h = 0.03; }; class T8L_DDD_line02R { idc = 8004; moving = 1; type = CT_STATIC; style = ST_CENTER; font = "puristaMedium"; text = " --- kb"; sizeEx = 0.03; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = { 0, 0, 0, 0 }; y = 0.56; x = 1.15; w = 0.15; h = 0.03; }; }; }; Use the following code to display it... ("layer_rsc_downloadData" call BIS_fnc_rscLayer) cutRsc ["rsc_downloadData", "PLAIN", 1, false]; To change the text for example, do this: disableSerialization; private _line1 = (uiNamespace getVariable "disp_downloadData") displayCtrl 8001; _line1 ctrlSetText "Connecting..."; _line1 ctrlCommit 0; // Not sure if ctrlCommit is needed with ctrlSetText... Can't remember. sleep 2; _line1 ctrlSetText "Connected. Downloading..."; _line1 ctrlCommit 0; sleep 1; private _progress = 0; while {(!isNull (findDisplay 5791))} do // Or check if !isNil with uiNamespace... { _progress = _progress = 1; _line1 ctrlSetText format ["Downloading... %1", _progress]; _line1 ctrlCommit 0; sleep 1; };
  4. Yeah... I have no idea what is going wrong then.
  5. There are multiple ways to do this. Here are a few... The easiest way in my opinion is this: Use typeOf command to check if they are X class or not. if ((typeOf player in ["B_soldier_exp_F", "B_recon_exp_F"])) then { hintSilent "True!"; }; The downside to this method is that, classes will need to have a different classname. Another method would be: https://community.bistudio.com/wiki/setUnitTrait https://community.bistudio.com/wiki/getUnitTrait You could also check to see if the player has say a mine detector item in their loadout but again, if another class carries one as well then yeah... You could find something in the config viewer that only X class will have. Something unique. I quickly checked under the "B_soldier_exp_F" class and found this: (probably not the best thing to check against) icon = "iconManExplosive"; if ((getText (configFile >> "CfgVehicles" >> (typeOf player) >> "icon") isEqualTo "iconManExplosive")) then { hintSilent "I am a REAL EXPLOSIVES SPECIALIST!"; };
  6. Yes, as Muzzleflash said. Example: if ((!isNil "EH_mainMap")) then { ((findDisplay 12) displayCtrl 51) ctrlRemoveEventHandler ["Draw", EH_mainMap]; }; EH_mainMap = ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", Haz_fnc_playerMarkers];
  7. Not downloaded it but, taking a guess here... I think CUP addon dependency names may have changed or one of the CUP addons have been removed possibly. If the mission.sqm is not binarized then just remove them all and re-open/save the mission again.
  8. I think you need to use ctrlCommit with ctrlSetStructuredText command. https://community.bistudio.com/wiki/ctrlCommit Example: _setText ctrlSetStructuredText parseText format ["Connecting..."]; _setText ctrlCommit 0; Edit: Actually, looking over your code again... I'm a bit confused. Take a look at my example below: Dialog .hpp snippet: class primaryTargetLocation : Haz_RscStructuredText { idc = idc_primaryTargetLocation; x = 0.325 * safezoneW + safezoneX; y = 0.32 * safezoneH + safezoneY; w = 0.2375 * safezoneW; h = 0.04 * safezoneH; text = "Target Location:"; }; Defines.hpp snippet: class Haz_RscStructuredText { idc = -1; type = CT_STRUCTURED_TEXT; style = ST_LEFT; size = "0.02 / (getResolution select 5)"; shadow = 1; colorText[] = {1, 1, 1, 1.000000}; class Attributes { font = "RobotoCondensed"; color = "#ffffff"; colorLink = "#d09b43"; shadow = 1; align = "left"; }; }; Take note of: class primaryTargetLocation : Haz_RscStructuredText Another thing... The command is uiNamespace not uiNameSpace however, I'm not sure if commands are case sensitive or not. Lastly, change: waitUntil {!isNull (uiNameSpace getVariable "H8erHUD")}; To: waitUntil {!isNil (uiNamespace getVariable "H8erHUD")};
  9. Just setup respawn in the description.ext file like so: respawn = "BASE"; respawnDelay = 4;
  10. Try this: cursorObject addWeaponCargoGlobal ["arifle_MX_F", 1];
  11. That code looks fine. I can't help you more without seeing the code in those two .sqf files.
  12. Just delete the triggers? For the completion part, you could use the waitUntil command. private _return = false; waitUntil { { if ((_hostage distance2D getMarkerPos "safehouse" <= 8)) then { _return = true; }; } forEach [hostage1, hostage2, hostage3, hostage4]; };
  13. It's hard to help you at the moment as you "snipped" the code. Can you provide more (what you are passing to the function, etc) so I and others can probably help you better? What is: _velocitytrans
  14. Very nice release! LOL @ "Salty Testimonials" haha! :D
  15. No problem. I recommend you use ctrlClassName instead though as you said some Rsc classes use same type? Oh, didn't know about the exporting base classes that way. Cheers!