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[HOWTO] Adding a player statusBar


piX

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CfTdH8B.jpg
 
This will add a fairly simple statusBar to the bottom centre of the players' screen. The size, colour and position is easily customizable. The initial script is taken from midgetgrimms Altis 'statusbar' script. I have adapted it to suit Epoch. All Credits go the original Author of the script, I have just ported it for use in Epoch.
 
 
 
INSTRUCTIONS
 
1: Copy the 'dialogs' and 'scripts' folders into your ROOT mission Folder (with init.sqf and description.ext)
 
 
2: Add this to your init.sqf
[] execVM "scripts\fn_statusBar.sqf"; 
3: Add this to the bottom of your description.ext
 
class RscTitles
{

#include "dialog\statusBar.hpp"
};

 

4: BattlEye Filters -
 
Scripts.txt
 
16 7 showCommandingMenu
17 7 assignAs
18 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter""
20 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;"
21 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\""
 
 
Customization:
 
statusBar.hpp: 
 
x = safezoneX + safezoneW - 1.80; // changes movement along the X axis (centred by default)
y = safezoneY + safezoneH - 0.04; // changes the movement along the Y axis

size = 0.03; // changes the size of the text

style = 0; // change to zero if the right-end text dissapears when player count is >9 or damage is taken.

color = "#b20000"; // Changes the colour of the text

statusBar.sqf:

_time = (round(240-(serverTime)/60));  //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals
 

There ARE other options you can add to the statusBar which I will be happy to post/explain if needed.

 

Thankyou to Izzer and Darth_Rogue for your Input.

 

Enjoy :)

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Do the init.sqf and description.ext need to be packaged in the mission .pbo?

 

Thanks!

 

I apologize ahead of time as I am new to this that and in case my resolution seems obvious, that is why.

As blckeagls pointed out to me(thanks for the help btw) depending on your hosting provider, you may need to deploy the mission and scripts a certain way.

For us, on our dedicated server, we are running custom mission files (pbo's).  I had to package, the init.sqf, description.ext and scripts folder in with my mission.pbo file.

Mission file looks like this:

epoch.altis.pbo

 init.sqf

 description.ext

 mission.sqm

 scripts/fn_statusBar.sqf(scripts = a directory/folder containing fn_statusBar.sqf)

Init.sql file:  As you can see [] execVM "scripts\fn_statusBar.sqf"; was added at the bottom.


if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host)

//Wait until these variables are broadcasted to the client (usually happens before the init gets executed)
waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}};
waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}};
//diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];


fn_createMissionMarker = {	private["_create","_markerPos","_markerName","_marker"];
	_create = _this select 0;
	
	if(!_create)then[{	//delete marker
		if (getMarkerColor "MissionMarker" != "")then{	//Only delete existing Marker
			deleteMarkerLocal "MissionMarker";
		}; 
	},{	//else create marker
	_markerPos = _this select 1;
	_markerName = _this select 2;
	
	_marker = createMarkerLocal ["MissionMarker", _markerPos];
	_marker setMarkerPosLocal _markerPos;
	_marker setMarkerTypeLocal "hd_destroy";  
	_marker setMarkerTextLocal format["%1",_markerName];  
	_marker setMarkerColorLocal "ColorRed";
	_marker setMarkerDirLocal -37;
	_marker setMarkerSizeLocal [0.8,0.8];
	}];
};

fn_AIaddKilledEH = {
	if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};

	call compile format["
		_this addEventHandler ['Fired',{
			if(_this select 2 in %1)then{
				_this select 0 addMagazines [_this select 5, 1];
			};
		}];

		_this addEventHandler ['Killed',{ private ['_unit','_z'];
			_unit = _this select 0;
			removeBackpackGlobal _unit;
			{_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']);
			{if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2;
			
			_unit spawn{
				sleep 1;
				{
				_z = _x;
				if(_x in (getweaponcargo _z))then{deleteVehicle _z}count %1;
				if(_x in (getmagazinecargo _z))then{deleteVehicle _z}count %2;
				}forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12];
			};
		}];
	", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
};

 /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */
fn_animateAI = {	private["_group","_pos","_checkPos","_firstLoop","_nearPlayers","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"];
	_group = _this select 0;
	_pos = _this select 1;
	_checkPos = _pos; _checkPos set [2,2];
	
	waitUntil{{owner _x == owner player}forEach units _group};	//Wait until the server gives You the ownership of the AI
	diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2", _pos, (vehicle player) distance _pos];

	{
	_x call fn_AIaddKilledEH;
	_x enableAI "AUTOTARGET";
	//_x enableAI "TARGET";
	_x enableAI "MOVE";
	_x enableAI "ANIM";
	_x enableAI "FSM";
	_x stop false;
	_x setUnitPos "Auto";
	}count units _group;
	_group setCombatMode "YELLOW";
	_group setBehaviour "COMBAT"; //"AWARE";

	//waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)};
	
	while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{
		_nearPlayers = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200];	//"Epoch_Man_base_F","Epoch_Female_base_F"
		{if(alive _x && isPlayer _x)then{	if(!(terrainIntersect [_checkPos, [(getPosATL _x) select 0, (getPosATL _x) select 1, ((getPosATL _x) select 2) + 1]]))then{
			_z = _x; _group reveal _z;
			{if((secondaryWeapon _x) == "")then{
				_x doWatch _z; _x doTarget _z;
				_x commandFire _z; _x suppressFor 10;
			}}count units _group;
			UIsleep (10+(random 10));
		}}}forEach _nearPlayers;
	UIsleep 3;
	};
	
	diag_log format["#SEM: AI ownership lost - Remaining AIs: %1", count units _group];
};

"GlobalHint" addPublicVariableEventHandler { private "_sound";
	_sound = (_this select 1) select 0;
	switch(_sound)do{
		case 0:{playSound "UAV_05"}; //Mission start
		case 1:{playSound "UAV_01"}; //Mission fail (object destroyed)
		case 2:{playSound "UAV_04"}; //Mission fail (time out)
		case 3:{playsound "UAV_03"}; //Mission success
	};
	hint parseText format["%1", (_this select 1) select 1]
};

if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker};
"GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker};

if(!isNil "takeAIownership")then{takeAIownership call fn_animateAI};
"takeAIownership" addPublicVariableEventHandler {_this select 1 spawn fn_animateAI}; //DO NOT CALL!

if(toLower worldName in ["chernarus","chernarus_summer"])then{
	([4654.62,9593.63,0] nearestObject 145259) setDamage 1;
	([4654.62,9593.63,0] nearestObject 145260) setDamage 1;
};	//Fix for something, find out ;)


[] execVM "scripts\fn_statusBar.sqf";

description.ext:  Instead of referencing the file that holds the code for the status bar with #include "dialog\statusBar.hpp" I added the code in statusBar.hpp to the description.ext file.  See below.

 

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; 
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 1;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};
class RscTitles
{
	#define ST_RIGHT 0x01

	class osefStatusBar {
		idd = -1;
		onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]";
		onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]";
		onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]";
		fadein = 0;
		fadeout = 0;
		duration = 10e10;
		movingEnable = 0;
		controlsBackground[] = {};
		objects[] = {};
		class controls {
			class statusBarText {
				idc = 1000;
				x = safezoneX + safezoneW - 1.75;
				y = safezoneY + safezoneH - 0.04;
				w = 1;
				h = 0.04;
				shadow = 2;
				colorBackground[] = { 1, 0.3, 0, 0.0 };  // uncomment and increase 4th number to have a background
				font = "PuristaSemibold";
				size = 0.03;
				type = 13;
				style = 2;
				text="Loading statusBar...";
				class Attributes {
					align="right";
					color = "#b20000";
				};
			};
		};
	};
};

Battle Eye Scripts.txt file:  I had to add the following for Script Restriction #20 and #17.  #17 can probably be revisited by someone with more experience with BE.  I just added the below to get past the error.  It seems to work though.

#17

16 7 showCommandingMenu
17 7 assignAs
18 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter""

#20(this actually might not be needed anymore since I moved the fn_statusBar.sqf to the .pbo file.  I'll leave it just for the example).

20 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;"
21 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\""

Thanks,

 

Izz

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Sorry for the lack of response guys. Had a pretty big new years :P

 

For some reason cannot get it to show up? My server files did not have a description.ext so I added the one provided. 

 It is in your mission files bud, not the server files. So, usually located in the mpmissions folder. Some providers customize the name of that folder to something else. Edit the init.sqf and description.ext in there ;)

 

 

I apologize ahead of time as I am new to this that and in case my resolution seems obvious, that is why.

As blckeagls pointed out to me(thanks for the help btw) depending on your hosting provider, you may need to deploy the mission and scripts a certain way.

For us, on our dedicated server, we are running custom mission files (pbo's).  I had to package, the init.sqf, description.ext and scripts folder in with my mission.pbo file.

Mission file looks like this:
epoch.altis.pbo

 init.sqf

 description.ext
 mission.sqm
 scripts/fn_statusBar.sqf(scripts = a directory/folder containing fn_statusBar.sqf)

Init.sql file:  As you can see [] execVM "scripts\fn_statusBar.sqf"; was added at the bottom.


if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host)

//Wait until these variables are broadcasted to the client (usually happens before the init gets executed)
waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}};
waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}};
//diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];


fn_createMissionMarker = {	private["_create","_markerPos","_markerName","_marker"];
	_create = _this select 0;
	
	if(!_create)then[{	//delete marker
		if (getMarkerColor "MissionMarker" != "")then{	//Only delete existing Marker
			deleteMarkerLocal "MissionMarker";
		}; 
	},{	//else create marker
	_markerPos = _this select 1;
	_markerName = _this select 2;
	
	_marker = createMarkerLocal ["MissionMarker", _markerPos];
	_marker setMarkerPosLocal _markerPos;
	_marker setMarkerTypeLocal "hd_destroy";  
	_marker setMarkerTextLocal format["%1",_markerName];  
	_marker setMarkerColorLocal "ColorRed";
	_marker setMarkerDirLocal -37;
	_marker setMarkerSizeLocal [0.8,0.8];
	}];
};

fn_AIaddKilledEH = {
	if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"};

	call compile format["
		_this addEventHandler ['Fired',{
			if(_this select 2 in %1)then{
				_this select 0 addMagazines [_this select 5, 1];
			};
		}];

		_this addEventHandler ['Killed',{ private ['_unit','_z'];
			_unit = _this select 0;
			removeBackpackGlobal _unit;
			{_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']);
			{if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2;
			
			_unit spawn{
				sleep 1;
				{
				_z = _x;
				if(_x in (getweaponcargo _z))then{deleteVehicle _z}count %1;
				if(_x in (getmagazinecargo _z))then{deleteVehicle _z}count %2;
				}forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12];
			};
		}];
	", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI];
};

 /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */
fn_animateAI = {	private["_group","_pos","_checkPos","_firstLoop","_nearPlayers","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"];
	_group = _this select 0;
	_pos = _this select 1;
	_checkPos = _pos; _checkPos set [2,2];
	
	waitUntil{{owner _x == owner player}forEach units _group};	//Wait until the server gives You the ownership of the AI
	diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2", _pos, (vehicle player) distance _pos];

	{
	_x call fn_AIaddKilledEH;
	_x enableAI "AUTOTARGET";
	//_x enableAI "TARGET";
	_x enableAI "MOVE";
	_x enableAI "ANIM";
	_x enableAI "FSM";
	_x stop false;
	_x setUnitPos "Auto";
	}count units _group;
	_group setCombatMode "YELLOW";
	_group setBehaviour "COMBAT"; //"AWARE";

	//waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)};
	
	while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{
		_nearPlayers = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200];	//"Epoch_Man_base_F","Epoch_Female_base_F"
		{if(alive _x && isPlayer _x)then{	if(!(terrainIntersect [_checkPos, [(getPosATL _x) select 0, (getPosATL _x) select 1, ((getPosATL _x) select 2) + 1]]))then{
			_z = _x; _group reveal _z;
			{if((secondaryWeapon _x) == "")then{
				_x doWatch _z; _x doTarget _z;
				_x commandFire _z; _x suppressFor 10;
			}}count units _group;
			UIsleep (10+(random 10));
		}}}forEach _nearPlayers;
	UIsleep 3;
	};
	
	diag_log format["#SEM: AI ownership lost - Remaining AIs: %1", count units _group];
};

"GlobalHint" addPublicVariableEventHandler { private "_sound";
	_sound = (_this select 1) select 0;
	switch(_sound)do{
		case 0:{playSound "UAV_05"}; //Mission start
		case 1:{playSound "UAV_01"}; //Mission fail (object destroyed)
		case 2:{playSound "UAV_04"}; //Mission fail (time out)
		case 3:{playsound "UAV_03"}; //Mission success
	};
	hint parseText format["%1", (_this select 1) select 1]
};

if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker};
"GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker};

if(!isNil "takeAIownership")then{takeAIownership call fn_animateAI};
"takeAIownership" addPublicVariableEventHandler {_this select 1 spawn fn_animateAI}; //DO NOT CALL!

if(toLower worldName in ["chernarus","chernarus_summer"])then{
	([4654.62,9593.63,0] nearestObject 145259) setDamage 1;
	([4654.62,9593.63,0] nearestObject 145260) setDamage 1;
};	//Fix for something, find out ;)


[] execVM "scripts\fn_statusBar.sqf";

description.ext:  Instead of referencing the file that holds the code for the status bar with #include "dialog\statusBar.hpp" I added the code in statusBar.hpp to the description.ext file.  See below.
 

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; 
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 1;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};
class RscTitles
{
	#define ST_RIGHT 0x01

	class osefStatusBar {
		idd = -1;
		onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]";
		onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]";
		onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]";
		fadein = 0;
		fadeout = 0;
		duration = 10e10;
		movingEnable = 0;
		controlsBackground[] = {};
		objects[] = {};
		class controls {
			class statusBarText {
				idc = 1000;
				x = safezoneX + safezoneW - 1.75;
				y = safezoneY + safezoneH - 0.04;
				w = 1;
				h = 0.04;
				shadow = 2;
				colorBackground[] = { 1, 0.3, 0, 0.0 };  // uncomment and increase 4th number to have a background
				font = "PuristaSemibold";
				size = 0.03;
				type = 13;
				style = 2;
				text="Loading statusBar...";
				class Attributes {
					align="right";
					color = "#b20000";
				};
			};
		};
	};
};

Battle Eye Scripts.txt file:  I had to add the following for Script Restriction #20 and #17.  #17 can probably be revisited by someone with more experience with BE.  I just added the below to get past the error.  It seems to work though.

#17

16 7 showCommandingMenu
17 7 assignAs
18 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter""

#20(this actually might not be needed anymore since I moved the fn_statusBar.sqf to the .pbo file.  I'll leave it just for the example).

20 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;"
21 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\""

Thanks,

 

Izz

Thanks for your input there my friend ;)

 

The reason I added a separate file for the statusbar.hpp is to keep the description.ext tidier (I hate clutter). But your way works as well.

 

Thank you also for the BE Filters, that's something I was going to sit down and do today, I will anyway, just to confirm your findings :)

 

If my head isn't still pounding later tonight, I will edit the OP. Otherwise its a tomorrow morning job.

 

Hope it works for you all :) Any issues - feel free to PM me :D

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I added a server restart timer to mine.  Here's the code:

 

Statusbar.hpp

#define ST_RIGHT 0x01

class osefStatusBar {
	idd = -1;
	onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]";
	onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]";
	onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]";
	fadein = 0;
	fadeout = 0;
	duration = 10e10;
	movingEnable = 0;
	controlsBackground[] = {};
	objects[] = {};
	class controls {
		class statusBarText {
			idc = 1000;
			x = safezoneX + safezoneW - 2.0;
			y = safezoneY + safezoneH - 0.04;
			w = 1.25;
			h = 0.04;
			shadow = 2;
			colorBackground[] = { 1, 0.3, 0, 0.0 };  // uncomment and increase 4th number to have a background
			font = "PuristaSemibold";
			size = 0.03;
			type = 13;
			style = 2;
			text="Loading statusBar...";
			class Attributes {
				align="right";
				//color = "#b20000";  red
				color = "#FFFFFF"; //white
			};
		};
	};
};

 

fn_statusBar.sqf

waitUntil {!(isNull (findDisplay 46))};
disableSerialization;
/*
	File: fn_statusBar.sqf
	Author: Osef (Ported to EpochMod by piX)
	Edited by: [piX]
	Description: Puts a small bar in the bottom centre of screen to display in-game information
	
	PLEASE KEEP CREDITS - THEY ARE DUE TO THOSE WHO PUT IN THE EFFORT!

*/
_rscLayer = "osefStatusBar" call BIS_fnc_rscLayer;
_rscLayer cutRsc["osefStatusBar","PLAIN"];
systemChat format["statusBar Loading player info...", _rscLayer];

[] spawn {
	sleep 5;
	_counter = 180;
	_timeSinceLastUpdate = 0;
	while {true} do
	{
		sleep 1;
		_counter = _counter - 1;
		_time = (round(240-(serverTime)/60));  //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals
		_hours = (floor(_time/60));
		_minutes = (_time - (_hours * 60));
		
		switch(_minutes) do
	{
		case 9: {_minutes = "09"};
		case 8: {_minutes = "08"};
		case 7: {_minutes = "07"};
		case 6: {_minutes = "06"};
		case 5: {_minutes = "05"};
		case 4: {_minutes = "04"};
		case 3: {_minutes = "03"};
		case 2: {_minutes = "02"};
		case 1: {_minutes = "01"};
		case 0: {_minutes = "00"};
	};
		
		((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | DAMAGE: %2 | KRYPTO: %3 | HUNGER: %4 | THIRST: %5 | SOILED: %6 | GRIDREF: %7 | RESTART IN: %8:%9", round diag_fps, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _hours, _minutes, _counter];
	}; 
};

 

Enjoy!

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Our server has a auto restart every 6 hours. How can i show the time in minutes to restart in the status bar as countdown?

 

Edit:

OK, got it working...

(360-(round(serverTime/60)))

...but how to get the bar longer for more text?

 

In statusBar.hpp play with these values:

class statusBarText {
			idc = 1000;
			x = safezoneX + safezoneW - 2.0;
			y = safezoneY + safezoneH - 0.04;
			w = 1.25;
			h = 0.04;

the x value is left and right.  A higher value moves it all further to the left

 

the w value is how wide the bar is.  A higher value will give you more room to add stuff

 

When you change the width you will also have to change the left/right values to keep it centered.  You'll just have to play with it until you get it how you want.

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In statusBar.hpp play with these values:

class statusBarText {
			idc = 1000;
			x = safezoneX + safezoneW - 2.0;
			y = safezoneY + safezoneH - 0.04;
			w = 1.25;
			h = 0.04;

the x value is left and right.  A higher value moves it all further to the left

 

the w value is how wide the bar is.  A higher value will give you more room to add stuff

 

When you change the width you will also have to change the left/right values to keep it centered.  You'll just have to play with it until you get it how you want.

 

Thank you very much! ...testing ;)

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((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | GRIDREF: %7 | RESTART IN: %8:%9", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, mapGridPosition player, _hours, _minutes, _counter];

In this line. REMOVE the GRIDREF: %7 and mapGridPosition player. Replace the RESTART IN: %8:%9 with %7:%8. So it should look like this..

((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | RESTART IN: %7:%8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, _hours, _minutes, _counter];
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Love this script, thank you so much.  I changed the color to blue and removed the grid.  I'd rather people find a GPU for their grid (or know how to use the map.)

((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | RESTART IN: %7:%8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, _hours, _minutes, _counter];
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((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | GRIDREF: %7 | RESTART IN: %8:%9", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, mapGridPosition player, _hours, _minutes, _counter];

In this line. REMOVE the GRIDREF: %7 and mapGridPosition player. Replace the RESTART IN: %8:%9 with %7:%8. So it should look like this..

((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | RESTART IN: %7:%8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, _hours, _minutes, _counter];

 

Does this need an update to the BE filters?

 

(thank you by the way)

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