funkybacon
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Posts posted by funkybacon
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make sure you have these:
init.sqf
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
custom\compiles.sqf
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
I didn't add these to a guide, as first post said - I'll be assuming you have set up custom variables, ui slot, self actions and extra_rc. There are too many addons using those and have guide how to create these, I didn't add them to keep it clean
Thank you for replying Raymix :)
this is my compiles.sqf
layer_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";control_zombieAgent = compile preprocessFileLineNumbers "custom\control_zombieAgent.sqf";zombie_generate = compile preprocessFileLineNumbers "custom\zombie_generate.sqf";local_zombieDamage = compile preprocessFileLineNumbers "custom\fn_damageHandlerZ.sqf";wild_spawnZombies = compile preprocessFileLineNumbers "custom\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviourif (!isDedicated) then {player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf";player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf";snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf";};
as you can see i have fn_selfactions.sqf and ui_selectslot.sqf loading in it and it's being called in the init.sqf described in the spoiler below
/Load in compiled functionscall compile preprocessFileLineNumbers "custom\variables.sqf";//Initilize the Variables (IMPORTANT: Must happen very early)progressLoadingScreen 0.1;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlersprogressLoadingScreen 0.2;call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medicalprogressLoadingScreen 0.4;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functionsprogressLoadingScreen 0.5;call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configsprogressLoadingScreen 1.0;call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compilesas you can see i also have custom variables there, i am however a bit baffled as i'm not getting any rightclick menus, probably the culprit isextra_rc.hpp, but as you pointed out you didn't setup a guide for it, so i'll check out if i can find a simple extra_rc.hpp guide see if i'm missing somethingthanks alot :)Funkybacon -
i ran into problems, i can't get right clickmenu open, possibly errors or something lacking in extra_rc.hpp, mind you i am really new
to modding DayZ Epoch servers (been doing this for 3 days now) i did try to search and i managed to get past most problems except the
right clickmenu not showing.
heres my extra_rc.hpp
class ExtraRc {class ItemEmerald {class PicFrame {text = "Picture Frame";script = "createDialog ""WGT_INTERIOR1"";";};class Chairs {text = "Chair";script = "createDialog ""WGT_INTERIOR2"";";};class Beds {text = "Bed";script = "createDialog ""WGT_INTERIOR3"";";};class Bath {text = "Bathroom";script = "createDialog ""WGT_INTERIOR4"";";};class Shelf {text = "Shelf";script = "createDialog ""WGT_INTERIOR5"";";};class Misce {text = "Misc";script = "createDialog ""WGT_INTERIOR6"";";};class Tablz {text = "Table";script = "createDialog ""WGT_INTERIOR7"";";};class extr {text = "Exterior";script = "createDialog ""WGT_INTERIOR8"";";};};};my description.extrespawn = "BASE";respawndelay = 5;onLoadMission= "DayZ Epoch Chernarus";OnLoadIntro = "Welcome to DayZ Epoch Chernarus";OnLoadIntroTime = False;OnLoadMissionTime = False;disabledAI = true;disableChannels[]={0,2,6};enableItemsDropping = 0;briefing = 0;debriefing = 0;onPauseScript = "";loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";class Header{gameType = COOP; //DM, Team, Coop, ...minPlayers = 1; //min # of players the mission supportsmaxPlayers = 100; //Max # of players the mission supports};aiKills = 1;diagRadio = 1;diagHit = 1;class RscText{type = 0;idc = -1;x = 0;y = 0;h = 0.037;w = 0.3;style = 0x100;font = Zeppelin32;SizeEx = 0.03921;colorText[] = {1,1,1,1};colorBackground[] = {0, 0, 0, 0};linespacing = 1;};class RscPicture{access=0;type=0;idc=-1;style=48;colorBackground[]={0,0,0,0};colorText[]={1,1,1,1};font="TahomaB";sizeEx=0;lineSpacing=0;text="";};class RscLoadingText : RscText{style = 2;x = 0.323532;y = 0.666672;w = 0.352944;h = 0.039216;sizeEx = 0.03921;colorText[] = {0.543,0.5742,0.4102,1.0};};class RscProgress{x = 0.344;y = 0.619;w = 0.313726;h = 0.0261438;texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";colorFrame[] = {0,0,0,0};colorBar[] = {1,1,1,1};};class RscProgressNotFreeze{idc = -1;type = 45;style = 0;x = 0.022059;y = 0.911772;w = 0.029412;h = 0.039216;texture = "#(argb,8,8,3)color(0,0,0,0)";};//// the loading screen itself//class DayZ_loadingScreen{idd = -1;duration = 10e10;fadein = 0;fadeout = 0;name = "loading screen";class controlsBackground{class blackBG : RscText{x = safezoneX;y = safezoneY;w = safezoneW;h = safezoneH;text = "";colorText[] = {0,0,0,0};colorBackground[] = {0,0,0,1};};/*class nicePic : RscPicture{style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIOx = safezoneX + safezoneW/2 - 0.25;y = safezoneY + safezoneH/2 - 0.2;w = 0.5;h = 0.4;text = "img\nicePic.paa";};*/};class controls{class Title1 : RscLoadingText{text = "$STR_LOADING"; // "Loading" text in the middle of the screen};class CA_Progress : RscProgress // progress bar, has to have idc 104{idc = 104;type = 8; // CT_PROGRESSstyle = 0; // ST_SINGLEtexture = "\ca\ui\data\loadscreen_progressbar_ca.paa";};class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse{idc = 103;};class Name2: RscText // the text on the top-left{idc = 101;x = 0.05;y = 0.029412;w = 0.9;h = 0.04902;text = "";sizeEx = 0.05;colorText[] = {0.543,0.5742,0.4102,1.0};};};};class CfgSounds{sounds[] = {dieScream, finalShot, madIncoming};class dieScream {name="dieScream";sound[]={diescream.ogg,0.8,1};titles[] = {};};class madIncoming {name="madIncoming";sound[]={madincoming.ogg,0.8,1};titles[] = {};};class finalShot {name="finalShot";sound[]={finalshot.ogg,0.8,1};titles[] = {};};};//Emerald Interior Designer#include "custom\extra_rc.hpp"#include "interior\defines.hpp"// Snap build#include "custom\snap_build\points.hpp"// Epoch Admin Tools#include "admintools\dialog.hpp"my ui_selectslot.sqf//private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];disableSerialization;_control = _this select 0;_button = _this select 1;_parent = findDisplay 106;if (_button == 1) then {private ["_conf","_name","_compile","_height","_item"];_group = _parent displayCtrl 6902;_pos = ctrlPosition _group;_item = gearSlotData _control;if (mouseOverCarry) then {_item = DayZ_onBack;};_pos set [0,((_this select 2) + 0.46)];_pos set [1,((_this select 3) + 0.07)];_conf = configFile >> "cfgMagazines" >> _item;if (!isClass _conf) then {_conf = configFile >> "cfgWeapons" >> _item;};_name = getText(_conf >> "displayName");_cfgActions = _conf >> "ItemActions";_numActions = (count _cfgActions);_height = 0;//Populate Menufor "_i" from 0 to (_numActions - 1) do{_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow true;_config = (_cfgActions select _i);_type = getText (_config >> "text");_script = getText (_config >> "script");_outputOriented = getNumber (_config >> "outputOriented") == 1;_height = _height + (0.025 * safezoneH);_compile = format["_id = '%2' %1;",_script,_item];uiNamespace setVariable ['uiControl', _control];if (_outputOriented) then {/*This flag means that the action is output orientedthe output class will then be transferred to the scriptand the type used for the name*/_array = getArray (_config >> "output");_outputClass = _array select 0;_outputType = _array select 1;_name = getText (configFile >> _outputType >> _outputClass >> "displayName");_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];};_menu ctrlSetText format[_type,_name];_menu ctrlSetEventHandler ["ButtonClick",_compile];};_pos set [3,_height];// Add extra context menus_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);_erc_numActions = (count _erc_cfgActions);if (isClass _erc_cfgActions) then {for "_j" from 0 to (_erc_numActions - 1) do{_menu = _parent displayCtrl (1600 + _j + _numActions);_menu ctrlShow true;_config = (_erc_cfgActions select _j);_text = getText (_config >> "text");_script = getText (_config >> "script");_height = _height + (0.025 * safezoneH);_compile = format["_id = '%2' %1;",_script,_item];uiNamespace setVariable ['uiControl', _control];_menu ctrlSetText _text;_menu ctrlSetTextColor [1,0.25,0.25,1];_menu ctrlSetEventHandler ["ButtonClick",_script];};};//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];_group ctrlShow true;ctrlSetFocus _group;_group ctrlSetPosition _pos;_group ctrlCommit 0;};if you Raymix or someone here could assist me i'd be happy for it :)
thank you
Funkybacon
[Discontinued] Emerald Interior Designer
in A2: Epoch Mods (1.0.5.1)
Posted
any help on my Rclick menu not showing problem? i know extra_rc.hpp has been over in many scripts but i
have had no luck with it, i'm not even sure if it's the culprit.. for some reason i can't get the menu showing up when trying
to rightclick on an emerald.
i liked my extra_rc.hpp and other before but as a recap i'll link the post here