-
Posts
89 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by lucho
-
-
RPT
Quote20:04:34 File mpmissions\DayZ_Epoch_11.Chernarus\configs\playerHud.hpp, line 180: '/RscTitles/Server_Hud/controlsBackground/ZSC_Status.idc': Missing ';' at the end of line
playerhud.hpp
// @file Version: 1.0 // @file Name: playerHud.hpp // @file Author: [zDT] Andrew // @file Info: Credits to DayZ Epoch/Origins All rights to them // @file Info: Images used here are not altered from original content // @file Info: The images are just reused in the same form as original class z_RscText { idc = -1; type = CT_STATIC; style = ST_LEFT; colorBackground[] = { 1 , 1 , 1 , 0 }; colorText[] = { 1 , 1 , 1 , 1 }; font = FontM; sizeEx = 0.025; h = 0.25; text = ""; }; class Money_Status { type = 13; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Zeppelin32"; sizeEx = 0.023; lineSpacing = 3; text = ""; style = 0x02; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.38,0.63,0.26,0.75}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100 + 0x800"; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscTextGUIK { type = 0; idc = -1; style = 0x02; colorBackground[] = {0,0,0,0}; colorText[] = {1, 1, 1, 0.5}; font = "TahomaB"; size = 0.03; sizeEx = 0.03; x = 0; y = 0; w = 0.1; h = 0.2; }; class RscStructuredText { class Attributes; }; class RscStructuredTextGUI: RscStructuredText { colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; class Attributes: Attributes { align = "center"; valign = "middle"; }; }; class DZGMHud_Rsc { idd = -1; movingEnable = 1; enableSimulation = 1; enableDisplay = 1; onLoad = "uiNamespace setVariable ['dzgmHudDisp',_this select 0];"; duration = 99999999999999999; fadein = 0; fadeout = 0; class controls { class Icons : w_RscStructuredText { idc = -1; style = 0x00; x = .9; y = .9; w = .9; h = .9; size = .08; colorBackground[] = {0,0,0,0}; colortext[] = {0,0,0,.7}; text =""; class Attributes { align = "left"; }; }; class PlayerIcon00:Icons {idc = 46300 + 0;}; class PlayerIcon01:Icons {idc = 46300 + 1;}; class PlayerIcon02:Icons {idc = 46300 + 2;}; class PlayerIcon03:Icons {idc = 46300 + 3;}; class PlayerIcon04:Icons {idc = 46300 + 4;}; class PlayerIcon05:Icons {idc = 46300 + 5;}; class PlayerIcon06:Icons {idc = 46300 + 6;}; class PlayerIcon07:Icons {idc = 46300 + 7;}; class PlayerIcon08:Icons {idc = 46300 + 8;}; class PlayerIcon09:Icons {idc = 46300 + 9;}; class PlayerIcon10:Icons {idc = 46300 + 10;}; class PlayerIcon11:Icons {idc = 46300 + 11;}; class PlayerIcon12:Icons {idc = 46300 + 12;}; class PlayerIcon13:Icons {idc = 46300 + 13;}; class PlayerIcon14:Icons {idc = 46300 + 14;}; class PlayerIcon15:Icons {idc = 46300 + 15;}; class PlayerIcon16:Icons {idc = 46300 + 16;}; class PlayerIcon17:Icons {idc = 46300 + 17;}; class PlayerIcon18:Icons {idc = 46300 + 18;}; class PlayerIcon19:Icons {idc = 46300 + 19;}; class PlayerIcon20:Icons {idc = 46300 + 20;}; class PlayerIcon21:Icons {idc = 46300 + 21;}; class PlayerIcon22:Icons {idc = 46300 + 22;}; class PlayerIcon23:Icons {idc = 46300 + 23;}; class PlayerIcon24:Icons {idc = 46300 + 24;}; class PlayerIcon25:Icons {idc = 46300 + 25;}; class PlayerIcon26:Icons {idc = 46300 + 26;}; class PlayerIcon27:Icons {idc = 46300 + 27;}; class PlayerIcon28:Icons {idc = 46300 + 28;}; class PlayerIcon29:Icons {idc = 46300 + 29;}; class PlayerIcon30:Icons {idc = 46300 + 30;}; class PlayerIcon31:Icons {idc = 46300 + 31;}; class PlayerIcon32:Icons {idc = 46300 + 32;}; class PlayerIcon33:Icons {idc = 46300 + 33;}; class PlayerIcon34:Icons {idc = 46300 + 34;}; class PlayerIcon35:Icons {idc = 46300 + 35;}; class PlayerIcon36:Icons {idc = 46300 + 36;}; class PlayerIcon37:Icons {idc = 46300 + 37;}; class PlayerIcon38:Icons {idc = 46300 + 38;}; class PlayerIcon39:Icons {idc = 46300 + 39;}; class PlayerIcon40:Icons {idc = 46300 + 40;}; }; }; #define hud_Survivor 3600 #define hud_HS 3601 #define hud_Bandit 3602 #define hud_Zombie 3603 #define hud_Icon 3604 #define hud_Kills 3605 #define hud_KillsZ_HS 3606 #define hud_KillsB 3607 #define hud_KillsZ 3608 #define hud_Border 3609 #define hud_Humanity 3610 #define hud_Z 3611 #define hud_blood 3612 #define hud_fps 3613 #define hud_serv 3614 #define hud_site 3615 #define Hud_BG1 3616 #define Hud_BG2 3617 #define Hud_BG3 3618 #define Hud_BG4 3619 #define hud_ts 3620 class Server_Hud { idd = -1; fadeout=0; fadein=0; duration = 10e10; name= "Server_Hud"; onLoad = "uiNamespace setVariable ['Server_Hud', _this select 0]"; class controlsBackground { class ZSC_Status: Money_Status { idc = 4900 size = 0.040; x = safezoneX + (safezoneW -0.35); y = safezoneY + 0.42 * safezoneW; w = 0.35; h = 0.20; class Attributes { align = "right"; }; }; class Hud_BG1: RscPictureGUI { idc = hud_BG1; size = 1; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.23 * safezoneH + safezoneY; w = 0.075; h = 0.10; class Attributes { align = "center"; }; }; class Hud_BG2: RscPictureGUI { idc = hud_BG2; size = 1; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.3 * safezoneH + safezoneY; w = 0.075; h = 0.10; class Attributes { align = "center"; }; }; class Hud_BG3: RscPictureGUI { idc = hud_BG3; size = 1; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.37 * safezoneH + safezoneY; w = 0.075; h = 0.10; class Attributes { align = "center"; }; }; class Hud_BG4: RscPictureGUI { idc = hud_BG4; size = 1; text = "\z\addons\dayz_code\gui\status\status_bg.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.44 * safezoneH + safezoneY; w = 0.075; h = 0.10; class Attributes { align = "center"; }; }; class Hud_HudSurvivor: RscPictureGUI { idc = hud_Survivor; size = 1; text = "images\icons\st_humanity_survivor.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.23 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,0.7}; class Attributes { align = "center"; }; }; class Hud_HudHS: RscPictureGUI { idc = hud_HS; size = 1; text = "images\icons\zombie.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.44 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,0.75}; class Attributes { align = "center"; }; }; class Hud_HudBandit: RscPictureGUI { idc = hud_Bandit; size = 1; text = "images\icons\st_humanity_bandit.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.3 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,0.75}; class Attributes { align = "center"; }; }; class Hud_HudZombie: RscPictureGUI { idc = hud_Zombie; size = 1; text = "images\icons\zombie.paa"; x = 0.955313 * safezoneW + safezoneX; y = 0.37 * safezoneH + safezoneY; w = 0.075; h = 0.10; colorText[] = {1,1,1,0.75}; class Attributes { align = "center"; }; }; class Hud_HudIcon: RscTextGUIK { idc = hud_Icon; type = CT_STRUCTURED_TEXT; text = ""; x = 0.885 * safezoneW + safezoneX; y = 0.070 * safezoneH + safezoneY; w = 0.093 * safezoneW; h = 0.113 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "center"; }; }; class Hud_HudKills: RscTextGUIK { idc = hud_Kills; type = CT_STRUCTURED_TEXT; text = ""; x = 0.931 * safezoneW + safezoneX; y = 0.256 * safezoneH + safezoneY; w = 0.037 * safezoneW; h = 0.047 * safezoneH; colorText[] = {1,1,1,0.75}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_HudKillsZ_HS: RscTextGUIK { idc = hud_KillsZ_HS; type = CT_STRUCTURED_TEXT; text = ""; x = 0.931 * safezoneW + safezoneX; y = 0.466 * safezoneH + safezoneY; w = 0.037 * safezoneW; h = 0.047 * safezoneH; colorText[] = {1,1,1,0.75}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_HudKillsB: RscTextGUIK { idc = hud_KillsB; type = CT_STRUCTURED_TEXT; text = ""; x = 0.931 * safezoneW + safezoneX; y = 0.326 * safezoneH + safezoneY; w = 0.037 * safezoneW; h = 0.047 * safezoneH; colorText[] = {1,1,1,0.75}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_HudKillsZ: RscTextGUIK { idc = hud_KillsZ; type = CT_STRUCTURED_TEXT; text = ""; x = 0.931 * safezoneW + safezoneX; y = 0.396 * safezoneH + safezoneY; w = 0.037 * safezoneW; h = 0.047 * safezoneH; colorText[] = {1,1,1,0.75}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_HudBorder: RscTextGUIK { idc = hud_Border; type = CT_STRUCTURED_TEXT; //text = "images\icons\status_humanity_border.paa"; text = ""; x = 0.885 * safezoneW + safezoneX; y = 0.080 * safezoneH + safezoneY; w = 0.093 * safezoneW; h = 0.110 * safezoneH; colorText[] = {0,0,0,0.6}; class Attributes { align = "center"; }; }; class Hud_HudHumanity: RscTextGUIK { idc = hud_Humanity; type = CT_STRUCTURED_TEXT; text = ""; x = 0.9065 * safezoneW + safezoneX; y = 0.1630 * safezoneH + safezoneY; w = 0.050 * safezoneW; h = 0.064 * safezoneH; size = 0.0275; sizeEx = 0.0275; colorText[] = {0.6875,0.6875,0.6875,1}; colorBackground[] = {0,0,0,0}; shadow = 4; class Attributes { align = "center"; }; }; class Hud_HudZ: RscTextGUIK { idc = hud_Z; type = CT_STRUCTURED_TEXT; text = ""; x = 0.949513 * safezoneW + safezoneX; y = 0.44 * safezoneH + safezoneY; w = 0.075; h = 0.10; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_Blood: RscTextGUIK { idc = hud_blood; type = CT_STRUCTURED_TEXT; text = ""; x = 0.920313 * safezoneW + safezoneX; y = 0.815 * safezoneH + safezoneY; w = 0.075; h = 0.10; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_Fps: RscTextGUIK { idc = hud_fps; type = CT_STRUCTURED_TEXT; text = ""; x = 0.916313 * safezoneW + safezoneX; y = 0.905 * safezoneH + safezoneY; w = 0.21; h = 0.21; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_Serv: RscTextGUIK { idc = hud_serv; type = CT_STRUCTURED_TEXT; text = ""; x = 0.845313 * safezoneW + safezoneX; y = 0.935 * safezoneH + safezoneY; w = 0.21; h = 0.21; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "right"; }; }; class Hud_Site: RscTextGUIK { idc = hud_site; type = CT_STRUCTURED_TEXT; text = ""; x = 0.845313 * safezoneW + safezoneX; y = 0.965 * safezoneH + safezoneY; w = 0.21; h = 0.21; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "left"; }; }; class Hud_ts: RscTextGUIK { idc = hud_ts; type = CT_STRUCTURED_TEXT; text = ""; x = 0.845313 * safezoneW + safezoneX; y = 0.978 * safezoneH + safezoneY; w = 0.21; h = 0.21; size = 0.0275; sizeEx = 0.0275; colorText[] = {1,0,0,0.85}; colorBackground[] = {0,0,0,0}; shadow = 2; class Attributes { align = "left"; }; }; }; };
can anybody help me?
-
No i mean bandit with -2500 can choose Survivor skin and hero i will that they cant choose with negative or positve humanity Survivor skin.
-
i have this script
ESS spawn
here is config file
QuotebodyCheckDistance = 4000; //-1 to disable
presetClasses = [
["Bandit 3 level","Sniper1_DZ",[],0,-97500],
["Bandit 2 level","GUE_Soldier_Crew_DZ",[],0,-22500],
["Bandit 1 level","Bandit2_DZ",[],[],0,-2500],
[" Survivor ","GUE_Soldier_Pilot",,[],[],0,0],
[" Hero 1 level",[],[],0,7500],
[" Hero 2 level","FR_Light",[],0,27500],
[" Hero 3 level","FR_Sapper",[],0,103000]
];publicVariable "bodyCheckDistance";
publicVariable "presetClasses";Survivor can pick all can i fix it like this min -2499 and max 7499?
so hero cant take the skin and bandit cant take the skin
-
Can i make this with skins ?
I will make when the player wear Bandit skin the trader will trade to him
like this if plaeyr wear "Banditskin_DZ"
trader true
menu_CIV_EuroMan01_EP1 = [
[["Assault Rifle",637],["Light Machine Gun",638],["Pistols",674],["Shotguns And Single Shot",641],["Sniper Rifle",640],["Submachine Guns",642],["Overwatch Vil",1002],["Overwatch Tar",1003],["Overwatch Sniper",1011],["Overwatch Scar",1004],["Overwatch Sidearm",1001],["Overwatch Mas",1007],["Overwatch Hk417",1009],["Overwatch Hk416",1008],["Overwatch G3",1006],["Overwatch Dmr",1010],["Overwatch Acr",1005]],
[],
"neutral"
];// All Traders if (_isMan && !_isPZombie && _traderType in serverTraders) then { if (s_player_parts_crtl < 0) then { // get humanity _humanity = player getVariable ["humanity",0]; _traderMenu = call compile format["menu_%1;",_traderType]; // diag_log ("TRADER = " + str(_traderMenu)); _low_high = "low"; _humanity_logic = false; if((_traderMenu select 2) == "friendly") then { _humanity_logic = (_humanity < -5000); }; if((_traderMenu select 2) == "hostile") then { _low_high = "high"; _humanity_logic = (_humanity > -2500); }; if((_traderMenu select 2) == "hostilea") then { _low_high = "high"; _humanity_logic = (_humanity > -22500); }; if((_traderMenu select 2) == "hostileas") then { _low_high = "high"; _humanity_logic = (_humanity > -97500); }; if((_traderMenu select 2) == "hero") then { _humanity_logic = (_humanity < 7500); }; if((_traderMenu select 2) == "heroe") then { _humanity_logic = (_humanity < 27500); }; if((_traderMenu select 2) == "heroes") then { _humanity_logic = (_humanity < 103000); }; if(_humanity_logic) then { _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_cancel]; } else {
-
How i can make that when you wanna open bank dialog and any players are near you, it will block action or you cant not system text (you cant open bank any players are neares)
Config file
// Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold.
ZSC_MoneyStorage = ["VaultStorage"];Action
if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then {
if (s_bank_dialog < 0) then {
s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
};
} else {
player removeAction s_bank_dialog;
s_bank_dialog = -1;
};bank_dialog
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;private ["_dialog"];
ZSC_CurrentStorage = _this select 3;
_dialog = createDialog "BankDialog";
call BankDialogUpdateAmounts;DZE_ActionInProgress = false;
-
I have an question about Dupe
Anyone can take the money out ( for vault/lockbox it must be open of course).
When two players take the money in the same moment ? its duplicate?
-
This Coins Icon is works but my HUD is removed....
here is code
// @file Version: 1.0
// @file Name: playerHud.hpp
// @file Author: [zDT] Andrew
// @file Info: Credits to DayZ Epoch/Origins All rights to them
// @file Info: Images used here are not altered from original content
// @file Info: The images are just reused in the same form as originalclass ZSC_Money_Display {
idd = -1;
fadeout=0;
fadein=0;
duration = 20;
name= "ZSC_Money_Display";
onLoad = "uiNamespace setVariable ['ZSC_Money_Display', _this select 0]";
class controlsBackground {
class ZSC_Status
{
idc = 4900;
type = 13;
size = 0.040;
x = safezoneX + (safezoneW -0.35);
y = safezoneY + 0.40 * safezoneW;
w = 0.35; h = 0.20;
colorText[] = {1,1,1,1};
lineSpacing = 3;
colorBackground[] = {0,0,0,0};
text = "";
style = 0x02;
shadow = 2;
font = "Zeppelin32";
sizeEx = 0.023;
class Attributes {
align = "right";
};
};
};
};
class Server_Hud {
idd = -1;
fadeout=0;
fadein=0;
duration = 10e10;
name= "Server_Hud";
onLoad = "uiNamespace setVariable ['Server_Hud', _this select 0]";
class controlsBackground {
class Hud_BG1: RscPictureGUI
{
idc = hud_BG1;
size = 1;
text = "\z\addons\dayz_code\gui\status\status_bg.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.23 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
class Attributes {
align = "center";
};
};
class Hud_BG2: RscPictureGUI
{
idc = hud_BG2;
size = 1;
text = "\z\addons\dayz_code\gui\status\status_bg.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.3 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
class Attributes {
align = "center";
};
};
class Hud_BG3: RscPictureGUI
{
idc = hud_BG3;
size = 1;
text = "\z\addons\dayz_code\gui\status\status_bg.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.37 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
class Attributes {
align = "center";
};
};
class Hud_BG4: RscPictureGUI
{
idc = hud_BG4;
size = 1;
text = "\z\addons\dayz_code\gui\status\status_bg.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.44 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
class Attributes {
align = "center";
};
};
class Hud_HudSurvivor: RscPictureGUI
{
idc = hud_Survivor;
size = 1;
text = "images\icons\st_humanity_survivor.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.23 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
colorText[] = {1,1,1,0.7};
class Attributes {
align = "center";
};
};
class Hud_HudHS: RscPictureGUI
{
idc = hud_HS;
size = 1;
text = "images\icons\zombie.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.44 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
colorText[] = {1,1,1,0.75};
class Attributes {
align = "center";
};
};
class Hud_HudBandit: RscPictureGUI
{
idc = hud_Bandit;
size = 1;
text = "images\icons\st_humanity_bandit.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.3 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
colorText[] = {1,1,1,0.75};
class Attributes {
align = "center";
};
};
class Hud_HudZombie: RscPictureGUI
{
idc = hud_Zombie;
size = 1;
text = "images\icons\zombie.paa";
x = 0.955313 * safezoneW + safezoneX;
y = 0.37 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
colorText[] = {1,1,1,0.75};
class Attributes {
align = "center";
};
};
class Hud_HudIcon: RscTextGUIK
{
idc = hud_Icon;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.885 * safezoneW + safezoneX;
y = 0.070 * safezoneH + safezoneY;
w = 0.093 * safezoneW;
h = 0.113 * safezoneH;
colorText[] = {1,1,1,1};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "center";
};
};
class Hud_HudKills: RscTextGUIK
{
idc = hud_Kills;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.931 * safezoneW + safezoneX;
y = 0.256 * safezoneH + safezoneY;
w = 0.037 * safezoneW;
h = 0.047 * safezoneH;
colorText[] = {1,1,1,0.75};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_HudKillsZ_HS: RscTextGUIK
{
idc = hud_KillsZ_HS;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.931 * safezoneW + safezoneX;
y = 0.466 * safezoneH + safezoneY;
w = 0.037 * safezoneW;
h = 0.047 * safezoneH;
colorText[] = {1,1,1,0.75};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_HudKillsB: RscTextGUIK
{
idc = hud_KillsB;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.931 * safezoneW + safezoneX;
y = 0.326 * safezoneH + safezoneY;
w = 0.037 * safezoneW;
h = 0.047 * safezoneH;
colorText[] = {1,1,1,0.75};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_HudKillsZ: RscTextGUIK
{
idc = hud_KillsZ;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.931 * safezoneW + safezoneX;
y = 0.396 * safezoneH + safezoneY;
w = 0.037 * safezoneW;
h = 0.047 * safezoneH;
colorText[] = {1,1,1,0.75};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_HudBorder: RscTextGUIK
{
idc = hud_Border;
type = CT_STRUCTURED_TEXT;
//text = "images\icons\status_humanity_border.paa";
text = "";
x = 0.885 * safezoneW + safezoneX;
y = 0.080 * safezoneH + safezoneY;
w = 0.093 * safezoneW;
h = 0.110 * safezoneH;
colorText[] = {0,0,0,0.6};
class Attributes {
align = "center";
};
};
class Hud_HudHumanity: RscTextGUIK
{
idc = hud_Humanity;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.9065 * safezoneW + safezoneX;
y = 0.1630 * safezoneH + safezoneY;
w = 0.050 * safezoneW;
h = 0.064 * safezoneH;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {0.6875,0.6875,0.6875,1};
colorBackground[] = {0,0,0,0};
shadow = 4;
class Attributes {
align = "center";
};
};
class Hud_HudZ: RscTextGUIK
{
idc = hud_Z;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.949513 * safezoneW + safezoneX;
y = 0.44 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_Blood: RscTextGUIK
{
idc = hud_blood;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.920313 * safezoneW + safezoneX;
y = 0.815 * safezoneH + safezoneY;
w = 0.075;
h = 0.10;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_Fps: RscTextGUIK
{
idc = hud_fps;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.916313 * safezoneW + safezoneX;
y = 0.905 * safezoneH + safezoneY;
w = 0.21;
h = 0.21;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_Serv: RscTextGUIK
{
idc = hud_serv;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.845313 * safezoneW + safezoneX;
y = 0.935 * safezoneH + safezoneY;
w = 0.21;
h = 0.21;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "right";
};
};
class Hud_Site: RscTextGUIK
{
idc = hud_site;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.845313 * safezoneW + safezoneX;
y = 0.965 * safezoneH + safezoneY;
w = 0.21;
h = 0.21;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "left";
};
};
class Hud_ts: RscTextGUIK
{
idc = hud_ts;
type = CT_STRUCTURED_TEXT;
text = "";
x = 0.845313 * safezoneW + safezoneX;
y = 0.978 * safezoneH + safezoneY;
w = 0.21;
h = 0.21;
size = 0.0275;
sizeEx = 0.0275;
colorText[] = {1,0,0,0.85};
colorBackground[] = {0,0,0,0};
shadow = 2;
class Attributes {
align = "left";
};
};
};
}; -
Its possible to make by info board more information
for example: Players Online, Players Humanity?
here are default files
fn_selfactions.sqf
//Player Deaths
if(_typeOfCursorTarget == "Info_Board_EP1") then {
if (s_player_information < 0) then {
s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
};
} else {
player removeAction s_player_information;
s_player_information = -1;
};list_playerDeaths.sqf
private [];
PVDZE_plr_DeathB = [player];
publicVariableServer "PVDZE_plr_DeathB";waitUntil {!isNil "PVDZE_plr_DeathBResult"};
if((count PVDZE_plr_DeathBResult) > 0) then {
// load death message board ui
call EpochDeathBoardLoad;
} else {
cutText [(localize "str_epoch_player_36"), "PLAIN DOWN"];
PVDZE_plr_DeathBResult = nil;
};Here is only kills to see
-
I wanna that afer bury corpses no box will spawn what i must delete in this script?
private["_corpse","_type","_isBuried","_mound","_cross","_gun"];
_corpse = _this select 3;
_type = typeOf _corpse;
_isBuried = _corpse getVariable["isBuried",false];
_hasHarvested = _corpse getVariable["meatHarvested",false];
_name = _corpse getVariable["bodyName","unknown"];player removeAction s_player_bury_human;
s_player_bury_human = -1;if (!_isBuried) then {
if (!_hasHarvested) then {_corpse setVariable["isBuried",true,true];
player playActionNow "Medic";
sleep 10;_position = getPosATL _corpse;
_dir = getDir _corpse;
private ["_newBackpackType","_backpackWpn","_backpackMag"];
dayz_myBackpack = unitBackpack _corpse;
_newBackpackType = (typeOf dayz_myBackpack);
_corpse; private ["_weapons","_magazines","_primweapon","_secweapon"];
_weapons = weapons _corpse;
_magazines = magazines _corpse;
if(_newBackpackType != "") then {
_backpackWpn = getWeaponCargo unitBackpack _corpse;
_backpackMag = getMagazineCargo unitBackpack _corpse;
};
_box = createVehicle ["Foodbox0", _position, [], 0, "CAN_COLLIDE"];
_box setpos [(getposATL _box select 0),(getposATL _box select 1)+1.2, 0];
clearWeaponCargoGlobal _box;
clearMagazineCargoGlobal _box;
{ _box addWeaponCargoGlobal [_x, 1] } forEach weapons _corpse;
{ _box addMagazineCargoGlobal [_x ,1] } forEach magazines _corpse;
deleteVehicle _corpse;_mound = createVehicle ["Grave", _position, [], 0, "CAN_COLLIDE"];
_mound setpos [(getposATL _mound select 0),(getposATL _mound select 1), 0];
_crosstype = ["GraveCross1","GraveCross2","GraveCrossHelmet"] call BIS_fnc_selectRandom;
_cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
_cross setpos [(getposATL _cross select 0),(getposATL _cross select 1)-1.2, 0];if(_newBackpackType != "") then {
_backpackWpnTypes = [];
_backpackWpnQtys = [];
if (count _backpackWpn > 0) then {
_backpackWpnTypes = _backpackWpn select 0;
_backpackWpnQtys = _backpackWpn select 1;
};
_countr = 0;
{ _box addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackWpnTypes;
_backpackmagTypes = [];
_backpackmagQtys = [];
if (count _backpackmag > 0) then {
_backpackmagTypes = _backpackMag select 0;
_backpackmagQtys = _backpackMag select 1;
};
_countr = 0; { _box addMagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackmagTypes;
_box addBackpackCargoGlobal [_newBackpackType, 1];
};//Permaloot
_box setVariable ["permaLoot", true];_deathMessage = format["Rest in Peace, %1...",_name];
cutText [_deathMessage, "PLAIN DOWN"];
[player,200] call player_humanityChange;
_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
player playMove "AmovPercMstpSlowWrflDnon_Salute";
} else {
cutText ["The poor bastards been eaten, there's not much left to bury", "PLAIN DOWN"];
};
}; -
How can i make that the Ghille Skin can use only hero with 5000 humanity and more?
-
When anybody kills survior or hero will lost -(2000 Humanity and some humanity for damage)
how i can Change this number?
i have found this in Player_death.sqf
compiles > changed the way
51 _isBandit = (player getVariable["humanity",0]) <= -2000;
changed to
51 _isBandit = (player getVariable["humanity",0]) <= -10;
but still lose -2000 Humanity for kill
any ideas why?
-
I have seen on random Server quick weapon Switch Shift + F
can anybody help me with it
-
i have try but the Radio didnt Play no Errors in rpt
-
-
maybe this helps
description after Picture
QuoteQuoteclass CfgSounds { sounds[] = { track1,track2 }; class track1 { name="track1"; sound[]={"sound\track1.ogg",0.05,1}; titles[]={}; }; class track2 { name="track2"; sound[]={"sound\track2.ogg",0.05,1}; titles[]={}; }; class track3 { name="track3"; sound[]={"sound\track3.ogg",0.05,1}; titles[]={}; }; class track4 { name="track4"; sound[]={"sound\track4.ogg",0.05,1}; titles[]={}; }; };
QuoteMission.sqm after
class Item1 { side="LOGIC"; class Vehicles { items=5; class Item0 { position[]={-143.93861,0.52647489,2319.5012}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; };
Quote}; class Item1 { position[]={6330.15,0.044,7820.01}; id=5; side="EMPTY"; vehicle="MAP_radio"; skill=0.60000002; text="MAP_radio"; init="this addEventHandler [""HandleDamage"", {false}]; MAP_radio setpos [(getpos MAP_radio) select 0, (getpos MAP_radio) select 0.1, 0.6]; speakerpole = createVehicle [""Land_lamp_small_ep1"", position MAP_radio, [], 0, ""CAN_COLLIDE""]; speakerpole attachTo [MAP_radio,[0,+0.58,-1.6]]; speakerpole addEventHandler [""HandleDamage"", {false}]; speakerpole setVectorUp [-(vectorUp speakerpole select 0), -(vectorUp speakerpole select 1), -(vectorUp speakerpole select 2)]; speakerpole switchLight ""off""; speakerpole = createVehicle [""Land_lamp_small_ep1"", position MAP_radio, [], 0, ""CAN_COLLIDE""]; speakerpole attachTo [MAP_radio,[0,+0.58,-1.6]]; speakerpole addEventHandler [""HandleDamage"", {false}]; speakerpole setVectorUp [-(vectorUp speakerpole select 0), -(vectorUp speakerpole select 1), -(vectorUp speakerpole select 2)]; speakerpole switchLight ""off""; Loudspeaker2 = createVehicle [""MAP_radio"", position MAP_radio, [], 0, ""CAN_COLLIDE""]; Loudspeaker2 addEventHandler [""HandleDamage"", {false}]; loudspeaker2 attachTo [MAP_radio,[0,+0.38,0]]; loudspeaker2 setDir 10;"; }; class Item2 { position[]={6330.15,0.044,7820.01}; id=6; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; text="radio_H"; init="radio_H attachTo [MAP_radio,[0,0,0]];"; };
-
i search for Radio script for Trader zones or an static place it,s possible?
-
THX :D
-
how i can off 30m plot pole in epoch
i want that Players cant anymore build anything
Ich mochte 30 m plot ausschalten geht es?
ho4ju otklju4it plot pol 30 m pomogite.
-
Quote
RPT
15:45:55 Error context titles[] = {"DeathScr"};
ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\configs\dialogs.hpp, line 180: '/RscTitles/wm_disp/controls/wm_text2.': '{' encountered instead of '='
-
Quote
// logo watermark
#include "defines.hpp"
class RscTitles {
#include "playerHud.hpp"
class wm_disp {
idd = -1;
onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
fadein = 0;
fadeout = 0;
duration = 10e10;
controlsBackground[] = {};
objects[] = {};
class controls {
class wm_text2 {
idc = 1;
x = safeZoneX+0.027;//safeZoneW*0.01;
y = safeZoneY+safeZoneH-0.16;
w = 0.151*safeZoneH;
h = 0.057*safeZoneH;
shadow = 2;
class Attributes
{
font = "EtelkaNarrowMediumPro";
color = "#24FFFFFF";
align = "left"; // put "center" here if you want some background
valign = "middle";
shadow = 2;
};
colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background
font = "EtelkaNarrowMediumPro";
size = 0.06*safeZoneH;
type = 13;
style = 0;
text="";
{
titles[] = {"DeathScr"};
class DeathScr {
idd = -2;
movingEnable = 0;
duration = 10;
fadein = 2;
fadeout = 2;
name="DeathScr";
controls[]={"Picture"};
class Picture {
x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH;
text="\z\addons\dayz_server\DeathScr.paa";
sizeEx = -1;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Bitstream";
};
};
};
-
i have allready wm disp but death Screen Need Rsc Titeles too and i dont know how i can add this to Rsc Titeles because there allready1 script
-
thx!
but there is nothing about it
i try
Quoteclass RscTitles {
#include "playerHud.hpp"
class wm_disp {
idd = -1;
onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
fadein = 0;
fadeout = 0;
duration = 10e10;
controlsBackground[] = {};
objects[] = {};
class controls {
class wm_text2 {
idc = 1;
x = safeZoneX+0.027;//safeZoneW*0.01;
y = safeZoneY+safeZoneH-0.16;
w = 0.151*safeZoneH;
h = 0.057*safeZoneH;
shadow = 2;
class Attributes
{
font = "EtelkaNarrowMediumPro";
color = "#24FFFFFF";
align = "left"; // put "center" here if you want some background
valign = "middle";
shadow = 2;
};
colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background
font = "EtelkaNarrowMediumPro";
size = 0.06*safeZoneH;
type = 13;
style = 0;
text="";
};{
titles[] = {"DeathScr"};
class DeathScr {
idd = -1;
movingEnable = 0;
duration = 10;
fadein = 2;
fadeout = 2;
name="DeathScr";
controls[]={"Picture"};
class Picture {
x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH;
text="DeathScr.paa";
sizeEx = -1;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Bitstream";
};
};
}; -
^2
class RscTitles
{
titles[] = {"DeathScr"};
class DeathScr {
idd = -1;
movingEnable = 0;
duration = 10;
fadein = 2;
fadeout = 2;
name="DeathScr";
controls[]={"Picture"};
class Picture {
x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH;
text="DeathScr.paa";
sizeEx = -1;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Bitstream";
};
};
}; -
^1
// logo watermark
#include "defines.hpp"
class RscTitles {
#include "playerHud.hpp"
class wm_disp {
idd = -1;
onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
fadein = 0;
fadeout = 0;
duration = 10e10;
controlsBackground[] = {};
objects[] = {};
class controls {
class wm_text2 {
idc = 1;
x = safeZoneX+0.027;//safeZoneW*0.01;
y = safeZoneY+safeZoneH-0.16;
w = 0.151*safeZoneH;
h = 0.057*safeZoneH;
shadow = 2;
class Attributes
{
font = "EtelkaNarrowMediumPro";
color = "#24FFFFFF";
align = "left"; // put "center" here if you want some background
valign = "middle";
shadow = 2;
};
colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background
font = "EtelkaNarrowMediumPro";
size = 0.06*safeZoneH;
type = 13;
style = 0;
text="";
};
};
};
};
playerhud.hpp
in Scripting
Posted
thanks but now is new error ,,,,
respawn = "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 = "c\DupingFix.sqf"; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 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)"; }; 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 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_PROGRESS style = 0; // ST_SINGLE texture = "\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}; }; }; };