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MrShix

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Posts posted by MrShix

  1.  

    Im not sure i quite understand this fully, novice scriptor here sadly

    Im using this for my custom debug monitor inside of AH.sqf

    Does the link you sent me mean that i am missing this line somewhere in my code below?

    _this: NUMBER

     

    <t size='1.6' font='Bitstream' align='center' color='#FACC2E'>Raging Dragon</t><br/>
    <t size='1.15' font='Bitstream' align='center' color='#5882FA'>%7 Players Online</t><br/>
    <img size='4.75' image='%11'/><br/>
    <t size='1.20' font='Bitstream' color='#00FF00'>Survived %6 Days</t><br/><br/>
    <t size='1.15' font='Bitstream' align='left'>Zombies Killed: </t>
    <t size='1.15' font='Bitstream' align='right'>%1</t><br/>
    <t size='1.15' font='Bitstream' align='left'>Headshots: </t>
    <t size='1.15' font='Bitstream' align='right'>%2</t><br/>
    <t size='1.15' font='Bitstream' align='left'>Murders: </t>
    <t size='1.15' font='Bitstream' align='right'>%3</t><br/>
    <t size='1.15' font='Bitstream' align='left'>Bandits Killed: </t>
    <t size='1.15' font='Bitstream' align='right'>%4</t><br/><br/>
    <t size='1.15' font='Bitstream' align='left'>Humanity: </t>
    <t size='1.15' font='Bitstream' align='right'>%5</t><br/>
    <t size='1.15' font='Bitstream' align='left' color='#C70000'>Blood: </t>
    <t size='1.15' font='Bitstream' align='right' color='#C70000'>%8</t><br/><br/>
    <t size='1.15' font='Bitstream' color='#FACC2E' align='left'>Coins: </t>
    <t size='1.15' font='Bitstream' color='#FACC2E' align='right'>%12</t><br/><br/>
    <t size='1.20' font='Bitstream' align='center' color='#16DB57'>Restart in %10 minutes</t><br/>
    <t size='1.20' font='Bitstream' align='center' color='#FF8000'>FPS: %9</t><br/>
    <t size='1.20' font='Bitstream' align='center' color='#FFFF00'>ragingdragonclan.com</t><br/>
    <t size='1.20' font='Bitstream' align='center' color='#FFFFFF'>ts3rg.ts3.nfoservers.com</t><br/>
    "",
    (player getVariable['zombieKills', 0]),
    (player getVariable['headShots', 0]),
    (player getVariable['humanKills', 0]),
    (player getVariable['banditKills', 0]),
    (player getVariable['humanity', 0]),
    (dayz_Survived),
    (count playableUnits),
    r_player_blood,
    (round diag_fps),
    (round(180-(serverTime) / 60)),
    _pic,
    (player getVariable['cashMoney', 0])
    ];

     

    here replace (player getVariable['cashMoney', 0])

    with

    (player getVariable['cashMoney', 0] call BIS_fnc_numberText)

  2. I can confirm this last edit works great, i had to move around the coins location on the debug monitor a little bit to look better but it works.. again thanks..

    One more question, does anyone know how to get the coins to display correctly if a player has more than one million coins on them. it displays like this below if past that amount

    1.00501e+005

     

     

    this might be a bit late but take a look at this 

    https://community.bistudio.com/wiki/BIS_fnc_numberText

     

    Nice work! 

     

    I was wondering if you could add world position to the monitor? It would be very helpful with adding content to the map. Thanks

    here look at this 

    https://community.bistudio.com/wiki/getPos

  3. Added it to my test server and it works fine here 

    private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"];
    _dikCode = _this select 1;
     
    _handled = false;
     
    if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
    _handled = true;
    };
     
    if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3)) then {
    if(diag_tickTime - dayz_lastCheckBit > 10) then {
    dayz_lastCheckBit = diag_tickTime;
    call dayz_forceSave;
    };
    call dayz_EjectPlayer;
    };
     
    // esc
    if (_dikCode == 0x01) then {
    DZE_cancelBuilding = true;
    call dayz_EjectPlayer;
    };
    // Disable ESC after death
    if (_dikCode == 0x01 && r_player_dead) then {
    _handled = true;
    };
     
    if (_dikCode == 0x16) then
        {
            if (soundVolume == 1) then {
                1 fadeSound 0.25;
                hintSilent "Earplugs Inserted";
            }
                else
            {
                1 fadeSound 1;
                hintSilent "Earplugs Removed";
            };
        };
     
    // surrender 
    if (_dikCode in actionKeys "Surrender") then {
     
    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder and !_inVehicle);
     
    if (_canDo and !DZE_Surrender and !(player isKindOf  "PZombie_VB")) then {
    DZE_Surrender = true;
    _dropPrimary = false;
    _dropSecondary = false;
     
    _primaryWeapon = primaryWeapon player;
    if (_primaryWeapon != "") then {_dropPrimary = true;};
    _secondaryWeapon = "";
    {
    if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith {
    _secondaryWeapon = _x;
    };
    } forEach (weapons player);
    if (_secondaryWeapon != "") then {_dropSecondary = true;};
     
    if (_dropPrimary or _dropSecondary) then {
    player playActionNow "PutDown";
    _iPos = getPosATL player;
    _radius = 1;
    _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
    _item setposATL _iPos;
    if (_dropPrimary) then {
    _iItem = _primaryWeapon;
    _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
    if (_removed == 1) then {
    _item addWeaponCargoGlobal [_iItem,1];
    };
    };
    if (_dropSecondary) then {
    _iItem = _secondaryWeapon;
    _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
    if (_removed == 1) then {
    _item addWeaponCargoGlobal [_iItem,1];
    };
    };
    player reveal _item;
    };
     
    // set publicvariable that allows other player to access gear
    player setVariable ["DZE_Surrendered", true, true];
    // surrender animation
    player playMove "AmovPercMstpSsurWnonDnon";
    };
    _handled = true;
    };
     
    if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
     
    //Prevent exploit of drag body
    if ((_dikCode in actionKeys "Prone") and r_drag_sqf) exitWith { force_dropBody = true; };
    if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) exitWith { force_dropBody = true; };
     
    _shift = _this select 2;
    _ctrl = _this select 3;
    _alt = _this select 4;
     
    //diag_log format["Keypress: %1", _this];
    if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shift and !_ctrl and !_alt && !dialog) then {
    createGearDialog [player, "RscDisplayGear"];
    _handled = true;
    };
     
    if (_dikCode in (actionKeys "GetOver")) then {
     
    if (player isKindOf  "PZombie_VB") then {
    _handled = true;
    DZE_PZATTACK = true;
    } else {
    _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
    if (count _nearbyObjects > 0) then {
    if((diag_tickTime - dayz_lastCheckBit > 4)) then {
    [objNull, player, rSwitchMove,"GetOver"] call RE;
    player playActionNow "GetOver";
    dayz_lastCheckBit = diag_tickTime;
    } else {
    _handled = true;
    };
    };
    };
    };
    //if (_dikCode == 57) then {_handled = true}; // space
    //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
    if (_dikCode == 210) then {
    _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
    };
     
    if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
    if (_dikCode in actionKeys "PushToTalk" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
    dayz_lastCheckBit = diag_tickTime;
    [player,50,true,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "VoiceOverNet" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
    dayz_lastCheckBit = diag_tickTime;
    [player,50,true,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "PushToTalkDirect" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
    dayz_lastCheckBit = diag_tickTime;
    [player,15,false,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "Chat" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
    dayz_lastCheckBit = diag_tickTime;
    [player,15,false,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
    dayz_lastCheckBit = diag_tickTime;
    _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
    };
     
    // numpad 8 0x48 now pgup 0xC9 1
    if ((_dikCode == 0xC9 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User15")) then {
    DZE_Q = true;
    };
    // numpad 2 0x50 now pgdn 0xD1
    if ((_dikCode == 0xD1 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User16")) then {
    DZE_Z = true;
    };
     
     
    // numpad 8 0x48 now pgup 0xC9 0.1
    if ((_dikCode == 0xC9 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User13")) then {
    DZE_Q_alt = true;
    };
    // numpad 2 0x50 now pgdn 0xD1
    if ((_dikCode == 0xD1 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User14")) then {
    DZE_Z_alt = true;
    };
     
     
    // numpad 8 0x48 now pgup 0xC9 0.01
    if ((_dikCode == 0xC9 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User7")) then {
    DZE_Q_ctrl = true;
    };
    // numpad 2 0x50 now pgdn 0xD1
    if ((_dikCode == 0xD1 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User8")) then {
    DZE_Z_ctrl = true;
    };
     
     
     
     
    // numpad 4 0x4B now Q 0x10
    if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
    DZE_4 = true;
    };
    // numpad 6 0x4D now E 0x12
    if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
    DZE_6 = true;
    };
    // numpad 5 0x4C now space 0x39
    if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
    DZE_5 = true;
    };
     
    // F key
    if ((_dikCode == 0x21 and (!_alt and !_ctrl)) or (_dikCode in actionKeys "User6")) then {
    DZE_F = true;
    };
     
    _handled

  4. ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\spawn\Pick10\ShixPick10.hpp, line 6: /Shix_Pick10/Controls.Shix_Pick10Frame: Undefined base class 'ShixRscFrame'

     

     I get this error, what to do?

     

    sorry my bad change the order on the #includes in description.ext so it would be 

    #include "FolderLocation\Pick10\Shix_Defines.hpp"
    #include "FolderLocation\Pick10\ShixPick10.hpp" 

    Arma throws a fit if you don't put defines first 

     

    You might want to re download the files I have just updated it to fix a few small bugs

  5. Ok so its my first time posting so hey I guess.

     

    Soo here's the idea you give your players a choice of what they can spawn with. Now that being said its not like the normal select a class system. This way it gives players a chance to customize it a little bit without it getting to OP. 

     

    https://www.youtube.com/watch?v=muYPL-nUs00

     

    Anyway there's the basic functionality and everything.I have only been coding for a few weeks so there probably is allot better ways to do some of the things I have done.

     

    If you want to use it you can download it here :https://www.dropbox.com/s/9623i3f0bf0flyy/Pick10.zip?dl=0

     

    INSTALL

    (please note I use ESSv2 so my install notes are for people that are using that)

     

    1.move the "Pick10" folder in to your mission folder 

    2.in description.ext at the bottom add 

    #include "FolderLocation\Pick10\Shix_Defines.hpp"
    #include "FolderLocation\Pick10\ShixPick10.hpp" 

    then if you do use ESSv2 add:

    execVM "FolderLocation\Pick10\init.sqf"; 
    

    at the bottom of startSpawn.sqf

     

    And please for the love of all that is holy change the "FolderLocation" to the path of where you put the Pick10 folder. So for example mine is 

    execVM "custom\Pick10\init.sqf";
    

    And that's if you're done.

     

    If you use infistar add "8457" to _ALLOWED_Dialogs 

     

    at the top of the init.sqf there is some customization things you can mess around with and tweak to your liking 

     

    And like I said I'm fairly new at coding so if anyone wants point out some better ways to do things feel free.

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