raymix Posted May 21, 2014 Author Report Share Posted May 21, 2014 You are missing BOX class in defines.hpp, check PryMary's spoiler for missing define Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 It now says my class shortcut You are missing BOX class in defines.hpp, check PryMary's spoiler for missing define It now says my class RscShortcutButton is already defined but i dont know where Link to comment Share on other sites More sharing options...
PryMary Posted May 21, 2014 Report Share Posted May 21, 2014 check both of these: #include "admintools\dialog.hpp" #include "addons\SARGE\SAR_define.hpp" Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 check both of these: #include "admintools\dialog.hpp" #include "addons\SARGE\SAR_define.hpp" It works if i remove my admin tools so i guess i will have to decide which to go with. Link to comment Share on other sites More sharing options...
PryMary Posted May 21, 2014 Report Share Posted May 21, 2014 no need just remove that class from this mod or in admin tools as long as it is called once it will serve for both mod's. Me personally would remove it from this one as you had that class defined and called by the server before hand so look for: class RscShortcutButton { type = 16; x = 0.1; y = 0.1; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.0145; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.034; right = 0.005; bottom = 0.005; }; shortcuts[] = {}; textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)"; color[] = {0.8784,0.8471,0.651,1}; color2[] = {0.95,0.95,0.95,1}; colorDisabled[] = {1,1,1,0.25}; colorBackground[] = {1,1,1,1}; colorBackground2[] = {1,1,1,0.4}; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; idc = -1; style = 0; default = 0; shadow = 2; w = 0.183825; h = 0.104575; periodFocus = 1.2; periodOver = 0.8; animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa"; period = 0.4; font = "Zeppelin32"; size = 0.03921; sizeEx = 0.03921; text = ""; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; action = ""; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; }; }; in interior/defines.hpp and select that block, press delete = bacon Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 Thanks for your help guys i think i know what ime doing know :) Link to comment Share on other sites More sharing options...
LuckyMrGun Posted May 21, 2014 Report Share Posted May 21, 2014 @raymix , could you help me on the install of the customize-able right click menus? I cant seem to get this script to work and the instructions for both are very broad in my opinion. Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 no need just remove that class from this mod or in admin tools as long as it is called once it will serve for both mod's. Me personally would remove it from this one as you had that class defined and called by the server before hand so look for: class RscShortcutButton { type = 16; x = 0.1; y = 0.1; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.0145; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.034; right = 0.005; bottom = 0.005; }; shortcuts[] = {}; textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)"; color[] = {0.8784,0.8471,0.651,1}; color2[] = {0.95,0.95,0.95,1}; colorDisabled[] = {1,1,1,0.25}; colorBackground[] = {1,1,1,1}; colorBackground2[] = {1,1,1,0.4}; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; idc = -1; style = 0; default = 0; shadow = 2; w = 0.183825; h = 0.104575; periodFocus = 1.2; periodOver = 0.8; animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa"; period = 0.4; font = "Zeppelin32"; size = 0.03921; sizeEx = 0.03921; text = ""; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; action = ""; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; }; }; in interior/defines.hpp and select that block, press delete = bacon i got them both to work together but when i right click on an emerald and all the options come up,i can choose an object but there is no build button any clue? Link to comment Share on other sites More sharing options...
raymix Posted May 21, 2014 Author Report Share Posted May 21, 2014 can you post a screenshot? There should be "Spawn" and "Close" buttons Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 can you post a screenshot? There should be "Spawn" and "Close" buttons When you have to past the Dayz_code part do we do that in mission side or server side because i dont have a dayz_code in my mission side. Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 i have can you post a screenshot? There should be "Spawn" and "Close" buttons i have my fn_self actions in my dayz_code is that where i edit it? Link to comment Share on other sites More sharing options...
motogamer Posted May 21, 2014 Report Share Posted May 21, 2014 can you post a screenshot? There should be "Spawn" and "Close" buttons screenshot here:http://i62.tinypic.com/52nuiw.png Link to comment Share on other sites More sharing options...
raymix Posted May 21, 2014 Author Report Share Posted May 21, 2014 Hi, motogamer, please use "EDIT" button in forum to edit your post instead of posting multiple ones. Script is working so far, for need PBO tool to unpack it from client files and add it to server's custom compiles that you created while making right-clicking to work. As for the missing buttons, you eff'd up somewhere with class RscShortcutButton {}. Take a deep breath and walk trough all steps and files again slowly, see what you've missed out. Installation of this script is not very user friendly as no guide was given, because it's not a rocket science once you figure out how basics works. The basics are: Some script files are compiled from dayz_code.pbo in client files. To override their functions/variables, server modders uploads a copy to their mission file and calls compile from there instead. It can be full code compiled or just additional file processed together with original (second call to compile similar file on mission side). ui_selectSlot uses custom compiles, it is used to enable right clicking menus fn_selfActions also uses custom compiles, it is used to add scrollable menu to mouse wheel. In this script it is used to remove interior object. You can find original file in client files in dayz_code.pbo, extract it, put a copy in mission file and redirect it's path to a new file that you edited. defines are used to define classes for items and dialogs (and lots of other stuff), in this case it is used to define each GUI or graphical user interface elements such as background, picture and buttons. dialogs file is used to create actual dialog player sees on screen and adjust where elements should be placed - so, position and size of particular elements - for example - size, position buttons and text in them. Rest of the files are just used to add items from array and spawn the chosen item when button is pressed. Now again - take a deep breath, check code posted in first post, check your code and see where you went wrong. Link to comment Share on other sites More sharing options...
bFe Posted May 22, 2014 Report Share Posted May 22, 2014 Resource WGT_INTERIOR1 not found Thats what I get when trying to click on the options after right-clicking the ruby. Same goes for any of the other options, it goes from 1 to 8. Any takers? Link to comment Share on other sites More sharing options...
raymix Posted May 22, 2014 Author Report Share Posted May 22, 2014 make sure you've added include files to description.ext file also if you are using custom file paths, make sure to update those in scripts, too. Default paths are interior\files Link to comment Share on other sites More sharing options...
Vindomire Posted May 22, 2014 Report Share Posted May 22, 2014 WOW people this was dead simple to install... I even modified it to my needs completely... The instructions are perfectly clear... read them... follow them... If you cant install this mod you likely shouldn't be scripting... Link to comment Share on other sites More sharing options...
PryMary Posted May 22, 2014 Report Share Posted May 22, 2014 WOW people this was dead simple to install... I even modified it to my needs completely... The instructions are perfectly clear... read them... follow them... If you cant install this mod you likely shouldn't be scripting... That may be the case for yourself and me and others also but unlike us, some people do not have the skill set / experience to do this type of modification. Perhaps be helpful rather than slate those that are less able to do this kinda work. Madbull and funkybacon 2 Link to comment Share on other sites More sharing options...
Vindomire Posted May 22, 2014 Report Share Posted May 22, 2014 Im not trying to "Slate" them. Im simply saying you need to learn before adding this kind of stuff... I didnt know my butt from a gopher hole 5 months ago. You start small adding things and learning. Create a few scripts of your own, Read scripting references on the arma wiki... I'm sure something as easy to install as this if instructions are followed shouldnt need 10 pages of oh i get this error or that error, when its installer error in the first place. Go back to your previous backup cause everyone is of course smart enough to keep an unmolested back up... right? and start again... follow the instructions.... follow the instructions... and then follow the instructions! Link to comment Share on other sites More sharing options...
rhammer2003 Posted May 22, 2014 Report Share Posted May 22, 2014 hello all, I have read this thread and re read this thread, I have installed the script 5 times now and made all the suggested adjustments but I am still having an issue. when I build an object it shows the object while I am building it, but when it finishes it says writing to the database the it disappears. Has anyone else had this same issue and if so what did you do to fix it? and yes I do have the objects listed in my dayz_allowedObjects in my variables. Link to comment Share on other sites More sharing options...
raymix Posted May 22, 2014 Author Report Share Posted May 22, 2014 hello all, I have read this thread and re read this thread, I have installed the script 5 times now and made all the suggested adjustments but I am still having an issue. when I build an object it shows the object while I am building it, but when it finishes it says writing to the database the it disappears. Has anyone else had this same issue and if so what did you do to fix it? and yes I do have the objects listed in my dayz_allowedObjects in my variables. You need to make sure that default variables.sqf is not loaded from client side, only your custom ones where you added additional allowedObjects: //Load in compiled functions call compile preprocessFileLineNumbers "custom\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; Link to comment Share on other sites More sharing options...
motogamer Posted May 22, 2014 Report Share Posted May 22, 2014 In order to get this to work then i will need to remove my admin tools Link to comment Share on other sites More sharing options...
rhammer2003 Posted May 22, 2014 Report Share Posted May 22, 2014 Hello Harded, I have done as you suggested and it is still not working correctly, the item startsd to build and when it goes to write to the database it disapears. I have noticed I get an error in my console window that says error executing child 201 and then the coord values. Link to comment Share on other sites More sharing options...
deejay1979 Posted May 22, 2014 Report Share Posted May 22, 2014 I have the following error message : ErrorMessage: File mpmissions\__cur_mp.chernarus\interior\defines.hpp, line 70: .RscShortcutButton: Member already defined. I have already tried it very often, but I think I always delete the wrong text in the "defines.hpp". Which part i have to delete from the "class RscShortcutButton" ? Can you edit this file for me without this class ? // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_BOX 17 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_ROUNDED_CORNER ST_GROUP_BOX + ST_CENTER #define ST_ROUNDED_CORNER2 ST_GROUP_BOX2 + ST_CENTER #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 //////////////// //Base Classes// //////////////// class RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_MULTI; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,.5}; text = ""; shadow = 2; font = "Bitstream"; SizeEx = 0.02300; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Bitstream"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; shadow = 2; colorBackground[] = {1,1,1,1}; colorText[] = {1,1,1,0.9}; font = "Bitstream"; sizeEx = 0.03; text = ""; }; class BOX { type = CT_STATIC; idc = -1; style = ST_CENTER; shadow = 2; colorText[] = {1,1,1,1}; font = "Bitstream"; sizeEx = 0.02; colorBackground[] = { 0.2,0.2,0.2, 0.8 }; text = ""; }; class RscCombo { access = 0; type = 4; style = 0; colorSelect[] = {0.023529,0,0.0313725,1}; colorText[] = {0.023529,0,0.0313725,1}; colorBackground[] = {0.95,0.95,0.95,1}; colorScrollbar[] = {0.023529,0,0.0313725,1}; soundSelect[] = {"",0.1,1}; soundExpand[] = {"",0.1,1}; soundCollapse[] = {"",0.1,1}; maxHistoryDelay = 1; class ScrollBar { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa"; arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa"; border = "\ca\ui\data\ui_border_scroll_ca.paa"; }; x = 0; y = 0; w = 0.12; h = 0.035; shadow = 0; colorSelectBackground[] = {0.8784,0.8471,0.651,1}; arrowEmpty = "\ca\ui\data\ui_arrow_combo_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_combo_active_ca.paa"; wholeHeight = 0.45; color[] = {0,0,0,0.6}; colorActive[] = {0,0,0,1}; colorDisabled[] = {0,0,0,0.3}; font = "Zeppelin32"; sizeEx = 0.03921; }; class RscShortcutButton { type = 16; x = 0.1; y = 0.1; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.0145; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.034; right = 0.005; bottom = 0.005; }; shortcuts[] = {}; textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)"; color[] = {0.8784,0.8471,0.651,1}; color2[] = {0.95,0.95,0.95,1}; colorDisabled[] = {1,1,1,0.25}; colorBackground[] = {1,1,1,1}; colorBackground2[] = {1,1,1,0.4}; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; idc = -1; style = 0; default = 0; shadow = 2; w = 0.183825; h = 0.104575; periodFocus = 1.2; periodOver = 0.8; animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa"; period = 0.4; font = "Zeppelin32"; size = 0.03921; sizeEx = 0.03921; text = ""; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; action = ""; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; }; }; Link to comment Share on other sites More sharing options...
credible Posted May 23, 2014 Report Share Posted May 23, 2014 I have the following error message : ErrorMessage: File mpmissions\__cur_mp.chernarus\interior\defines.hpp, line 70: .RscShortcutButton: Member already defined. Delete the .RscShortcutButton class from defines.hpp. Link to comment Share on other sites More sharing options...
credible Posted May 23, 2014 Report Share Posted May 23, 2014 The concrete ramp has no offset, so when trying to build it you just end up in the middle of the preview and it instantly kills you. Don't know if it's me doing something wrong, or if it's the script. I'll try to troubleshoot it. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now