PAR4NA Posted March 9, 2015 Report Share Posted March 9, 2015 help me! :) keyDownWorking = (findDisplay 46) displayAddEventHandler ['KeyDown', '_this call ZHB_fnc_handleKey']; uiSleep" 23:20:27 : Player #0 PAR4NA (xxxxxxxxxxxxxxxxxxxxxxxxxxx) has been kicked by BattlEye: Script Restriction #52 Link to comment Share on other sites More sharing options...
Suppe Posted March 9, 2015 Report Share Posted March 9, 2015 same here :-) there's something not quite in the manual. after the third time I've simply add: !"_keyDownWorking = (findDisplay 46) displayAddEventHandler [\'KeyDown\', \'_this call ZHB_fnc_handleKey\'];" !=keyDownWorking = (findDisplay 46) displayAddEventHandler ['KeyDown', '_this call ZHB_fnc_handleKey']; !=nWorking = nil; }; keyDownWorking = (findDisplay 46) displayAddEventHandler ['KeyDown', '_this call ZHB_fnc_handleKey]; uiSleep" :-) I know it's too much but it works:-) it was late :-) and stuff like that does not use a cheater, so no danger. But not everything goes, the keydown is broken :-) you can fix this: open fn_handleKey.sqf Line 5: default { _this call EPOCH_KeyDown }; make : behind default should look like this: default: { _this call EPOCH_KeyDown }; so does the hud menu not, but the epoch keys have functions. and so you have a error in your logs and default icon settings But Zupa fix this right :-) and I hope the keyhandler remains, it is a beautiful and elegant solution, not how a mouse wheel menu. Link to comment Share on other sites More sharing options...
happydayz Posted March 9, 2015 Report Share Posted March 9, 2015 edittd: ignore this post... the 'fix' only allowed infistar to load first... which then overrides the option to open up the gui menu Link to comment Share on other sites More sharing options...
R4ziel Posted March 9, 2015 Report Share Posted March 9, 2015 Hey Zupa, i am liking this very much and would just like to ask a question. I dont particularly like to confuse my users as most of them are not very technical, is there a way I can create a HUD and customize it the way I want with all the Icons and whatnot, then apply that HUD to every player as a general HUD? If there is then I would definitely sing your praises! Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 Hey Zupa, i am liking this very much and would just like to ask a question. I dont particularly like to confuse my users as most of them are not very technical, is there a way I can create a HUD and customize it the way I want with all the Icons and whatnot, then apply that HUD to every player as a general HUD? If there is then I would definitely sing your praises! you can edit the default hud in the initVariables.sqf // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ]; Numbers are as following: // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 There's really no need to post these types of things in general discussion. I was given the ok to approve posts waiting for approval, as long as they meet certain requirements. I was given the impression thats how it went by AWOL when i had to wait 5 days for a topic aproval and he said it's ok to do it ^^, But i won't do it again, my apologies. I probabl gonna try come by to have a talk with Awol for some technical details for scriptters/modders for button pressed handlers. since we need some clear rules about that it seems. Could you also place this topic as a script or mod/addon? Since it's def not a tool ^^ Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 I updated the github. Key handler is changed to KEYUP instead of down. Epoch doesn't seem to use it so. Which means the actions get triggered when u release the button. files changed bindkey.sqf handlekey.sqf FILTERS. Can someone test this for me, because i won't be home until this evening? Link to comment Share on other sites More sharing options...
Karla Posted March 9, 2015 Report Share Posted March 9, 2015 I updated the github. Key handler is changed to KEYUP instead of down. Epoch doesn't seem to use it so. Which means the actions get triggered when u release the button. files changed bindkey.sqf handlekey.sqf FILTERS. Can someone test this for me, because i won't be home until this evening? Works just fine! , F1 works and ctrl h works, thanks for all your hard work appreciate it ! Link to comment Share on other sites More sharing options...
Karla Posted March 9, 2015 Report Share Posted March 9, 2015 Works just fine! , F1 works and ctrl h works, thanks for all your hard work appreciate By the way can i change which ones should be defualt like lets say the server time ? Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 By the way can i change which ones should be defualt like lets say the server time ? you can edit the default hud in the initVariables.sqf // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ]; Numbers are as following: // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Be sure , everything u want to use is on TRUE Restart is default false. Z_HUD_FPS = true; // 1 Z_HUD_Players = true; // 2 Z_HUD_Damage = true; // 3 Z_HUD_Crypto = true; // 4 Z_HUD_Hunger = true; // 5 Z_HUD_Thirst = true; // 6 Z_HUD_Grid = true; // 7 Z_HUD_Fatique = true; // 8 Z_HUD_Restart = false; // 9 Z_HUD_Toxicity = true; // 10 Z_HUD_Stamina = true; // 11 Z_HUD_Energy = true; // 12 Link to comment Share on other sites More sharing options...
Karla Posted March 9, 2015 Report Share Posted March 9, 2015 you can edit the default hud in the initVariables.sqf // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ]; Numbers are as following: // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Be sure , everything u want to use is on TRUE Restart is default false. Z_HUD_FPS = true; // 1 Z_HUD_Players = true; // 2 Z_HUD_Damage = true; // 3 Z_HUD_Crypto = true; // 4 Z_HUD_Hunger = true; // 5 Z_HUD_Thirst = true; // 6 Z_HUD_Grid = true; // 7 Z_HUD_Fatique = true; // 8 Z_HUD_Restart = false; // 9 Z_HUD_Toxicity = true; // 10 Z_HUD_Stamina = true; // 11 Z_HUD_Energy = true; // 12 Works super, thanks Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 9, 2015 Report Share Posted March 9, 2015 I was given the impression thats how it went by AWOL when i had to wait 5 days for a topic aproval and he said it's ok to do it ^^, But i won't do it again, my apologies. I probabl gonna try come by to have a talk with Awol for some technical details for scriptters/modders for button pressed handlers. since we need some clear rules about that it seems. Could you also place this topic as a script or mod/addon? Since it's def not a tool ^^ AWOL has very little time for moderating. I was given the ok by Axle to approve posts that clearly belong that are legit, created by those players and to move posts that clearly do not belong. Everything else is left for AWOL to take care of so most posts are being approved quicker now. I will move this, even though I saw it as a tool because you use it to create something rather than being something added to the server that adds to the gameplay. Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 AWOL has very little time for moderating. I was given the ok by Axle to approve posts that clearly belong that are legit, created by those players and to move posts that clearly do not belong. Everything else is left for AWOL to take care of so most posts are being approved quicker now. I will move this, even though I saw it as a tool because you use it to create something rather than being something added to the server that adds to the gameplay. Understood. Well it adds a visual Hud to the game which the player can edit ingame. I was more of the idea tools are more external additions to work with your server. Link to comment Share on other sites More sharing options...
happydayz Posted March 9, 2015 Report Share Posted March 9, 2015 I agree zupa, its def not a tool as it is always in game Link to comment Share on other sites More sharing options...
GrumpyBadger Posted March 9, 2015 Report Share Posted March 9, 2015 For some reason after adding this I get kicked by battleye - restriction #18. Which is odd because the amends I make to the BE script to allow this are much further down... Any idea guys? SilentHog 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 9, 2015 Report Share Posted March 9, 2015 I agree zupa, its def not a tool as it is always in game So are map add ons created by the M3Editor, but that's still a tool. Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 For some reason after adding this I get kicked by battleye - restriction #18. Which is odd because the amends I make to the BE script to allow this are much further down... Any idea guys? Copy the kick in your scripts.log pls. Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 So are map add ons created by the M3Editor, but that's still a tool. I understand where you come from. But it's only used by players ingame, in the server. Link to comment Share on other sites More sharing options...
GrumpyBadger Posted March 9, 2015 Report Share Posted March 9, 2015 Edited out of stupidity Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 Hi, This is what I pulled out of public variables: 09.03.2015 12:49:52: Grumpy Badger (151.228.193.228:2342) 9748a77fd5dc9ed2aad1afc853465e1e - Value Restriction #8 "EPOCH_loadPlayer_PVS" = [<NULL-object>,0] Scripts.log , not public variables. Link to comment Share on other sites More sharing options...
GrumpyBadger Posted March 9, 2015 Report Share Posted March 9, 2015 Here we go: 09.03.2015 14:06:17: Grumpy Badger (151.228.193.228:2342) 9748a77fd5dc9ed2aad1afc853465e1e - #18 "uredText parseText ( format["<t size='1.5'>%1</t>",count playableUnits ,_align,_valign]); (_display displayCtrl _image) ctrlSet" Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 Here we go: 09.03.2015 14:06:17: Grumpy Badger (151.228.193.228:2342) 9748a77fd5dc9ed2aad1afc853465e1e - #18 "uredText parseText ( format["<t size='1.5'>%1</t>",count playableUnits ,_align,_valign]); (_display displayCtrl _image) ctrlSet" And post your scripts.txt now pls It probably is the playableUnits ; Link to comment Share on other sites More sharing options...
GrumpyBadger Posted March 9, 2015 Report Share Posted March 9, 2015 Hi, Attached the BE script, going to admit I don't know how to add spoilers...... Link to comment Share on other sites More sharing options...
Zupa Posted March 9, 2015 Author Report Share Posted March 9, 2015 Add on line 19 on the end a space and then !",count playableUnits ,_align,_valign" Link to comment Share on other sites More sharing options...
GrumpyBadger Posted March 9, 2015 Report Share Posted March 9, 2015 Thank you!!! Looking at it now it should have been obvious. I know for next time ;-) Link to comment Share on other sites More sharing options...
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