DirtySanchez Posted March 12, 2015 Report Share Posted March 12, 2015 yes it is in the run.sqf file. do a search for "_RAD" or just "rad" and you should find it. Its possible you have a very old version that doesnt have it. not sure if you cant find _RAD Link to comment Share on other sites More sharing options...
TPwalker Posted March 12, 2015 Report Share Posted March 12, 2015 yes it is in the run.sqf file. do a search for "_RAD" or just "rad" and you should find it. Its possible you have a very old version that doesnt have it. not sure if you cant find _RAD Thanks Man Looks like I need to do some updating... Are you running the newest veresion I assume? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted March 12, 2015 Report Share Posted March 12, 2015 ZHUD_STRTEXT In ZHUDBUILDER.HPP Give it a color, colorText[] = {1, 1, 1, 1}; Red, Green, Blue, Opacity ( 0 -1) 0-1 or 0-256 Try about 20 times but i cant get it how to change from white to green. Can you share with green please? How to change it? class ZHUD_STRTEXT { idc = -1; type = 13; // defined constant style = 0x00; // defined constant colorBackground[] = { 0, 0, 0, 0}; x = 0.1; y = 0.1; w = 0.3; h = 0.1; size = 0.03; text = ""; }; Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 12, 2015 Report Share Posted March 12, 2015 Thanks Man Looks like I need to do some updating... Are you running the newest veresion I assume? If you haven't updated in a while I strongly suggest that you install and test the update on a test server before you roll it out to your production environment. There's a handful of options that can generate false bans if you don't set them properly. Link to comment Share on other sites More sharing options...
TPwalker Posted March 12, 2015 Report Share Posted March 12, 2015 If you haven't updated in a while I strongly suggest that you install and test the update on a test server before you roll it out to your production environment. There's a handful of options that can generate false bans if you don't set them properly. I have it all going now and works great. It was about time for me to upgrade anyways lol. And Yes always must have a test server or 2 hah! Link to comment Share on other sites More sharing options...
teamcrisiz Posted March 12, 2015 Report Share Posted March 12, 2015 my bad guys, i have to update infi first. epic fail.thank you again zupa. Link to comment Share on other sites More sharing options...
Dwarfer Posted March 12, 2015 Report Share Posted March 12, 2015 You got to bare in mind. People don't like tooo much stuff in there face thats not game related ^^ teamspeak text and logo's annoy more then anything else ( also streamers can't play the server then). I'll build it in but just a heads up on that. Might be for later releases tho. Depends how much i'm in the mood ^^ Sorry maybe I missed something here why cannot streamers player ? are you thinking more as people can ghost cam them rather than a "technical reason" ? Thanks Link to comment Share on other sites More sharing options...
1Man Posted March 12, 2015 Report Share Posted March 12, 2015 players love it and still working fine Link to comment Share on other sites More sharing options...
CoercionX Posted March 12, 2015 Report Share Posted March 12, 2015 Damage is 0, when die is 1 wont show anything else, exemple 0.4 only 0 or 1 Here's what I use for damage. It is actually backwards, but easier for new players. Goes from 100 - 0 (dead) In fn_loopHud.sqf: case 3: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round((1 - (damage player)) * 100),_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"health.paa" ]); }; Also if you'd like to cut the stamina line down a bit to just 2 decimal places (50.03) : case 11: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round (EPOCH_playerStamina * 100) / 100.0,_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"stamina.paa" ]); }; Link to comment Share on other sites More sharing options...
Zupa Posted March 12, 2015 Author Report Share Posted March 12, 2015 Here's what I use for damage. It is actually backwards, but easier for new players. Goes from 100 - 0 (dead) In fn_loopHud.sqf: case 3: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round((1 - (damage player)) * 100),_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"health.paa" ]); }; Also if you'd like to cut the stamina line down a bit to just 2 decimal places (50.03) : case 11: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round (EPOCH_playerStamina * 100) / 100.0,_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"stamina.paa" ]); }; do a pull request with that on the git and i'll aceept it Link to comment Share on other sites More sharing options...
TPwalker Posted March 12, 2015 Report Share Posted March 12, 2015 Here's what I use for damage. It is actually backwards, but easier for new players. Goes from 100 - 0 (dead) In fn_loopHud.sqf: case 3: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round((1 - (damage player)) * 100),_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"health.paa" ]); }; Also if you'd like to cut the stamina line down a bit to just 2 decimal places (50.03) : case 11: { (_display displayCtrl _text) ctrlSetStructuredText parseText ( format["<t size='1.5'>%1</t>", round (EPOCH_playerStamina * 100) / 100.0,_align,_valign]); (_display displayCtrl _image) ctrlSetText ( format["%1%2",Z_HUD_imageFolder,"stamina.paa" ]); }; This is also how I set mine up also! Link to comment Share on other sites More sharing options...
SadBoy1981 Posted March 12, 2015 Report Share Posted March 12, 2015 thanks Link to comment Share on other sites More sharing options...
laurent09 Posted March 13, 2015 Report Share Posted March 13, 2015 ZHB - Zupa's Hud & Builder. V1.2 Hotfix This is a selfbooting addon inside your mission pbo with easy installation. It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of. Future plans Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds. Changelog V1.2 Fixed a wrongly named variable Infistar should work now correctly. Commits https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8 https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16 https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6 V1.1 KeyUp Handlers. Download https://github.com/DevZupa/ZHB-A3 Feel free to push fixes/addition to the git. Installation Battleye Filters in Scripts.txt Edit the following exceptions to the 7 xxx , only copy the part that starts with ! Search for the tag word and place the rest behind it. 7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse. #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception. Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings. 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 Extra Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL Screenshot I followed you're instruction except "4" because I do not know or change it. it does not work Link to comment Share on other sites More sharing options...
Zupa Posted March 13, 2015 Author Report Share Posted March 13, 2015 I followed you're instruction except "4" because I do not know or change it. it does not work "it does not work" , doesn't give me any knowledge to your situation. It works for everyone else , so it's best u give some details so we can guide you trough the process Link to comment Share on other sites More sharing options...
laurent09 Posted March 13, 2015 Report Share Posted March 13, 2015 I did what you describe . - I changed my BE filters. - I placed the ZBH folder epoch.altis . - I changed my descriptions.ext . - I have to change in fn_initVariables.sqf . I repack my epoch.altis.pbo and when I conect , nothing . Link to comment Share on other sites More sharing options...
CoercionX Posted March 13, 2015 Report Share Posted March 13, 2015 I did what you describe . - I changed my BE filters. - I placed the ZBH folder epoch.altis . - I changed my descriptions.ext . - I have to change in fn_initVariables.sqf . I repack my epoch.altis.pbo and when I conect , nothing . First course of action, in that case, would be to check your RPT for errors. If errors, something needs to be changed. If no errors, then its not calling which means something is missing in your setup. Your best bet would be to NOT use a modified fn_initVariables.sqf. Use stock and make sure it works first (though an error with it would show up in RPT). Link to comment Share on other sites More sharing options...
laurent09 Posted March 13, 2015 Report Share Posted March 13, 2015 thanks i find my error in descriptions.ext Link to comment Share on other sites More sharing options...
Metalfoundry Posted March 14, 2015 Report Share Posted March 14, 2015 Awesome stuff Zupa, love it. Changed the paa to make it more our own style :-) It would be nice to make it serverside, is it possible? Link to comment Share on other sites More sharing options...
DanVonTrap Posted March 14, 2015 Report Share Posted March 14, 2015 #17 "uredText parseText ( format["<t size='1.5'>%1</t>",count playableUnits ,_align,_valign]); (_display displayCtrl _image) ctrlSet" getting this error when trying to connect to my server This is line 19 script.txt: 7 allUnits !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;" !"if (_unit in playableUnits" !",count playableUnits ,_align,_valign" Link to comment Share on other sites More sharing options...
Zupa Posted March 14, 2015 Author Report Share Posted March 14, 2015 #17 "uredText parseText ( format["<t size='1.5'>%1</t>",count playableUnits ,_align,_valign]); (_display displayCtrl _image) ctrlSet" getting this error when trying to connect to my server This is line 19 script.txt: 7 allUnits !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;" !"if (_unit in playableUnits" !",count playableUnits ,_align,_valign" search this topic for "playableUnits" , it's already answerd. Link to comment Share on other sites More sharing options...
DanVonTrap Posted March 14, 2015 Report Share Posted March 14, 2015 search this topic for "playableUnits" , it's already answerd. Mine is an error 17 not 18 so it wouldnt be on 19 would it, so if that is the case i need to add it to 18 right? Link to comment Share on other sites More sharing options...
Zupa Posted March 14, 2015 Author Report Share Posted March 14, 2015 Awesome stuff Zupa, love it. Changed the paa to make it more our own style :-) It would be nice to make it serverside, is it possible? ? a hud server side? Link to comment Share on other sites More sharing options...
Zupa Posted March 14, 2015 Author Report Share Posted March 14, 2015 Mine is an error 17 not 18 so it wouldnt be on 19 would it, so if that is the case i need to add it to 18 right? u add it whereever the fuck "playableUnits" is in the front xD every editor has differnt line numbers so thats nothing to rely on always. Link to comment Share on other sites More sharing options...
DanVonTrap Posted March 14, 2015 Report Share Posted March 14, 2015 u add it whereever the fuck "playableUnits" is in the front xD every editor has differnt line numbers so thats nothing to rely on always. no need for the fuck is there didnt see you getting shitty to anyone else in this thread fucking prick thanks for nothing Link to comment Share on other sites More sharing options...
Zupa Posted March 14, 2015 Author Report Share Posted March 14, 2015 no need for the fuck is there didnt see you getting shitty to anyone else in this thread fucking prick thanks for nothing I'm sorry, sometimes it's nice to actually say iit once in a while since i always need to be nice to noob questions and to let a one time steam of after 200 of them. Nothing personal ofcourse. Really had a stressing week with no free time at all. Thanks for nothing? i gave u the solution TPwalker 1 Link to comment Share on other sites More sharing options...
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