Salutesh Posted April 13, 2015 Report Share Posted April 13, 2015 Thanks, Salutesh! I'll update the main post shortly and credit you for the update. :) BenR - yes I looked at doing that but had some issues getting it right. I'll look into it for a future version. Thanks for the input! Np, thanks in advance for that! And keep up that awesome work! Link to comment Share on other sites More sharing options...
nightmare Posted April 13, 2015 Report Share Posted April 13, 2015 here the small icon for toxicity, if someone needed >> toxcity.paa variable to get the toxicity count _toxicity = round(EPOCH_playerToxicity); Salutesh 1 Link to comment Share on other sites More sharing options...
Salutesh Posted April 13, 2015 Report Share Posted April 13, 2015 here the small icon for toxicity, if someone needed >> toxcity.paa variable to get the toxicity count _toxicity = round(EPOCH_playerToxicity); OMG i was looking for that classname! Thanks! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 13, 2015 Author Report Share Posted April 13, 2015 All files and download link moved to Github. Version updated to 1.1. More changes coming soon! Salutesh 1 Link to comment Share on other sites More sharing options...
BenR Posted April 13, 2015 Report Share Posted April 13, 2015 Instead of this: _colourDamage = _colourDefault; if(_damage >= 100) then{_colourDamage = _colour100;}; if((_damage >= 90) && (_damage < 100)) then {_colourDamage = _colour90;}; if((_damage >= 80) && (_damage < 90)) then {_colourDamage = _colour80;}; if((_damage >= 70) && (_damage < 80)) then {_colourDamage = _colour70;}; if((_damage >= 60) && (_damage < 70)) then {_colourDamage = _colour60;}; if((_damage >= 50) && (_damage < 60)) then {_colourDamage = _colour50;}; if((_damage >= 40) && (_damage < 50)) then {_colourDamage = _colour40;}; if((_damage >= 30) && (_damage < 40)) then {_colourDamage = _colour30;}; if((_damage >= 20) && (_damage < 30)) then {_colourDamage = _colour20;}; if((_damage >= 10) && (_damage < 20)) then {_colourDamage = _colour10;}; if((_damage >= 1) && (_damage < 10)) then {_colourDamage = _colour0;}; if(_damage < 1) then{_colourDamage = _colourDead;}; This looks a bit neater _colourDamage = _colourDefault; switch true do { case (_damage >= 100) : {_colourDamage = _colour100;}; case ((_damage >= 80) && (_damage < 100)) : {_colourDamage = _colour80;}; case ((_damage >= 60) && (_damage < 80)) : {_colourDamage = _colour60;}; case ((_damage >= 40) && (_damage < 60)) : {_colourDamage = _colour40;}; case ((_damage >= 20) && (_damage < 40)) : {_colourDamage = _colour20;}; case ((_damage >= 1) && (_damage < 20)) : {_colourDamage = _colour0;}; case (_damage < 1) : {_colourDamage = _colourDead;}; }; Although there are less options in the block above that's just me saving time writing this, works the same if you change the values to the original 10% intervals instead of 20% Link to comment Share on other sites More sharing options...
Salutesh Posted April 13, 2015 Report Share Posted April 13, 2015 here the small icon for toxicity, if someone needed >> toxcity.paa variable to get the toxicity count _toxicity = round(EPOCH_playerToxicity); That class seems to be wrong, the output value is totaly random without any toxicity?! All files and download link moved to Github. Version updated to 1.1. More changes coming soon! I will send you a pull request for some ideas if its ok. Link to comment Share on other sites More sharing options...
Aiyo Posted April 13, 2015 Report Share Posted April 13, 2015 Doesnt work for me either tryed both install intructions the one from Readme and the ones from install.txt bot times Rpt says: Net Error Finished destroyed Player etc Sorry solved the Problem ! Forgot to remove an old #inlcude Statusbar command ;) Link to comment Share on other sites More sharing options...
nightmare Posted April 13, 2015 Report Share Posted April 13, 2015 Instead of this: _colourDamage = _colourDefault; if(_damage >= 100) then{_colourDamage = _colour100;}; if((_damage >= 90) && (_damage < 100)) then {_colourDamage = _colour90;}; if((_damage >= 80) && (_damage < 90)) then {_colourDamage = _colour80;}; if((_damage >= 70) && (_damage < 80)) then {_colourDamage = _colour70;}; if((_damage >= 60) && (_damage < 70)) then {_colourDamage = _colour60;}; if((_damage >= 50) && (_damage < 60)) then {_colourDamage = _colour50;}; if((_damage >= 40) && (_damage < 50)) then {_colourDamage = _colour40;}; if((_damage >= 30) && (_damage < 40)) then {_colourDamage = _colour30;}; if((_damage >= 20) && (_damage < 30)) then {_colourDamage = _colour20;}; if((_damage >= 10) && (_damage < 20)) then {_colourDamage = _colour10;}; if((_damage >= 1) && (_damage < 10)) then {_colourDamage = _colour0;}; if(_damage < 1) then{_colourDamage = _colourDead;}; This looks a bit neater _colourDamage = _colourDefault; switch true do { case (_damage >= 100) : {_colourDamage = _colour100;}; case ((_damage >= 80) && (_damage < 100)) : {_colourDamage = _colour80;}; case ((_damage >= 60) && (_damage < 80)) : {_colourDamage = _colour60;}; case ((_damage >= 40) && (_damage < 60)) : {_colourDamage = _colour40;}; case ((_damage >= 20) && (_damage < 40)) : {_colourDamage = _colour20;}; case ((_damage >= 1) && (_damage < 20)) : {_colourDamage = _colour0;}; case (_damage < 1) : {_colourDamage = _colourDead;}; }; Although there are less options in the block above that's just me saving time writing this, works the same if you change the values to the original 10% intervals instead of 20% switch is slower than if then else. https://community.bistudio.com/wiki/Code_Optimisation#If_Else_If_Else_If_Else_... Link to comment Share on other sites More sharing options...
BenR Posted April 13, 2015 Report Share Posted April 13, 2015 switch is slower than if then else. https://community.bistudio.com/wiki/Code_Optimisation#If_Else_If_Else_If_Else_... If you only have 1 switch with 10 possible cases, then it is much better for a switch instead of 10 individual if statements. 2 or 3 ifs would probably be better than a switch with 2 or 3 cases, but anything more than 3 possible outcomes a switch would be better. Link to comment Share on other sites More sharing options...
prone Posted April 13, 2015 Report Share Posted April 13, 2015 Lookin' good man, great work! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 13, 2015 Author Report Share Posted April 13, 2015 If anyone wants to feel free to do a fork or a pull request if you want to make changes or additions with working code. I'll review the changes and merge them as long as they are functional and make sense to the overall scope and theme of the status bar. Just keep in mind that we only have a limited amount of screen real estate to work with. We can't possibly add everything that everyone wants in the space that we have. My vision for this was meant to be fairly minimalist while still displaying the crucial information that players need at any given moment. It's not meant to be all things to all people. If that's what folks are wanting, Zupa has created a that is highly customizable on a per-user basis. There are no less than 4 variations of a status bar here on the forums, and many other resources can be found on places like OpenDayZ. Any server owners with even minimal scripting knowledge can pick and choose things that they want to include to create their own custom version of this without having to modify the stock code for everyone. I wrote/edited this so it would be easy for people to understand and change, so please, feel free to make your own edits and post examples that other people can use. That being said, I probably won't be merging every suggestion that people make into the stock download. If I skip your suggestion, please don't be offended. That simply means I don't feel that your suggestion "fits" with my vision for the stock version. Have fun with it! Something simple like this is perfect for people who are new to scripting to learn some basics. Link to comment Share on other sites More sharing options...
prone Posted April 13, 2015 Report Share Posted April 13, 2015 Can you make it so it shows xvids in bottom right corner? :D Chainsaw Squirrel and Darth_Rogue 2 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 13, 2015 Author Report Share Posted April 13, 2015 That's a great idea! Why not add code for the Facebook API so you can post a status every time you get shot in the face?! lol! Chainsaw Squirrel, stonXer and Salutesh 3 Link to comment Share on other sites More sharing options...
Salutesh Posted April 13, 2015 Report Share Posted April 13, 2015 That's a great idea! Why not add code for the Facebook API so you can post a status every time you get shot in the face?! lol! LoL :D Link to comment Share on other sites More sharing options...
xXMeragonXx Posted April 13, 2015 Report Share Posted April 13, 2015 sorry but the Status bar doesn't load an my Server ._. no error nothing Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 14, 2015 Author Report Share Posted April 14, 2015 If it's not loading there should be an error in the client RPT. The script doesn't run server side so there wouldn't be any errors in the server RPT. Link to comment Share on other sites More sharing options...
Guest Posted April 14, 2015 Report Share Posted April 14, 2015 Hi,i kicked by Script restriction #22....please help me Link to comment Share on other sites More sharing options...
xXMeragonXx Posted April 14, 2015 Report Share Posted April 14, 2015 hey have an Pastebin link with the log. http://pastebin.com/pjj6wiDV Link to comment Share on other sites More sharing options...
Guest Posted April 14, 2015 Report Share Posted April 14, 2015 i have the server log here: http://pastebin.com/qbeH2QkF Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 14, 2015 Author Report Share Posted April 14, 2015 The status bar doesn't load on the server guys. Server RPTs won't have any info relevant to the status bar. I need your client RPT file. It can be found on your PC here: C:\Users\YourPCUserName\AppData\Local\Arma 3 Link to comment Share on other sites More sharing options...
lambn001 Posted April 14, 2015 Report Share Posted April 14, 2015 This is probably what they're getting. 21:08:44 Error in expression < if ((getPlayerUID player) in admin_list) then { _rscLayer = "osef> 21:08:44 Error position: <admin_list) then { _rscLayer = "osef> 21:08:44 Error Undefined variable in expression: admin_list 21:08:44 File mpmissions\__CUR_MP.Altis\fn_statusbar_with_icons.sqf, line 14 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 14, 2015 Author Report Share Posted April 14, 2015 That can be fixed by adding a line on line 13 like this admin_list = ["xxxxxxxxxxxxx","xxxxxxxxxxxxxx"]; Replace the x with your admin id's. Salutesh likely added that since he uses that variable with Infistar. I have a new solution for that in the works for tomorrow. Link to comment Share on other sites More sharing options...
stonXer Posted April 14, 2015 Report Share Posted April 14, 2015 change if ((getPlayerUID player) in admin_list) then { into if ((getPlayerUID player) in [ "0" //admins id goes here ]) then { :) Link to comment Share on other sites More sharing options...
fullaholes Posted April 14, 2015 Report Share Posted April 14, 2015 Got it fixed Darth regarding my server not starting. You were right, I had }; missing and it works perfect now. Great job on the script by the way. Only one little niggle to mention though. When the numbers increase on the Stamina for example, the time disappears from the statusbar leaving just the pic of the clock. Any way to fix this so the time is showing constantly ? Regards MetalHead Link to comment Share on other sites More sharing options...
stonXer Posted April 14, 2015 Report Share Posted April 14, 2015 I had the numbers disappearing also, in statusbar.hpp look for w = 1.5; increase that by .1 till it fits for ya fullaholes 1 Link to comment Share on other sites More sharing options...
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