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[RELEASE] Status Bar With Icons & Server FPS display v1.36


Darth_Rogue

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Thanks for finding that!  I was going to go through it with a fine tooth comb today and try to squash that one.  Found in playerBar.sqf, line 176, toward the end of the line, color='16' should be color='15'.  Fixed it in my files and on Github.

 

I originally had all three parts of the script merged into a single file, separated by if statements, but the more I added the tougher it got to make sure I was making edits to the correct section. It was just getting too big and complicated when all of them were merged into one.   I figured that if I was having trouble keeping track of which section I was editing, other people would too, so I decided to save myself some support headaches and split them up.   :)

 

i knew it had something to do with the gps coords when i noticed it was spamming my position ...

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I tried it with just the one UID and it works. When I add multiple ID's it doesn't work.

 

in init_statusBar.sqf at the very top of the script add this:

waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};

i havent had that problem since ...

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in init_statusBar.sqf at the very top of the script add this:

waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};

i havent had that problem since ...

 

Why dont call the UIDs from a different file from the Server root folder?

You can also use that file for all kind of other scripts.

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Hey, our Server won't start if we add this in the description

 

here is our description:

 

#include "infiSTAR_AdminMenu.hpp"

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;
 
onLoadMission= "Fist-O-rama Epoch Server";
OnLoadIntro = "Willkommen im Reich der Fister";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; 
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 1;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 0;
 
corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;
 
wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;
 
class CfgRemoteExecCommands {};
 
class CfgEpochClient
{
buildingNearbyMilitary = 0; //1 to allow building nearby
buildingNearbyMilitaryRange = 300; //Define radius of blocked area
 
buildingRequireJammer = 0; // 1 = to allow building without a jammer 
buildingCountLimit = 200; // how many objects can be built within range of a jammer 
buildingJammerRange = 75; // jammer range in meters 
 
class Altis
{
blockedArea[] = { //[POS],radius
{ { 16085, 16997, 0 }, 250 }, //South Telos
{ { 12844, 16714, 0 }, 120 }, //Soldner Base 
{ { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
{ { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
{ { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
{ { 20084, 6728, 0 }, 55 }, //West of Selakano
{ { 25303, 21807, 0 }, 100 } //Sofia
};
};
class Chernarus
{
blockedArea[] = {
{ { 10203, 1886, 0 }, 430 }, //South Electro
{ { 6822, 2498, 0 }, 600 }, //Cherno
{ { 4612, 9670, 0 }, 140 }, //NWAF south barack
{ { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
{ { 4707, 10384, 0 }, 200 }, //NWAF north barack
{ { 4069, 10778, 0 }, 75 }, //NWAF west hangas
{ { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
{ { 12279, 9505, 0 }, 350 }, //Berenzino Mid
{ { 12816, 9816, 0 }, 400 }, //Berenzino SE
{ { 12991, 10147, 0 }, 375 }, //Berenzino Docs
{ { 2693, 5138, 0 }, 200 }, //Zeleno
{ { 11467, 7508, 0 }, 150 }, //Polana Factory
{ { 13092, 7096, 0 }, 140 } //Solnichniy Factory
};
};
};
 
class CfgEpochSapper
{
detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
groanTrig = 16; //Percentage chance of a groan. Min value = 4
sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};
 
class CfgEpochUAV
{
UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};
#include "ScarCode\SC_Rsc.hpp
 
class RscTitles
{
 
#include "addons\Status_Bar\statusBar.hpp"
 
};
 

and this is our init:

 

 

//////////////////////////////////////////////////////////////////////////

//cmEARPLUGS CODE START
 
call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
 
//cmEARPLUGS CODE END
//////////////////////////////////////////////////////////////////////////
 
 
if (hasInterface) then
{
[] execVM "semClient.sqf";
[] execVM "addons\status_bar\init_statusBar.sqf";
[true] call compile preprocessFileLineNumbers "ScarCode\SC_compileMenu.sqf";
[true] ExecVM "ScarCode\SC_startMenu.sqf";
};
 
//Start of NibbleGaming AdminHunt:
debug_adminhunt = true;
 
if (isDedicated) then {
    [] execVM "scripts\AdminHunt\adminhunt_server_init.sqf";
};
 
if (!isDedicated) then {
    marker_refreshtime = 5; //Edit this to set how often the marker should refresh
    adminlist = [
    /*-------specify your admins PlayerGUID below -----*/
    "76561197985326500",
    "76561197976747231",
    "76561197964198140" //no comma at last entry
    ];
    [] execVM "scripts\AdminHunt\adminhunt_client_init.sqf";
 
    "NibbleHint" addPublicVariableEventHandler { private "_sound";
        _sound = (_this select 1) select 0;
        switch(_sound)do{
            case 0:{playSound "UAV_05"}; //Mission started
            case 1:{playSound "UAV_01"}; //admin stopped mission
            case 2:{playsound "UAV_03"}; //Admin dead
        };
        hint parseText format["%1", (_this select 1) select 1]
    };
};
// End of NibbleGaming AdminHunt
 
 
// Briefing
[] execVM "briefing.sqf"; 
 
 
 
//Supply Drop Alert Event
"SDROP_Alert" addPublicVariableEventHandler {
hint parseText format["%1", _this select 1];
};

 

Any suggestions? 

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Hey, our Server won't start if we add this in the description

 

here is our description:

and this is our init:

 

 

Any suggestions? 

 

 

You're missing a "; after SC_Rsc.hpp

 

 

Should be:

class CfgEpochUAV
{
UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};
#include "ScarCode\SC_Rsc.hpp";
 
class RscTitles
{
 
#include "addons\Status_Bar\statusBar.hpp"
 
};
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like leaving centralized?

 

 

player #1

http://steamcommunity.com/id/par4na/home/

player #2

http://prntscr.com/6vj8qh

 

 

To center the status bar you will need to play with the x value, which will move it right or left depending on how you set it.  If you find that parts of the bar are cut off for some players, have them set their Interface Size to 'Small' in their Arma 3 settings.  

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