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[RELEASE] Custom GUI / Menu


theduke

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A small script for action button to change color ingame. I use this github for color example.

Put this script in a sqf in scripts folder and link it to a button.

Share your scripts too :)

Enjoy :)

Spoiler

if (isNil "CColor") exitWith {
// Wasteland
CColor = "Wasteland";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Wasteland") exitWith {
//Clear contrast
CColor = "Clear Contrast";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Clear Contrast") exitWith {
//Dark draining
CColor = "Dark draining";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 0.21, 0, [0.1, 0, 0, 0],[3.59, 3.49, 3.78, 0.83],[-0.31, 0.08, 3.79, 5]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Dark draining") exitWith {
//Sandy
CColor = "Sandy";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0, [1.01, -2.46, -1.23, 0],[2.11, 1.6, 0.71, 0.8],[1.43, 0.56, 3.69, 0.31]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Sandy") exitWith {
//Sumer Chernarus
CColor = "Sumer Chernarus";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[2,0,0,1.25],[2.5,-2.5,0,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Sumer Chernarus") exitWith {
//Dog Vision
CColor = "Dog Vision";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,0.6,0,[0,0,0,0],[3,3,1,0.75],[2.5,2.5,-2.75,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Dog Vision") exitWith {
//Tropical
CColor = "Tropical";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0.01, [-0.11, -0.65, -0.76, 0.015],[-5, 2.74, 0.09, 0.95],[-1.14, -0.73, 1.14, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Tropical") exitWith {
//Photo
CColor = "Photo";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 0.2050, 35, 0, [6.32, 0.57, 10.71, -0.0015],[1.29, 0.81, 1.2, 0.67],[-1.24, 2.03, 0.37, -3.69]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Photo") exitWith {
//WarZone
CColor = "WarZone";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ .079990001, 7, 0.055, [1.320, 1.57, 1.31, -.022],[2.05, 1.8611, 1.62, .6807],[-1.954, 3.95553, 4.898, 5.19]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "WarZone") exitWith {
// Operation Flashpoint
CColor = "Operation Flashpoint";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1.2,0.85],[1,1,-2.5,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Operation Flashpoint") exitWith {
// Africa
CColor = "Africa";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Africa") exitWith {
// Blue
CColor = "Blue";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 0.9, 1, 0, [-2.32, 0.17, 0.71, 0],[1.09, 0.91, 1.1, 0.27],[-1.24, 3.03, 0.37, -1.69]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Blue") exitWith {
// Arma mission colours
CColor = "Arma mission colours";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Arma mission colours") exitWith {
// Heavy Colour Correction
CColor = "Heavy Colour Correction";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1, 1.04, -0.004, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.5], [0.199, 0.587, 0.114, 0.0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Heavy Colour Correction") exitWith {
// Zombie View 
CColor = "Zombie View";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Zombie View") exitWith {
// Normal
CColor = "Normal";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable false;
systemChat (format["Correction : %1", CColor]);
CColor = nil;
};

 

Edited by Casual_Jeff
Code in spoiler box :)
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10 hours ago, Dusty459 said:

Is there Anyway I can Have it so the tool box isn't removed so they can pack and unpack bikes and Mozzies

open deploybike,sqf  the one into scripts folder and comment or delete this line:

player removeWeapon "ItemToolbox";

 

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2 hours ago, Dusty459 said:

ok thank you how do i add likr mozzie and other stuff

i guess u can use the same bunch of code and change the bike id by the mozzie id.

this line:

_object = "Old_bike_TK_CIV_EP1" createVehicle (_posplr);

also change this texts

cutText [format["You are in Combat and cannot build a bike."], "PLAIN DOWN"];

    cutText [format["You've used your toolbox to build a bike."], "PLAIN DOWN"];
    
        cutText [format["Warning: Spawned Bikes DO NOT SAVE after server restart!"], "PLAIN DOWN"];   

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8 hours ago, Dusty459 said:

deploy works Just Not Repacking

thats because that script was not included. the bike script was just a sample...

but here is my bike pack script

create a file called packbike.sqf

Spoiler

if (false) then {
// player is in combat and cant pack his bike
    cutText [format["You are in combat and cannot re-pack your bike."], "PLAIN DOWN"];
} else {
    if (typeOf cursorTarget == "Old_bike_TK_CIV_EP1" || typeOf cursorTarget == "MMT_Civ") then {
    // player is looking at a bike and the target has a bike classname
    // delete it first to avoid player changing to another target
        deletevehicle cursorTarget;
        player removeAction s_player_deploybike2;
        player playActionNow "Medic";
        r_interrupt = false;
        player addWeapon "ItemToolbox";       
        _dis=10;
        _sfx = "repair";
        [player,_sfx,0,false,_dis] call dayz_zombieSpeak;
        [player,_dis,true,(getPosATL player)] spawn player_alertZombies;
        sleep 6;
        cutText [format["You have packed your bike and been given back your toolbox"], "PLAIN DOWN"];
        r_interrupt = false;
        player switchMove "";
        player playActionNow "stop";
    } else {
        // player is not looking at a bike, or target does not have a bike classname
        cutText [format["You have to be facing your bike to re-pack it!"], "PLAIN DOWN"];
    };
};

save it in your mission where you prefer.

go into your fn_selfactions.sqf

add this at the bottom. Make sure to change your path to match yours...

Spoiler

_isBike = typeOf cursorTarget in ["Old_bike_TK_INS_EP1","Old_bike_TK_CIV_EP1"];
    
if((_isBike) && _canDo) then {
                if (s_player_deploybike2 < 0) then {
                s_player_deploybike2 = player addaction[("<t color=""#007ab7"">" + ("Re-Pack Bike") +"</t>"),"custom\pack\packbike.sqf","",5,false,true,"", ""];
    };
        } else {
    player removeAction s_player_deploybike2;
    s_player_deploybike2 = -1;
        };

still in fn_selfactions.sqf. look for

player removeAction s_player_fuelauto2;
	s_player_fuelauto2 = -1;

and under add this

player removeAction s_player_deploybike2;
    s_player_deploybike2 = -1;

repack your mission and you should be good to go

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On 21-2-2016 at 4:49 PM, theduke said:

Players with smaller resolutions, the text can be cut out. I havnt figured that one out either.
If someone knows how i can fix either issue please let me know :)

I think you could fix this by adding a scrollbar, I took a look at the ESSVD3 spawn script (pretty sure you use that as well) and I think this is the part of the code you are looking for. I might be wrong on the exact code but i think you should be able to use a part of the ESSVD3 script to make it work

Spoiler

#define ESS_LISTBOX autoScrollDelay = 5;\
	autoScrollRewind = 0;\
	autoScrollSpeed = -1;\
	colorSelect[] = {.88,.88,.88,1};\
	colorSelectBackground[] = {.5,.5,.5,1};\
	colorText[] = {.88,.88,.88,1};\
	font = "Zeppelin32";\
	maxHistoryDelay = 1;\
	rowHeight = .04;\
	class ScrollBar\
	{\
		color[] = {1, 1, 1, 0.6};\
		colorActive[] = {0.5, 0.5, 0.5, 1};\
		colorDisabled[] = {1, 1, 1, 0.3};\
		thumb = "\z\addons\dayz_code\gui\grey\igui_scrollbar_thumb_ca.paa";\
		arrowFull = "\z\addons\dayz_code\gui\grey\igui_arrow_top_active_ca.paa";\
		arrowEmpty = "\z\addons\dayz_code\gui\grey\igui_arrow_top_ca.paa";\
		border = "\z\addons\dayz_code\gui\grey\igui_border_scroll_ca.paa";\
	};\
	sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * .6)";\
	soundSelect[] = {"",.1,1};\
	style = 16;\
	type = 5

 

 

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  • 2 weeks later...
2 hours ago, ThatFellaNick said:

@theduke Hey man great looking menu. :)

Drop box link is dead unfortunately 

Hmm yes thats because this version is for 1051 epoch. 

Was removed from the dropbox and new one has a github for 1061

this would be the updated version

 

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  • 2 years later...

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