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how to get arma 2 gui editor to work


killerkiwi

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  On 10/1/2017 at 10:20 PM, killerkiwi said:

ok so im using the stra_gui.pbo 

i can't get it to work can some help with clear instructions or is there any other app i can use please 

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Folow the program install guide. Start your arma2 game with the stragui mission. Then press 0-0-1 or 0-0-0-1 cant remember. This numbers are the radio coms to open the gui menu

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  On 10/1/2017 at 11:05 PM, juandayz said:

Folow the program install guide. Start your arma2 game with the stragui mission. Then press 0-0-1 or 0-0-0-1 cant remember. This numbers are the radio coms to open the gui menu

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dw i was fucking high i got it to work lol thanks tho dude

but i will need your help later tho

 

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  On 10/1/2017 at 11:06 PM, killerkiwi said:

dw i was fucking high i got it to work lol thanks tho dude

but i will need your help later tho

 

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if i remember well.. onces you did the work,, press ctrl + S  to save .. then open your note ++ and paste..

you will see a lot of GUI code... then you will need create a define.hpp for it and edit almost 2 hours to change colours and variables names :laugh:.

Take a look on my workshop mod... the gui menu is pretty simple to use like examaple.. or @theduke custom menu mod... i was using his code mod to learn at my first time.

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heres is a simple menu maded for portables mod.

menu.hpp

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definesportables.hpp (this one must be called from description.ext at bottom)  its used for set the base of colors,bottoms, and all shit defined in the hpp from above.

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  On 10/2/2017 at 8:28 AM, killerkiwi said:

right im trying to make script that adds and removes item from gear but it don't have right items want it to tell them how much they need but only remove amount needed to craft the item... this how far i got 

https://pastebin.com/TezgBzWT

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anything you've saved in arma 3 editor CAN be imported back.

missionConfigFile >> "MenuClass"  

the line above will import a already created menu called menuclass

http://www.armaholic.com/forums.php?m=posts&q=33368

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@killerkiwi  cannot understand very well your question.

but just for start heres a lil clean up of your main script.

private ["_Storms_Menu"];
_Storms_Menu = {_x == "ItemBriefcase10oz"} count magazines player;
if (_Storms_Menu <1) exitWith { 
    cutText [format["%1 You need: Briefcase with in it 10oz to start crafting", name player], "PLAIN DOWN"];
};
player removeMagazine "ItemBriefcase10oz";
sleep 2;
execVM "Stormz\init.sqf";
 

Now, i dont know why you make a count of briefcase if u only gonna remove one single.  so you can replace by:


if !("ItemBriefcase10oz" in magazines player) exitWith { 
    cutText [format["%1 You need: Briefcase with in it 10oz to start crafting", name player], "PLAIN DOWN"];
};
player removeMagazine "ItemBriefcase10oz";
sleep 2;
execVM "Stormz\init.sqf";

 

 

Now if u need remove more than one item in other script.. you can use this:

//Check Items
_hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems;

//Remove items
_remove = [["cinder_wall_kit",2],["ItemWoodFloor",3]] call player_removeItems;

Then now your script looks like:

private ["_hasitem","_remove"];
_hasitem = [["ItemBriefcase10oz",2]] call player_checkItems;

//Here you dont need the exitWith with msg  the player_checkItems drop automatically the msg.

if (_hasitem) then { 
_remove = [["ItemBriefcase10oz",2]] call player_removeItems;
sleep 2;
execVM "Stormz\init.sqf";
};

 

 

Heres another way to check more than one item and tools in case you need

private ["_hastools","_hasitems1","_hasitems2"];
_hastools = ["ItemKnife"] call player_hasTools;
_hasitems1 = ["ItemBriefcase10oz"] call player_checkItems;
_hasitems2 = ["ItemAntibacterialWipe"] call player_checkItems;


if (call {_hastools} && {_hasitems1} && {_hasitems2}) then {
_remove = ["ItemBriefcase10oz","ItemAntibacterialWipe"] call player_removeItems;
player removeWeapon "ItemKnife";//in case you need
sleep 2;
execVM "Stormz\init.sqf";
};

 

 

 

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  On 10/2/2017 at 10:39 AM, theduke said:

anything you've saved in arma 3 editor CAN be imported back.

missionConfigFile >> "MenuClass"  

the line above will import a already created menu called menuclass

http://www.armaholic.com/forums.php?m=posts&q=33368

post #2

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im using arma 2 oa editor but thanks.. if like a gui editor for arma 3 with out using the game here one i found all right and easy to use but need to know little C++ to use it

http://www.armaholic.com/page.php?id=31200

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