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[Tutorial] How to change (Blood,Hunger,Thirst,Temp) GUI


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^^ updated my RscPlayerUI.hpp file in post - do the same

 

Get this error

ErrorMessage: File mpmissions\__cur_mp.Chernarus\custom\RscPlayerUI.hpp, line 7: /RscTitles/playerStatusGUIcustom/ControlsBackground.RscStructuredText_1199: Undefined base class 'RscStructuredText'
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After I did all of your instructions I stuck on "Loading Character Data". But no rpt errors or something.

 

The only difference I had to do was the execution of the player_monitor.fsm... in my Init there it was like:

_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

changed it to my custom:

_playerMonitor = 	[] execVM "custom\player_monitor.fsm";

Think I found my mistake, give it a try now.

Did you fix this, if so how?

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not sure how it happens but i posted an empty class - and nobody realized it :P

class RscStructuredText {
	idc = -1;
	type = 13;
	style = 0x02;
	x = 0.1;
	y = 0.1;
	w = 0.3;
	h = 0.1;
	size = 0.045;
	class Attributes {
	};
};

^^ put that class into your RscPlayerUI.hpp - on top of it (replace the old one if included)

 

cheers

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inventory/gear isnt possible at moment - if im right, coz createGearDialog read only from addon - not like createDialog - so patching isnt possible - as far as i know. if im wrong point me in the right direction and i do what i can..

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  • 1 month later...

Anyone care to link to the posts to get this all to work? or post a working copy?

 

Make this (step for step (RscPlayerUI.hpp = yourcustomGUI.hpp)):

 

add in description.ext (@ bottom / last line(if u don't have any classes of this)):

class RscStructuredText {
	idc = -1;
	type = 13;
	style = 0x02;
	x = 0.1;
	y = 0.1;
	w = 0.3;
	h = 0.1;
	size = 0.045;
	class Attributes {
	};
};
class RscPictureGUI
{
	access = 0;
	type = 0;
	idc = -1;
	colorBackground[] = {0,0,0,0};
	colorText[] = {0.38,0.63,0.26,0.75};
	font = "TahomaB";
	sizeEx = 0;
	lineSpacing = 0;
	text = "";
	style = "0x30 + 0x100";
	x = 0;
	y = 0;
	w = 0.2;
	h = 0.15;
};
class RscTitles {
	#include "custom\yourcustomGUI.hpp"
};

thats all ;)

 

 

===============

@ jOops

 

Good work man :P

===============

 

Improvement proposal:

 

If you change (in player_updateGui.sqf)

//only show the weight-icon if R3F-weight-system is running ;)
if (DZE_R3F_WEIGHT) then {
	if (R3F_Weight < 125) then {
		_ctrlWeight ctrlShow false;
	} else {
		if (R3F_Weight > 250) then {
			_ctrlWeight call player_guiControlFlash;
		} else {
			_ctrlWeight ctrlShow true;
		};
	};
};

to

//only show the weight-icon if R3F-weight-system is running ;)
if (DZE_R3F_WEIGHT) then {
	if (R3F_TIRED_Accumulator < 20000) then {
		_ctrlWeight ctrlShow false;
	} else {
		if (R3F_TIRED_Accumulator > 80000) then {
			_ctrlWeight call player_guiControlFlash;
		} else {
			_ctrlWeight ctrlShow true;
		};
	};
};

the "weight icon" will display at fatigue and will flash just before overburdened.

 

Fatigue starts with R3F_TIRED_Accumulator = 20000 (heart beat starts)

You are overburdened on R3F_TIRED_Accumulator = 100000

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If you change (in player_updateGui.sqf)

//only show the weight-icon if R3F-weight-system is running ;)
if (DZE_R3F_WEIGHT) then {
	if (R3F_Weight < 125) then {
		_ctrlWeight ctrlShow false;
	} else {
		if (R3F_Weight > 250) then {
			_ctrlWeight call player_guiControlFlash;
		} else {
			_ctrlWeight ctrlShow true;
		};
	};
};

to

//only show the weight-icon if R3F-weight-system is running ;)
if (DZE_R3F_WEIGHT) then {
	if (R3F_TIRED_Accumulator < 20000) then {
		_ctrlWeight ctrlShow false;
	} else {
		if (R3F_TIRED_Accumulator > 80000) then {
			_ctrlWeight call player_guiControlFlash;
		} else {
			_ctrlWeight ctrlShow true;
		};
	};
};

the "weight icon" will display at fatigue and will flash just before overburdened.

 

Fatigue starts with R3F_TIRED_Accumulator = 20000 (heart beat starts)

You are overburdened on R3F_TIRED_Accumulator = 100000

 

tbh i think its better showing the icon from weight and let the player decide if he wants to take the chance, compared to warning him before he collapses and would also make more sense.

warning the player before he collapses removes the element of surprise and changes the gameplay from "was it really that heavy?" when you collapse, to "im almost overburdend now, i better take some painkillers and drop some of this, before i collapse" (wich would make the weght systim completly irrelevant imho).

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  • 1 month later...

maybe help  on 1.0.5.1 you ini.sqf start // _playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";                 // not player_monitor.fsm - but player_monitor.sqf and compile it two...

 

repack you dayz_code.pbo search player_monitor.sqf and player_monitor.fsm and copy custompatch...

in custom monitor.sqf =

 

if (isServer) then {

waitUntil{dayz_preloadFinished};
};
// _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
_id = [] execFSM "custompath\player_monitor\player_monitor.fsm";
if (DZE_R3F_WEIGHT) then {
_void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";
};
 
and you ini.sqf start
// _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
playerMonitor =  [] execVM "custompath\player_monitor\player_monitor.sqf";
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  • 5 weeks later...

Here's mine:

97cf1253ee.jpg

P.S. When a player has broken bones and/or is bleeding the white frame will flash white/red.

 

Here's mine:

97cf1253ee.jpg

P.S. When a player has broken bones and/or is bleeding the white frame will flash white/red.

 

 

Here's mine:

 

hfTgUrU.jpg

Would you mind sharing this with me? i would love to design my own. Thanks. Awesome work!! ;-)

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Hello All,

 

I have been trying to add the icons according to the info provided in this thread, I have followed everything to the letter and I get the following error.

 

ErrorMessage: File mpmissions\__cur_mp.Panthera2\custom\RscPlayerUI.hpp, line 7: /playerStatusGUIcustom/ControlsBackground.RscPicture_1901: Undefined base class 'RscPictureGUI'

 

could someone assist please?

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