kacperx12 Posted August 18, 2014 Report Share Posted August 18, 2014 You need to define RscPictureGUI here is mine, class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100"; x = 0; y = 0; //w = 0.2; //h = 0.15; }; Link to comment Share on other sites More sharing options...
rhammer2003 Posted August 18, 2014 Report Share Posted August 18, 2014 Kacperx12, I already have a rscPictureHUI defined as I have the zombie camo script installed and it uses this, is there any way to have mu;tiple RscP{ictureGUI's defined? Link to comment Share on other sites More sharing options...
jOoPs Posted August 19, 2014 Report Share Posted August 19, 2014 rename class rscPictureGUI. now change/replace all rscPictureGUI in playerStatusGUIcustom.hpp to your new classname. Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted August 26, 2014 Report Share Posted August 26, 2014 Has anyone made a full tutorial on this yet? i still can't get it to work :/ Link to comment Share on other sites More sharing options...
mootactics Posted September 15, 2014 Report Share Posted September 15, 2014 On 3/29/2014 at 2:08 PM, Darth_Rogue said: I was able to get this to work very easily. The image files you need for the updated icons are already in the dayz_code.pbo, so everyone already has them. There is no need to copy them to the mission file. All you have to do is pull 'player_UpdateGUI.sqf' from "dayz_code\compiles" and place it in your mission file in a folder called "fixes". Then edit your compiles.sqf to point to the player_updateGUI.sqf from the fixes folder. See below. Reveal hidden contents player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf"; // control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf"; //player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf"; player_updateGui = compile preprocessFileLineNumbers "fixes\player_updateGui.sqf"; Pay close attention to the paths in the code below referencing the .paa files and you will see that they are being called now from the "status" folder in dayz_code. You can either edit the paths to your liking as I have, or you can copy and paste the entire contents of the file into yours. The code below is the complete player_updategui.sqf file. Reveal hidden contents private ["_display","_ctrlBlood","_ctrlBleed","_bloodVal","_ctrlFood","_ctrlThirst","_thirstVal","_foodVal","_ctrlTemp","_tempVal","_combatVal","_array","_ctrlEar","_ctrlEye","_ctrlCombat","_ctrlFracture","_visualText","_visual","_audibleText","_audible","_blood","_thirstLvl","_foodLvl","_tempImg","_thirst","_food","_temp","_bloodLvl","_tempLvl","_color","_string","_humanity","_size","_friendlies","_charID","_rcharID","_rfriendlies","_rfriendlyTo","_distance","_targetControl","_humanityTarget"]; disableSerialization; _foodVal = 1 - (dayz_hunger / SleepFood); _thirstVal = 1 - (dayz_thirst / SleepWater); _tempVal = 1 - ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin)); // Normalise to [0,1] _combatVal = 1 - dayz_combat; // May change later to be a range of red/green to loosely indicate 'time left in combat' if (uiNamespace getVariable ['DZ_displayUI', 0] == 1) exitWith { _array = [_foodVal,_thirstVal]; _array }; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _ctrlBlood = _display displayCtrl 1300; _ctrlBleed = _display displayCtrl 1303; _bloodVal = r_player_blood / r_player_bloodTotal; _ctrlFood = _display displayCtrl 1301; _ctrlThirst = _display displayCtrl 1302; _ctrlTemp = _display displayCtrl 1306; //TeeChange _ctrlEar = _display displayCtrl 1304; _ctrlEye = _display displayCtrl 1305; //_ctrlHumanity = _display displayCtrl 1207; _ctrlCombat = _display displayCtrl 1307; _ctrlFracture = _display displayCtrl 1203; //Food/Water/Blood _ctrlBlood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_bloodVal))),(Dayz_GUI_G * _bloodVal),(Dayz_GUI_B * _bloodVal), 0.5]; _ctrlFood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_foodVal))),(Dayz_GUI_G * _foodVal),(Dayz_GUI_B * _foodVal), 0.5]; _ctrlThirst ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_thirstVal))),(Dayz_GUI_G * _thirstVal),(Dayz_GUI_B * _thirstVal), 0.5]; _ctrlTemp ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_tempVal))), (Dayz_GUI_G * _tempVal), _tempVal, 0.5]; // Color ranges from iceblue (cold) to red (hot) _ctrlCombat ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_combatVal))),(Dayz_GUI_G * _combatVal),(Dayz_GUI_B * _combatVal), 0.5]; /* Blood: round((r_player_blood / 2) / 1000) = _bloodLvl (6 = full, 1 = empty) Thirst: round(_thirstVal / 0.25) = _thirstLvl (4 = full, 0 = empty) Hunger: round(_foodVal / 0.25) = _foodLvl (4 = full, 0 = empty) Temp: round(dayz_temperatur) = tempLvl (>= 36 = full <= 28 = empty) */ _blood = ""; _thirst = ""; _food = ""; _temp = ""; _tempImg = 0; _bloodLvl = round((r_player_blood / 2) / 1000); _thirstLvl = round(_thirstVal / 0.25); _foodLvl = round(_foodVal / 0.25); _tempLvl = round(dayz_temperatur); /* diag_log format["DEBUG: bloodlvl: %1 r_player_blood: %2 bloodval: %3",_bloodLvl, r_player_blood, _bloodVal]; diag_log format["DEBUG: thirstlvl: %1 dayz_thirst: %2 thirstval: %3",_thirstLvl, dayz_thirst, _thirstVal]; diag_log format["DEBUG: foodlvl: %1 dayz_hunger: %2 foodval: %3",_foodLvl, dayz_hunger, _foodVal]; diag_log format["DEBUG: templvl: %1 dayz_temperatur: %2 tempval: %3",_tempLvl, dayz_temperatur, _tempVal]; */ if (_bloodLvl <= 0) then { //_blood = "\z\addons\dayz_code\gui\status_blood_inside_1_ca.paa"; _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_1_ca.paa"; } else { //_blood = "\z\addons\dayz_code\gui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa"; _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_" + str(_bloodLvl) + "_ca.paa"; }; if (_thirstLvl < 0) then { _thirstLvl = 0 }; //_thirst = "\z\addons\dayz_code\gui\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa"; _thirst = "\z\addons\dayz_code\gui\status\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa"; if (_foodLvl < 0) then { _foodLvl = 0 }; //_food = "\z\addons\dayz_code\gui\status_food_inside_" + str(_foodLvl) + "_ca.paa"; _food = "\z\addons\dayz_code\gui\status\status_food_inside_" + str(_foodLvl) + "_ca.paa"; if ( _tempLvl >= 36 ) then { _tempImg = 4 }; if ( _tempLvl > 33 and _tempLvl < 36 ) then { _tempImg = 3 }; if ( _tempLvl >= 30 and _tempLvl <= 33 ) then { _tempImg = 2 }; if ( _tempLvl > 28 and _tempLvl < 30 ) then { _tempImg = 1 }; if ( _tempLvl <= 28 ) then { _tempImg = 0 }; //_temp = "\z\addons\dayz_code\gui\status_temp_" + str(_tempImg) + "_ca.paa"; _temp = "\z\addons\dayz_code\gui\status\status_temp_" + str(_tempImg) + "_ca.paa"; _ctrlBlood ctrlSetText _blood; _ctrlThirst ctrlSetText _thirst; _ctrlFood ctrlSetText _food; _ctrlTemp ctrlSetText _temp; /* Visual: */ _visualtext = ""; _visual = (round((dayz_disVisual / 100) * 4)) min 5; //if (_visual > 0) then {_visualtext = "\z\addons\dayz_code\gui\val_" + str(_visual) + "_ca.paa"}; if (_visual > 0) then {_visualtext = "\z\addons\dayz_code\gui\status\val_" + str(_visual) + "_ca.paa"}; _ctrlEye ctrlSetText _visualtext; /* Audible: */ _audibletext = ""; _audible = (round((dayz_disAudial / 50) * 4)) min 5; //if (_audible > 0) then {_audibletext = "\z\addons\dayz_code\gui\val_" + str(_audible) + "_ca.paa"}; if (_audible > 0) then {_audibletext = "\z\addons\dayz_code\gui\status\val_" + str(_audible) + "_ca.paa"}; _ctrlEar ctrlSetText _audibletext; /* Fracture: */ if (!canStand player) then { if (!(ctrlShown _ctrlFracture)) then { r_fracture_legs = true; _ctrlFracture ctrlShow true; }; }; /* Flashing: */ if (_combatVal == 0) then { _ctrlCombat call player_guiControlFlash; }; if (_bloodVal < 0.2) then { _ctrlBlood call player_guiControlFlash; }; if (_thirstVal < 0.2) then { _ctrlThirst call player_guiControlFlash; }; if (_foodVal < 0.2) then { _ctrlFood call player_guiControlFlash; }; if (_tempVal > 0.8) then { //TeeChange _ctrlTemp call player_guiControlFlash; } else { _ctrlTemp ctrlShow true; }; if (r_player_injured) then { _ctrlBleed call player_guiControlFlash; }; /* Opt-in tag system with friend tagging */ _targetControl = _display displayCtrl 1199; _string = ""; _humanityTarget = cursorTarget; if (!isNull _humanityTarget and isPlayer _humanityTarget and alive _humanityTarget) then { _distance = (player distance _humanityTarget); if (_distance < DZE_HumanityTargetDistance) then { _size = (1-(floor(_distance/5)*0.1)) max 0.1; // Display name if player opt-in or if friend _friendlies = player getVariable ["friendlies", []]; _charID = player getVariable ["CharacterID", "0"]; _rcharID = _humanityTarget getVariable ["CharacterID", "0"]; _rfriendlies = _humanityTarget getVariable ["friendlies", []]; _rfriendlyTo = _humanityTarget getVariable ["friendlyTo", []]; if ((_rcharID in _friendlies) and (_charID in _rfriendlies)) then { if (!(_charID in _rfriendlyTo)) then { // diag_log format["IS FRIENDLY: %1", _player]; _rfriendlyTo set [count _rfriendlyTo, _charID]; _humanityTarget setVariable ["friendlyTo", _rfriendlyTo, true]; // titleText [format[(localize "STR_EPOCH_ACTIONS_17"), (name _humanityTarget)], "PLAIN DOWN"]; }; // <br /><t %2 align='center' size='0.7'>Humanity: %3</t> _color = "color='#339933'"; _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; } else { // Humanity checks _humanity = _humanityTarget getVariable ["humanity",0]; _color = "color='#ffffff'"; if(_humanity < -5000) then { _color = "color='#ff0000'"; } else { if(_humanity > 5000) then { _color = "color='#3333ff'"; }; }; if(_humanityTarget getVariable ["DZE_display_name", false]) then { _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; }; }; }; }; // update gui if changed if (dayz_humanitytarget != _string) then { _targetControl ctrlSetStructuredText (parseText _string); dayz_humanitytarget = _string; }; _array = [_foodVal,_thirstVal]; _array The only thing I don't like is how small they appear now. I will work on finding a way to increase their size to increase visibility and post an update once I'm successful. Enjoy! :) Any way you could finish this script.. That other guys script was way too over complicated, and didn't work no matter how many times i tried.. All you need to do is finish adding the Backgrounds and the other part to it.. Link to comment Share on other sites More sharing options...
HellWalker Posted September 16, 2014 Report Share Posted September 16, 2014 Is there anyone here able to make a tutorial on how to install this? I've tried to follow all the topics in here, but i'm getting stuck in the loading character data Link to comment Share on other sites More sharing options...
yani9o Posted September 21, 2014 Report Share Posted September 21, 2014 On 9/16/2014 at 5:12 PM, HellWalker said: Is there anyone here able to make a tutorial on how to install this? I've tried to follow all the topics in here, but i'm getting stuck in the loading character data Just do it like in this Additionally: Get the player_monitor.sqf from your dayz_code/system and place it in your mission (i placed it in custom). Open it and change the path of the player_monitor.fsm (mine is custom/player_monitor.fsm). Open init.sqf and change the path of player_monitor.sqf (could be that you have player_monitor.fsm there... - mine is custom/player_monitor.sqf). Got it working that way ;) SideShowFreak 1 Link to comment Share on other sites More sharing options...
reaperz73 Posted October 30, 2014 Report Share Posted October 30, 2014 Using jOops version. We don't run weighting and I can't get the weight icon to turn off?? Link to comment Share on other sites More sharing options...
jOoPs Posted November 4, 2014 Report Share Posted November 4, 2014 On 10/30/2014 at 7:19 AM, reaperz73 said: Using jOops version. We don't run weighting and I can't get the weight icon to turn off?? try replacing your player_updategui.sqf with that one... Reveal hidden contents /* bloodloss & bloodgain not implemented yet! */ /* cheers... jOoPs */ private ["_display","_uiNumber","_ctrlWeight","_bloodText","_ctrlCombatBorder","_ctrlCombatBorder2","_ctrlBloodOuter","_ctrlFoodBorder","_ctrlThirstBorder","_ctrlTempBorder","_ctrlBlood","_ctrlBleed","_bloodVal","_ctrlFood","_ctrlThirst","_thirstVal","_foodVal","_ctrlTemp","_tempVal","_combatVal","_array","_ctrlEar","_ctrlEye","_ctrlCombat","_ctrlFracture","_visualText","_visual","_audibleText","_audible","_blood","_thirstLvl","_foodLvl","_tempImg","_thirst","_food","_temp","_bloodLvl","_tempLvl","_color","_string","_humanity","_size","_friendlies","_charID","_rcharID","_rfriendlies","_rfriendlyTo","_distance","_targetControl","_humanityTarget"]; disableSerialization; _foodVal = 1 - (dayz_hunger / SleepFood); _thirstVal = 1 - (dayz_thirst / SleepWater); _tempVal = 1 - ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin)); // Normalise to [0,1] _combatVal = 1 - dayz_combat; // May change later to be a range of red/green to loosely indicate 'time left in combat' if (uiNamespace getVariable ['DZ_displayUI', 0] == 1) exitWith { _array = [_foodVal,_thirstVal]; _array }; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _ctrlBloodOuter = _display displayCtrl 1200; _ctrlFoodBorder = _display displayCtrl 1201; _ctrlThirstBorder = _display displayCtrl 1202; _ctrlTempBorder = _display displayCtrl 1208; _ctrlCombatBorder = _display displayCtrl 1207; _ctrlCombatBorder2 = _display displayCtrl 1211; //Border white _ctrlBloodOuter ctrlSetTextColor [1,1,1,1]; _ctrlFoodBorder ctrlSetTextColor [1,1,1,1]; _ctrlThirstBorder ctrlSetTextColor [1,1,1,1]; _ctrlTempBorder ctrlSetTextColor [1,1,1,1]; _ctrlCombatBorder ctrlSetTextColor [1,1,1,1]; _ctrlCombatBorder2 ctrlSetTextColor [1,1,1,1]; _ctrlBlood = _display displayCtrl 1300; _ctrlBleed = _display displayCtrl 1303; _bloodVal = r_player_blood / r_player_bloodTotal; _ctrlFood = _display displayCtrl 1301; _ctrlThirst = _display displayCtrl 1302; _ctrlTemp = _display displayCtrl 1306; //TeeChange _ctrlEar = _display displayCtrl 1304; _ctrlEye = _display displayCtrl 1305; //_ctrlHumanity = _display displayCtrl 1207; _ctrlCombat = _display displayCtrl 1307; _ctrlFracture = _display displayCtrl 1203; //only show the weight-icon if R3F-weight-system is running ;) /* if (DZE_R3F_WEIGHT) then { _ctrlWeight = _display displayCtrl 1210; }; */ //Food/Water/Blood _ctrlBlood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_bloodVal))),(Dayz_GUI_G * _bloodVal),(Dayz_GUI_B * _bloodVal), 1]; _ctrlFood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_foodVal))),(Dayz_GUI_G * _foodVal),(Dayz_GUI_B * _foodVal), 1]; _ctrlThirst ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_thirstVal))),(Dayz_GUI_G * _thirstVal),(Dayz_GUI_B * _thirstVal), 1]; _ctrlTemp ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_tempVal))), (Dayz_GUI_G * _tempVal), _tempVal, 1]; // Color ranges from iceblue (cold) to red (hot) // << Already Done :) _ctrlCombat ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_combatVal))),(Dayz_GUI_G * _combatVal),(Dayz_GUI_B * _combatVal), 0.5]; /* Blood: round((r_player_blood / 2) / 1000) = _bloodLvl (6 = full, 1 = empty) Thirst: round(_thirstVal / 0.25) = _thirstLvl (4 = full, 0 = empty) Hunger: round(_foodVal / 0.25) = _foodLvl (4 = full, 0 = empty) Temp: round(dayz_temperatur) = tempLvl (>= 36 = full <= 28 = empty) */ _blood = ""; _thirst = ""; _food = ""; _temp = ""; _tempImg = 0; _bloodLvl = round((r_player_blood / 2) / 1000); _thirstLvl = round(_thirstVal / 0.25); _foodLvl = round(_foodVal / 0.25); _tempLvl = round(dayz_temperatur); _bloodText = "\z\addons\dayz_code\gui\status\status_blood_border"; if (r_player_infected) then { _bloodText = _bloodText + "_sick_ca.paa"; } else { _bloodText = _bloodText + "_CA.paa"; }; _ctrlBloodOuter ctrlSetText _bloodText; if (_bloodLvl <= 0) then { _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_1_ca.paa"; } else { _blood = "\z\addons\dayz_code\gui\status\status_blood_inside_" + str(_bloodLvl) + "_ca.paa"; }; if (_thirstLvl < 0) then { _thirstLvl = 0 }; _thirst = "\z\addons\dayz_code\gui\status\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa"; if (_foodLvl < 0) then { _foodLvl = 0 }; _food = "\z\addons\dayz_code\gui\status\status_food_inside_" + str(_foodLvl) + "_ca.paa"; switch true do { case (_tempLvl >= 36): { _tempImg = 4 }; case (_tempLvl > 33 and _tempLvl < 36): { _tempImg = 3 }; case (_tempLvl >= 30 and _tempLvl <= 33): { _tempImg = 2 }; case (_tempLvl > 28 and _tempLvl < 30): { _tempImg = 1 }; default { _tempImg = 0 }; }; _temp = "\z\addons\dayz_code\gui\status\status_temp_" + str(_tempImg) + "_ca.paa"; _ctrlBlood ctrlSetText _blood; _ctrlThirst ctrlSetText _thirst; _ctrlFood ctrlSetText _food; _ctrlTemp ctrlSetText _temp; // Visual: _visual = (dayz_disVisual / 185) min 1; if (_visual < 0.2) then {_visual = 0.2;}; _ctrlEye ctrlSetTextColor [1, 1, 1, _visual]; // Audible _audible = (dayz_disAudial / 40) min 1; if (_audible < 0.2) then {_audible = 0.2;}; _ctrlEar ctrlSetTextColor [1, 1, 1, _audible]; //Fracture if (!canStand player) then { if (!(ctrlShown _ctrlFracture)) then { r_fracture_legs = true; _ctrlFracture ctrlShow true; }; }; // Flashing if (_combatVal == 0) then { _ctrlCombat call player_guiControlFlash; }; if (_bloodVal < 0.2) then { _ctrlBlood call player_guiControlFlash; }; if (_thirstVal < 0.2) then { _ctrlThirst call player_guiControlFlash; }; if (_foodVal < 0.2) then { _ctrlFood call player_guiControlFlash; }; if (_tempVal > 0.8) then { _ctrlTemp call player_guiControlFlash; } else { _ctrlTemp ctrlShow true; }; if (r_player_injured) then { _ctrlBleed call player_guiControlFlash; }; //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; }; }; }; */ //this should disable the permanent showing weight-icon _ctrlWeight = _display displayCtrl 1210; _ctrlWeight ctrlSetText ""; _ctrlWeight ctrlShow false; //this should disable the permanent showing weight-icon /* Opt-in tag system with friend tagging */ _targetControl = _display displayCtrl 1199; _string = ""; _humanityTarget = cursorTarget; if (!isNull _humanityTarget and isPlayer _humanityTarget and alive _humanityTarget) then { _distance = (player distance _humanityTarget); if (_distance < DZE_HumanityTargetDistance) then { _size = (1-(floor(_distance/5)*0.1)) max 0.1; // Display name if player opt-in or if friend _friendlies = player getVariable ["friendlies", []]; _charID = player getVariable ["CharacterID", "0"]; _rcharID = _humanityTarget getVariable ["CharacterID", "0"]; _rfriendlies = _humanityTarget getVariable ["friendlies", []]; _rfriendlyTo = _humanityTarget getVariable ["friendlyTo", []]; if ((_rcharID in _friendlies) and (_charID in _rfriendlies)) then { if (!(_charID in _rfriendlyTo)) then { // diag_log format["IS FRIENDLY: %1", _player]; _rfriendlyTo set [count _rfriendlyTo, _charID]; _humanityTarget setVariable ["friendlyTo", _rfriendlyTo, true]; // titleText [format[(localize "STR_EPOCH_ACTIONS_17"), (name _humanityTarget)], "PLAIN DOWN"]; }; // <br /><t %2 align='center' size='0.7'>Humanity: %3</t> _color = "color='#339933'"; _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; } else { // Humanity checks _humanity = _humanityTarget getVariable ["humanity",0]; _color = "color='#ffffff'"; if(_humanity < -5000) then { _color = "color='#ff0000'"; } else { if(_humanity > 5000) then { _color = "color='#3333ff'"; }; }; if(_humanityTarget getVariable ["DZE_display_name", false]) then { _string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size]; }; }; }; }; // update gui if changed if (dayz_humanitytarget != _string) then { _targetControl ctrlSetStructuredText (parseText _string); dayz_humanitytarget = _string; }; _array = [_foodVal,_thirstVal]; _array cheers Link to comment Share on other sites More sharing options...
Gand Posted November 8, 2014 Report Share Posted November 8, 2014 ***FIXED***They were not being pulled from the Status folder. As you can see it looks like I have the original paa files overlapping the new ones. Please assist in correcting this issue. Also, I would like the blood and thirst to switch places so they are where they normally are. Thank you in advance! Link to comment Share on other sites More sharing options...
AntonioMaster Posted January 12, 2015 Report Share Posted January 12, 2015 On 11/8/2014 at 11:04 PM, Gand said: ***FIXED***They were not being pulled from the Status folder. As you can see it looks like I have the original paa files overlapping the new ones. Please assist in correcting this issue. Also, I would like the blood and thirst to switch places so they are where they normally are. Thank you in advance! please tell me please how to do a gui of weight ? Link to comment Share on other sites More sharing options...
AntonioMaster Posted January 12, 2015 Report Share Posted January 12, 2015 Who knows guys? Link to comment Share on other sites More sharing options...
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