Sp00neY Posted March 28, 2014 Report Share Posted March 28, 2014 Hi all, I know this is possible to do since Epoch 1.0.3 Quote From Changelogs for Epoch 1.0.3 [ADDED] Chernarus-Spawnselection and 1.8 GUI-Icons to the dayz_code.pbo - experienced server admins can use it. @Skaronator I have no interest in the Spawn Selection as I am running Napf, But I would love to use the DayZ 1.8 HUD icons on my server, but I have no idea how to impliment this, so any help that can be given on this subject would be a massive help to me. I have some scripting knowlage, and am always willing to try things out on my DEV server. Thanks Sp00neY Link to comment Share on other sites More sharing options...
calamity Posted March 28, 2014 Report Share Posted March 28, 2014 you should place this question here..... http://epochmod.com/forum/index.php?/forum/32-hows-it-done/ Link to comment Share on other sites More sharing options...
Sp00neY Posted March 28, 2014 Author Report Share Posted March 28, 2014 FINALLY è_é. Found it. seems difficult tho, but I needed it too so yeah :) Thanks buddy, That gives me a starting point, but I think the DayZCE 1.8 GUI icons are already in the PBO somewhere, as the changelog quote states ... [ADDED] Chernarus-Spawnselection and 1.8 GUI-Icons to the dayz_code.pbo So I pulled the dayz_code.pbo and found the .paa files for the new GUI, they can be found at .. \dayz_code\gui\status So I am now working on calling those rather than the standard epoch GUI icons :) If I manage to do this I will post my scripts here ! Thanks again Sp00neY Link to comment Share on other sites More sharing options...
Halvhjearne Posted March 28, 2014 Report Share Posted March 28, 2014 i was just checking this and you are actually right, all these pictures are already in dayz_code.pbo and not only those, all the ones for gearslots is there aswell. i would also love to know how to change this as it seems everything is already there and ready to change possibly this is something quite simple, ill return if i figure something out aswell Link to comment Share on other sites More sharing options...
Sp00neY Posted March 28, 2014 Author Report Share Posted March 28, 2014 Yeah the sad thing is that to my little brain :) it looks like the only thing included is the .paa files, I have been comparing the player_updateGui.sqf from DayZCe to Epoch and things really are quite different. the closest I have seen to someone getting this working is in this post I am going to continue banging my head against the keyboard and see what I can come up with, but I have only been scripting for a couple of months now and am feeling quite out of my depth on this one :) Sp00neY Link to comment Share on other sites More sharing options...
Halvhjearne Posted March 28, 2014 Report Share Posted March 28, 2014 i think i kinda know what to do here, but im stuck at figuring out these numbers for displayCtrl, cause i have no idea what these numbers mean Link to comment Share on other sites More sharing options...
General FinnBat Posted March 29, 2014 Report Share Posted March 29, 2014 i think i kinda know what to do here, but im stuck at figuring out these numbers for displayCtrl, cause i have no idea what these numbers mean Once I did another project and there was also just wierd numbers for icons. Idea was that a single big picture is having all the icons. Then that big picture is divided to areas like in a chess board. When you give a number to system it mirrors that icon what happens to be on given area. Hah, I hope this make any sense to help you ? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 29, 2014 Report Share Posted March 29, 2014 I got it to work. Instructions in the other Link to comment Share on other sites More sharing options...
Halvhjearne Posted March 29, 2014 Report Share Posted March 29, 2014 I got it to work. Instructions in the other this is just the simple part with changing the path to the pictures, i belive everyones got this part done. we still need the borders and the backgrouds tho, which is what im trying to add Once I did another project and there was also just wierd numbers for icons. Idea was that a single big picture is having all the icons. Then that big picture is divided to areas like in a chess board. When you give a number to system it mirrors that icon what happens to be on given area. Hah, I hope this make any sense to help you ? i think i kinda know what you mean, even tho i think you got it wrong. the pictures arent numbers, the numbers as far as i can understand represents positons already defined somewhere ... im just not sure where where do i find the config files for epoch anyway? edit: nvm i think i got it now, but im not sure how to add in the blood loos/gain indicator since its using r_player_bloodpersec which is undefined in epoch, i guess i have to add in the calculations for this aswell, somehow Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 30, 2014 Report Share Posted March 30, 2014 If you figure it out let us know. It's gone beyond my limited expertise at this point. jOoPs is working on the same thing from the other thread. We should combine these threads somehow. Can you help us, mods? Link to comment Share on other sites More sharing options...
Ananas0902 Posted April 16, 2014 Report Share Posted April 16, 2014 Here is Russian forum with nice indicators!! I think u'll understand what to do ;) http://s-platoon.ru/index.php?/topic/359-novyi-hud-kak-v-oridzhins-dlia-dayz-epoch/ Link to comment Share on other sites More sharing options...
Pellaeon Posted April 23, 2014 Report Share Posted April 23, 2014 Here is Russian forum with nice indicators!! I think u'll understand what to do ;) http://s-platoon.ru/index.php?/topic/359-novyi-hud-kak-v-oridzhins-dlia-dayz-epoch/ Lol, this is my topic on this site :lol: Here's the new link, the topic moved: http://s-platoon.ru/index.php?/topic/383-novyi-hud-kak-v-origins-dlia-dayz-epoch/ Link to comment Share on other sites More sharing options...
chaingun427 Posted June 3, 2014 Report Share Posted June 3, 2014 ugh, reading translated Russian makes my braincase ache. any chance it could be posted here in english? Link to comment Share on other sites More sharing options...
ZeroK00L Posted June 5, 2014 Report Share Posted June 5, 2014 Wondering if this will be in the new Epoch Build, I imagine it will right? Gonna wait to see, that way I dont have to go back through and undo any changes... Zero Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted August 26, 2014 Report Share Posted August 26, 2014 Just a bit of a translation from the Russian post. Extract the content of: ICONS.rar in to your mission file. (https://yadi.sk/d/ytogU5gpMP3iw) Firstly in this file, open up guiconfig, and change the file: icons.h to: icons.hpp Then in your description.ext add this to the bottom of your file: class RscTitles { #include "guiconfig\Icon.hpp" }; if you have other RscTitles then just add this code in between the { } Like this: class RscTitles { #include othershit #include othershit v2 #include "guiconfig\Icon.hpp" }; then find this in your description.ext class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; After that block of text add this: 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 RscTextGUIK { type = 0; idc = -1; style = 0x02; colorBackground[] = {0,0,0,0}; colorText[] = {1, 1, 1, 0.5}; //color[] = {1, 1, 1, 0.5}; font = "TahomaB"; size = 0.03; sizeEx = 0.03; x = 0; y = 0; w = 0.1; h = 0.2; }; Then in your compiles: Change this: player_updateGui = compile preprocessFileLineNumbers "\ z \ addons \ dayz_code \ compile \ player_updateGui.sqf" ; to: // Player_updateGui compile preprocessFileLineNumbers = "\ z \ addons \ dayz_code \ compile \ player_updateGui.sqf"; player_updateGui = compile preprocessFileLineNumbers "guiconfig \ player_updateGui.sqf" ; Then in your init, change this: call compile preprocessFileLineNumbers "\ z \ addons \ dayz_code \ init \ compiles.sqf" to this: call compile preprocessFileLineNumbers "Custom \ compiles.sqf" ; heres the image: But this dont work Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted August 27, 2014 Report Share Posted August 27, 2014 call compile preprocessFileLineNumbers "Custom \ compiles.sqf" ; should be call compile preprocessFileLineNumbers "Custom\compiles.sqf"; etc.. you have too many spaces everytwhere, even zith that I don't know if it would work, I use something completely different for my GUI. That was just the translations fault, I presumed people would remove the spaces :P and what do you use? Im still looking for a new GUI for my players. Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted August 27, 2014 Report Share Posted August 27, 2014 I use my own script using bis functions, I'd share it when I'll get some time. Btw, I'd advice you to change your sig, otherwise you will get a warning from admins, 'fuck gotWiskey'.. :) Well once you decide to release it. Lemme know man because im looking for a decent script for this which actually works. And thanks for the tip. xBowBii 1 Link to comment Share on other sites More sharing options...
tEHFRECKLEZ Posted August 28, 2014 Report Share Posted August 28, 2014 I asked somewhere else a while ago and this was a response : This may be possible through custom scripting, but it will not be easy to do.You will need to take the codebase for the UI of 1.8 and backport it into your mission file, overwriting the references to the Epoch UI through a custom compiles.sqf / variables.sqf. Link to comment Share on other sites More sharing options...
MasterHiggins Posted November 16, 2014 Report Share Posted November 16, 2014 i think i got it now, but im not sure how to add in the blood loos/gain indicator since its using r_player_bloodpersec which is undefined in epoch, i guess i have to add in the calculations for this aswell, somehow Any luck? Link to comment Share on other sites More sharing options...
DeanReid Posted November 16, 2014 Report Share Posted November 16, 2014 https://github.com/deannreid/DayZ-Epoch-1.8.1-GUI Link to comment Share on other sites More sharing options...
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