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adding the DayZ 1.8 HUD icons to Epoch


Sp00neY

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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

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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

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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

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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

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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 ?

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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

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  • 3 weeks later...
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  • 2 months later...

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:


hTxl8me.jpg





But this dont work

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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.

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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.

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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.

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  • 2 months later...

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