TKC-Community
Hacking and Art => Armed Assault 3 => Armed Assault 2 => Topic started by: MrMedic on March 08, 2011, 04:34:41 pm
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(http://i21.photobucket.com/albums/b270/tonyK1/mrmedicpresents-1.jpg)
(http://i21.photobucket.com/albums/b270/tonyK1/mrmedicpresents-3.jpg)
comming soon :
what i want you to do is post here with features you would like to see added into the hack and i will add them to it.
and post scripts you would like to see included.
eg : OKOK1: GODMODE Reason: i want to shoot people without fear of dieing.. etc
when its completed it will be released allready bypassed so just pop it into your folder and play.
any suggestions are welcome. :smile
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You got APED!
Rofl.
Like the different menu design and loading hacks from the list is very different indead.
Button positioning is a bit fucked up, but this isn't a full release + all the button's arn't done ect so it's k for now :P.
Just out of curiosity - Why don't you run your Arma 2 with showscripterrors?
I know you know the command as you've told other people about it.
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You got APED!
Rofl.
Like the different menu design and loading hacks from the list is very different indead.
Button positioning is a bit fucked up, but this isn't a full release + all the button's arn't done ect so it's k for now :P.
Just out of curiosity - Why don't you run your Arma 2 with showscripterrors?
I know you know the command as you've told other people about it.
i dont run scripts in the normal way niel so showscripterrors has no effect for my stuff.
it is a usefull command though.
ps how do you meen ? ( the part in bold ) any suggestions are welcome.
i dont like the colour of the buttons either i might change it.
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(http://i21.photobucket.com/albums/b270/tonyK1/medictest6.jpg)
sticking with this its light & functional.
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Yeah that looks a lot nicer.
Maybe do color coding as all the buttons are clumped together.
Like debug is green, make the debug edit box green.
Make the selection from the right box red + button for it red.
I suppose using it you get used to what button does what, but to the normal eye it looks like a clusterfucker of okok's and buttons that name's don't give away their use.
In short, the button's name's are not clear to the button's function's. If you want a public release, it will be used by a lot of people who arn't the brightest and they need simplicity.
However, when you add all the okok's in ect it might look fine then.
EDIT:
(http://img34.imageshack.us/img34/3273/mh1337.jpg)
Note: Image is taken on an old version of ZL I used for hack making. I make hacks a little differently to what you might normally expect and its due to it being a lot quicker.
This menu tells you what everything is and what it does. It has labels for "Add to Inventory" and "Remove from Inventory" (Which I should rename to "Master Array" and "Players Inventory" respectively)
The add and remove buttons have >> and << in to show what way the items are moving. It isn't that hard to work out, it just makes the brain's job easier.
Remove All in put under the inventory that you are removing so the brain can quickly associate between the button and what it does.
I think you need a little redesign on the layout of the hack overall. The layout should be grouped so you can have association - Each part of the hack is a group that does a certain part.
Splitting the OkOk's makes the brain have to work. The buttons are not grouped together very well. However, as I have said, you haven't filled in these buttons yet and you can't group them until you do.
Recap: Make brain think less.
Side Note: Labels. More.
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I can think of a few Options:
Godmode: a little obvious.
NoRecoil: not sure if it is possible but would be damned helpful sometimes.
Zoom: Adjustable zoom would be awesome, becuase the right click thing sometimes just isnt enough to see longer distances.
would be awesome if you could add those.
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+1 for now and another one when you release it :icon_laugh
It looks nice though
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i agree niel but the problem is screenspace there is not enough.
i can rediesign the menu but i think its good for the job it does but thanks for the submission i did think about it.
god mode is under the mrmedic button it gives you
godmode + unlimited ammo + invulnerable vehicle + vehicle fuel + vechicle ammo allways.
im still open to suggestions though.
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True, screenspace is a problem, but those buttons are fucking huge. Infact the whole thing is just larger than it needs to be.
It's up to you wether you do anything I think of, and the current layout will work for you as you made it and you know your own hack inside out. You just might run into a problem with giving it out to others if you release.
EDIT:
Bah. Just spent 2 hours creating a script with the "Format" command and making it work just to find the answer could've taken 10 mins.
Time to go do some testing :)
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for what?
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I'm finishing the vehicle editor part of my multihack.
Turns out that the storage is (vehicle)_storage. Simple enough.
But the format commands gives wierd results.
VehicleStorage = Format ["%1_storage",vehicle];
Hint Format["%1",VehicleStorage];
The hint then gives "Vehicle_Storage" rather than what is in the vehicle's storage itself.
I'm almost certain the way around this has to use the "Compile" command. I can add / remove stuff from a vehicle, but removing EVERYTHING from a vehicle is bugging me.
No, this is not no where near as easy as it sounds. Inventory's were so much easier than this and I had to get the players inventory from a player. Vehicle's storage is global to everyone.
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Btw,
How can i create a vehicle with things in it like weapons and equipements ?
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I'm finishing the vehicle editor part of my multihack.
Turns out that the storage is (vehicle)_storage. Simple enough.
But the format commands gives wierd results.
VehicleStorage = Format ["%1_storage",vehicle];
Hint Format["%1",VehicleStorage];
The hint then gives "Vehicle_Storage" rather than what is in the vehicle's storage itself.
I'm almost certain the way around this has to use the "Compile" command. I can add / remove stuff from a vehicle, but removing EVERYTHING from a vehicle is bugging me.
No, this is not no where near as easy as it sounds. Inventory's were so much easier than this and I had to get the players inventory from a player. Vehicle's storage is global to everyone.
it looks like your trying to print an array
ie _storage[] = ["rocket","blah","blah2"]
if you try format ["%1",_storage] it will display random stupidness
where as if you loop it in a for loop with (count _storage) and format ["%1",_storage select _i] .. then it will work.
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Total BS :P
Using the format command is the way to print an array.
However, using the format command to point to a variable + text (%1_storage) needs the compile command added so it reads the command as a whole and not just what the text says without having to use 2 variables (A method I have seen used a lot but NOT the most effective and it wont work with what I am doing here)
When I used 2 variables I can print the storage and using the official zarga commands I can add/remove from vehicles storage. But removing all from the storage of a vehicle was harder as I had to edit the array directly and then make that a public variable. When I didn't use the compile command the PC read it as "Vehicle_Civ1_20_Storage = [];" and read the first part as text, which made it bug out.
But when using the compile and format commands correctly you can force it to read it as it supposed to.
How do I know how the computer saw it? Using "Hint" commands inside the text. As all my .sqf files arn't loaded in a pbo I can edit them on the go.
I know cos I just got it to work ;)
Been printing arrays for a long time man. How else did I see other people's inventories before I had a menu? :P
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i was using hint format as an example of how to access the array :icon_rolleyes2
yeah i think i misread what you typed as well , to me it looked like you didnt know how to access the array now i see you wanted to add text and values
it would be something like call compile format["_cargo%1 = %2",_i,_x] etc
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what is it for anyway ?
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That is exactly what i did.
call compile format ['%1_storage = [];',23213213];
Where 23213213 is the selected vehicle (Not used variable)
It's for my multihack.
I'm working on it slowly and not overpowering myself in trying to do it all in one sitting. I find making one part and then using it gives me the boost to then make the next part.
Trouble trying to find a way to identify a vehicle a player can understand. Currently I show them by the vehicle name used in server. (Normally something like Vehicle_Cop1_12132)
However I find that hard to read off the list. What does help is the load is near instantanious as the arrays and variables are allready on the players PC.
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_vehicle = (nearestobjects [getpos _x, ["Air", "Ship", "LandVehicle"], 3] select 0);
_vehiclePlayername = format["%1_storage", _vehicle ];
name _x could be used as the identifier.
you could do this.
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or do a check for if (Vehicle _x == _x ) then use name driver Vehicle _x and throw the name into an array then you know who owns the vechicle