Author Topic: A Learning Curv  (Read 1528 times)

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Jake

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A Learning Curv
« on: August 27, 2011, 10:38:25 am »
Hey guys when i was just looking around in the Halfway Undetected Zump hack i couldnt seem to find how you guys actually make the gui menu for ingame would that be in the bisign file?

Jake

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Re: A Learning Curv
« Reply #1 on: August 27, 2011, 10:44:58 am »
Also If i wanted a teleport script seperate do i just move the teleport.sqf that has
Quote
openMap [true, false];
onMapSingleClick "onMapSingleClick """";(vehicle player) setpos [_pos select 0, _pos select 1, 0];";
into a Different PBO?

Jake

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Re: A Learning Curv
« Reply #2 on: August 27, 2011, 11:19:35 am »
Do you always need a config.bin to be able to use a addon.
what im wanting to do is just take certain SQF Files that i would like to use and take out some otherones. For Example I unpack the darky pbo and i dont want to remove the gerk.sqf will the PBO Still work?
'

MrMedic

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Re: A Learning Curv
« Reply #3 on: August 27, 2011, 03:29:16 pm »
Yes.
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Re: A Learning Curv
« Reply #4 on: August 27, 2011, 05:05:29 pm »
i couldnt seem to find how you guys actually make the gui menu for ingame would that be in the bisign file?

First, the dialogue script is in the config. Second, if you want to make your own dialogue menu, you can use the Visual Dialogue Designer Tool. It was originally for Arma 1, but I have used it to create some mod-apps for myself in Arma 2. Its easy to use and you do not have to guess the coordinates for the dialogue window as you would if you were doing it without a program, just by script.

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Re: A Learning Curv
« Reply #5 on: August 27, 2011, 05:33:01 pm »
#define _ARMA_
enum {
    = 0
};




class CfgVehicles {
   class All;   // External class reference
   class AllVehicles;   // External class reference
   class Land;   // External class reference
   class LandVehicle;   // External class reference
   
   class Man : Land {
      class UserActions {
         class yourMn {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
   
   class Tank : LandVehicle {
      class UserActions {
         class yourTnk {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
   
   class Car : LandVehicle {
      class UserActions {
         class yourCr {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
   
   class Air : AllVehicles {
      class UserActions {
         class yourAr {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
   
   class Ship : AllVehicles {
      class UserActions {
         class yourShp {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
   
   class Motorcycle : AllVehicles {
      class UserActions {
         class yourMcle {
            position = "camera";
            onlyforplayer = 1;
            radius = 20;
            condition = "alive this";
            displayName = "<t color='#f0bfbfbf'> HAX </t>";
            statement = "nil = [] execVM ""\yourpboname\your initInit.sqf"";";
         };
      };
   };
};

class whateveryouwant {
   type = 0;
   idc = -1;
   style = 0;
   x = 0;
   y = 0;
   w = 1;
   h = 1;
   colorText[] = {0, 0, 0,0.5};
   font = "TahomaB";
   text = "";
   colorBackground[] = {0, 0, 0, 0.00};
   sizeEx = 0.02721;
};

class yourbtn {
   type = 1;
   idc = -1;
   style = 0x02 + 0x100;
   x = 0;
   y = 0;
   w = 0.095589;
   h = 0.039216;
   colorText[] = {0.543, 0.5742, 0.4102, 1};
   colorDisabled[] = {0.4, 0.4, 0.4, 1};
   font = "TahomaB";
   sizeEx = 0.03921;
   text = "";
   colorBackground[] = {1, 0.537, 0, 0.5};
   colorBackgroundActive[] = {1, 0.537, 0, 1};
   colorBackgroundDisabled[] = {0.95, 0.95, 0.95, 1};
   colorFocused[] = {1, 0.537, 0, 1};
   offsetX = 0.003;
   offsetY = 0.003;
   offsetPressedX = 0.002;
   offsetPressedY = 0.002;
   colorShadow[] = {0.023529, 0, 0.0313725, 1};
   colorBorder[] = {0.023529, 0, 0.0313725, 1};
   borderSize = 0;
   soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.09, 1};
   soundPush[] = {"\ca\ui\data\sound\new1", 0.09, 1};
   soundClick[] = {"\ca\ui\data\sound\mouse3", 0.07, 1};
   soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.09, 1};
};

class listbox typsomthing here {
   type = 5;
   idc = -1;
   style = 0 + 0x10;
   x = 0;
   y = 0;
   w = 0;
   h = 0;
   colorText[] = {0.543, 0.5742, 0.4102, 1};
   colorSelect[] = {0.95, 0.95, 0.95, 1};
   soundSelect[] = {"\ca\ui\data\sound\new1", 0.09, 1};
   
   class ScrollBar {
      thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
      arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
      arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
      border = "\ca\ui\data\ui_border_scroll_ca.paa";
   };
   font = "TahomaB";
   sizeEx = 0.03921;
   rowHeight = 0.05;
   autoScrollRewind = 0;
   autoScrollDelay = 1;
   autoScrollSpeed = -1;
   maxHistoryDelay = 1;
};

class yourmenuMenu {
   class controls {
      class title : yourmenu {
         w = 0.72;
      };
      
      class yourlistbox : listbox=name {
         y = 0.27103;
         w = 0.39;
         h = 0.483;
         idc = 100;
         x = 0.0 + 0.12;
      };
      
      class 1 : yourbtn {
         default = 1;
         x = 0.0 + 0.12;
         y = 0.0 + 0.1;
         onbuttonclick = sqf here
      };
      
      class 2 : yourbtn {
         y = 0.0 + 0.1;
         onbuttonclick = sqf or call here
         x = 0.0 + 0.22;
         text = "";
      };
   };
   idd = 1000;
};

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i mss old ofp

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Re: A Learning Curv
« Reply #6 on: August 27, 2011, 05:38:47 pm »
i have no clue why is says onbuttfishy
it saposed to say button click ... but server keeps changeing to fishy :icon_laugh

anyways this is basic cpp for dialogs box,buttons and scripts.
just do as medic said and add sqf to  cpp, were its says execVM ... but this is just the cpp , youll need init and a
start.sqf or somthing simaler.. just copy and paste what ever sqs/sqf/fsm you want to be called.. also you can endlessly add buttons .
« Last Edit: August 27, 2011, 05:47:56 pm by i mss old ofp »
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Re: A Learning Curv
« Reply #7 on: August 27, 2011, 06:21:54 pm »
if you need more help pm me ill hook you up with some good stuff.
itll show you everything...
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ZOldDude

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Re: A Learning Curv
« Reply #8 on: August 28, 2011, 05:17:27 am »
Fixed filter.

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Jake

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Re: A Learning Curv
« Reply #9 on: August 28, 2011, 08:07:28 am »
Does anybody else know of a program i can use to make a config gui for ingame use the one that i was givin is Screwd up

MrMedic

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Re: A Learning Curv
« Reply #10 on: August 28, 2011, 05:24:38 pm »
EnCoded Message: i3iy9yl8kr2xf3g2Txs3pr6ye3ya7jg5ty2z

https://www.youtube.com/watch?v=62_7-AYfdkQ
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Jake

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Re: A Learning Curv
« Reply #11 on: August 29, 2011, 04:25:21 am »
What exactly is a Init.sqf?

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*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

MrMedic

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Re: A Learning Curv
« Reply #13 on: August 29, 2011, 04:23:10 pm »
What exactly is a Init.sqf?

It could be cheat.sqf it does not have to be Init.sqf , it could be anything ending with .sqf or .sqs.

eg

[_this select 0, _this select 1] execVM "spawnVehicle.sqf"

edit:
You should visit the bi forums they have a lot of info on there about this kind of thing.



« Last Edit: August 29, 2011, 04:32:01 pm by MrMedic »
EnCoded Message: i3iy9yl8kr2xf3g2Txs3pr6ye3ya7jg5ty2z

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Re: A Learning Curv
« Reply #14 on: August 30, 2011, 06:50:56 am »
init typ .file name can have any name.anything. one of the biggist flaws in arma2 scripting. what ever file.typ you are using has to match what you are callin ... and from were you are calling.
also /and/but. there are short cuts to all this codeing. but your best bet for now is stick to the basics . use cpp/bin sqf/sqs , stay away from fms the codeing is redickulus, its fast maybe the fastest in arma2.
but not to friendly. :icon_laugh i cant stop typing when im tierd :icon_cry2

any sqs should always be fixed to sqf .... try it some time and youll see why.
« Last Edit: August 30, 2011, 06:56:36 am by i mss old ofp »
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