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TheFireRunner

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  1. The following part: inserted into the fn_knockedOut.sqf file. Look: fn_knockedOut.sqf I hope it works ^^
  2. TheFireRunner

    License Menu

    18:38:10 Error in expression <"conditions"); if !([_conditions] call life_fnc_levelCheck) exitWith {hint loca> 18:38:10 Error position: <life_fnc_levelCheck) exitWith {hint loca> 18:38:10 Error Nicht definierte Variable in Ausdruck: life_fnc_levelcheck 18:38:10 File core\shops\fn_licenses.sqf [life_fnc_licenses], line 90 Error ^^
  3. TheFireRunner

    License Menu

    I get an Error: And i use the original file from you ^^ Edit: Wow the file calls fn_licenses.sqf and not fn_license.sqf ^^
  4. I got a error: #include "..\..\script_macros.hpp" /* Author: David Edited: Dark (Custom colours & precise stats) Community: ArmaCentral RP & Altisliferpg.com & InfiniteNetwork.xyz Don't edit or redistribute without asking, 1st not cool, 2nd I will DMCA you, ask slyfoxgaming :) */ disableSerialization; 1 cutRsc ["custHUD","PLAIN"]; waitUntil {!isNull (uiNameSpace getVariable "custHUD")}; //Displays _display = uiNameSpace getVariable "custHUD"; _healthidc = _display displayCtrl 1100; _foodidc = _display displayCtrl 1101; _thirstidc = _display displayCtrl 1102; _bankidc = _display displayCtrl 1103; _cashidc = _display displayCtrl 1104; _playeridc = _display displayCtrl 1105; //titles _banktitle = _display displayCtrl 1001; _cashtitle = _display displayCtrl 1002; _playertitle = _display displayCtrl 1006; //Stats _damage = round((1 - (damage player)) * 100); // //PLEASE COMMENT OUT >>ONE<< OF THE TWO SETS OF VARIABLES BELOW // //THIS ONE OS FOR TEXT E.G. | IM HEALTHY | NEED SOME FOOD | NOT THIRSTY | _hunger = life_hunger; _thirst = life_thirst; //THIS ONE OS FOR EXACT VALUES E.G.| 100% HEALTH | 100% FOOD | 100% THIRST | //_hunger = round(life_hunger); //_thirst = round(life_thirst); _cash = [CASH] call life_fnc_numberText; _bank = [BANK] call life_fnc_numberText; _players = count playableUnits; //Colours _colourDefault = parseText "#adadad"; _colour108 = parseText "#FF7000"; _colour107 = parseText "#FF9000"; _colour106 = parseText "#FFBB00"; _colour105 = parseText "#FFCC00"; _colour104 = parseText "#81CCDD"; _colour103 = parseText "#33AACC"; _colour102 = parseText "#3388CC"; _colour101 = parseText "#3366CC"; _colour100 = parseText "#336600"; _colour90 = parseText "#339900"; _colour80 = parseText "#33CC00"; _colour70 = parseText "#33FF00"; _colour60 = parseText "#66FF00"; _colour50 = parseText "#CCFF00"; _colour40 = parseText "#CCCC00"; _colour30 = parseText "#CC9900"; _colour20 = parseText "#CC6600"; _colour10 = parseText "#CC3300"; _colour0 = parseText "#CC0000"; _colourDead = parseText "#000000"; _colourDamage = _colourDefault; switch true do { case(_damage >= 100) : {_colourDamage = _colour100;}; case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour100;}; case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour80;}; case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;}; case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;}; case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;}; case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;}; case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;}; case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; case(_damage < 1) :{_colourDamage = _colourDead;}; }; _colourHunger = _colourDefault; switch true do { case(_hunger >= 100) :{_colourHunger = _colour100;}; case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour90;}; case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour80;}; case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;}; case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;}; case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;}; case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;}; case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;}; case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;}; case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;}; case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;}; case(_hunger < 1) :{_colourHunger = _colourDead;}; }; _colourThirst = _colourDefault; switch true do { case(_thirst >= 100) : {_colourThirst = _colour101;}; case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour102;}; case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour103;}; case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour104;}; case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour105;}; case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour106;}; case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour107;}; case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour108;}; case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;}; case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;}; case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;}; case(_thirst < 1) : {_colourThirst = _colourDead;}; }; if (_damage < 100) then { _healthtext = parseText format["Very Healthy"]; } else { if (_damage < 85) then { _healthtext = parseText format["A few scratches"]; } else { if (_damage < 70) then { _healthtext = parseText format["Slightly injured"]; } else { if (_damage < 60) then { _healthtext = parseText format["Not feeling well"]; } else { if (_damage < 50 ) then { _healthtext = parseText format["Starting to feel pain"]; } else { if (_damage < 40) then { _healthtext = parseText format["I feel pain"]; } else { if (_damage < 30) then { _healthtext = parseText format["Something must be broken"]; } else { if (_damage < 20) then { _healthtext = parseText format["Horribly injured"]; } else { if (_damage < 10) then { _healthtext = parseText format["Extremely injured"]; } else { if (_damage == 0) then { _healthtext = parseText format["Dead</t>"]; };};};};};};};};};}; if (_hunger > 90) then { _hungertext = parseText format["I'm not hungry"]; } else { if (_hunger > 80) then { _hungertext = parseText format["Not hungry at all"]; } else { if (_hunger > 70) then { _hungertext = parseText format["Could use some crackers"]; } else { if (_hunger > 60) then { _hungertext = parseText format["Might need something soon"]; } else { if (_hunger > 50) then { _hungertext = parseText format["Stomach is feeling empty"]; } else { if (_hunger > 40) then { _hungertext = parseText format["I should eat soon"]; } else { if (_hunger > 30) then { _hungertext = parseText format["My stomach is grumbling"]; } else { if (_hunger > 20) then { _hungertext = parseText format["I need to eat now"]; } else { if (_hunger > 10) then { _hungertext = parseText format["Starvation is kicking in"]; } else { if (_hunger == 0) then { _hungertext = parseText format["Dead</t>"]; };};};};};};};};};}; if (_thirst > 80) then { _thirsttext = parseText format["Not thirsty"]; } else { if (_thirst > 70) then { _thirsttext = parseText format["Could use a glass of water"]; } else { if (_thirst > 60) then { _thirsttext = parseText format["Should drink something soon"]; } else { if (_thirst > 50) then { _thirsttext = parseText format["Throat is a little dry"]; } else { if (_thirst > 40) then { _thirsttext = parseText format["I should drink soon"]; } else { if (_thirst > 30) then { _thirsttext = parseText format["My throat is dry"]; } else { if (_thirst > 20) then { _thirsttext = parseText format["I should drink now"]; } else { if (_thirst > 10) then { _thirsttext = parseText format["Dehydration Feels Horrible"]; } else { if (_thirst == 0) then { _thirsttext = parseText format["DEAD</t>"]; };};};};};};};};}; _healthidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%3'>%2%1</t>","%",_damage,_colourDamage]); _foodidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%3'>%2%1</t>","%",_hunger,_colourHunger]); _thirstidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%3'>%2%1</t>","%",_thirst,_colourThirst]); ////^^^^^^^^^^^ HAS EXACT VALUES E.G. HUNGER 100% | THIRST 100% | HEALTH 100% //// //// COMMENT ONE OF THE TWO OUT AS IF YOU DONT, IT WONT WORK ---- REFER TO THE VARIABLES AT THE TOP, THE ONE YOU COMMENTED OUT CORROSPONDS TO THE ONE YOU SHOULD USE NOW!!!!!!!! //// //// THIS ONE BELOW HAS TEXT E.G. HEALTH: SERIOUSLY INJURED | THIRST: NOT THIRSTY | HUNGER: NOT HUNGRY _healthidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%2'>%1</t>",_healthtext,_colourDamage]); _foodidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%2'>%1</t>",_hungertext,_colourHunger]); _thirstidc ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.7' color='%2'>%1</t>",_thirsttext,_colourThirst]); //DONT COMMENT THE BELLOW OUT _cashidc ctrlSetStructuredText (parseText format ["$%1",_cash]); _bankidc ctrlSetStructuredText (parseText format ["$%1",_bank]); _playeridc ctrlSetStructuredText (parseText format ["%1",_players]); _cashtitle ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.5'>Cash</t>"]); _banktitle ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.5'>Bank</t>"]); _playertitle ctrlSetStructuredText (parseText format ["<t font='TahomaB' size='0.5'>Players</t>"]); Thanks for the help
  5. Does anyone have an idea how to add music at the end? ^^
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