Jump to content

Search the Community

Showing results for tags 'hud'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Altis Life RPG
    • Headquarters
    • Introductions
    • RULES
  • Altis Life RPG Community
    • General Discussion
    • Helper Recruitment
    • Altis Life Server Advertising
    • Discord (join us for discuss)
  • Tools and Administration
    • Altis Life RPG (official Framework)
    • Altis Life Wiki
    • Server Setup and Configuration
    • Database
    • Security
    • Maintenance
  • Altis Life Customization
    • Server & Scripting Help Desk
    • Releases & Download
    • Misc & Tools
  • Kool Kids Klub's Oof
  • Kool Kids Klub's Secret Spot

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


CPU


Memory


Hard Drive


Graphic Card


PSU


Case


Monitor


Description - Other Accessories

Found 9 results

  1. [4.4r4 Oly] Hey Im releasing my Y-Menu for you guys here is what you need to do [EASY Download] Okay so what you need to do is go into youre MissionFolder\Dialogs and then replace it whit the player_inv.sqf folder thats provided in the download link and after that please go in to youre MissionFile\Images Folder and drop the fanzerstuff folder in there wich is also in the download link hope you enjoy it PLEASEREAD: I will also soon be releasing a Recoded version of TFR im working on whit new 3d Model that match the design of the phone i made for it and will be recoding the audio system, and will also soon be releasing a new Spawn Screen that also looks more advanced design! fanzer_release.rar
  2. Hey im releasing my Custom made Food and water UI for roleplay mostly there come no health bar whit it because i dont want people to see how much health they have left because that wouldt be releastic but here it is anyway :p HOPE YOU LIKE IT Picture: Download Infomation So first off its pretty Easy to download its mostly copy past for you First go into youre AltisLife\dialog\ and then open up hud_stats.hpp and replace it whit this code #define ST_CENTER 0x02 /* Author: DeVza This is a script created by DeVza for fg File: hud_stats.hpp */ class playerHUD { idd = -1; duration = 10e10; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { LIFE_RscProgress_devzabackground, Life_RscProgress_HUDFood, Life_RscProgress_HUDWater }; // Simpel hud made by devza class LIFE_RscProgress_HUDCommon: Life_RscProgress { colorFrame[] = {0, 0, 0, 0.8}; x = 0.0122186 * safezoneW + safezoneX; y = 0.5704 * safezoneH + safezoneY; w = 0.149531 * safezoneW; h = 0.022 * safezoneH; }; class Life_RscProgress_HUDFood: LIFE_RscProgress_HUDCommon { idc = 2200; colorBar[] = {0,0.502,0,1}; x = 0.0519792 * safezoneW + safezoneX; y = 0.9334 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.011 * safezoneH; }; class Life_RscProgress_HUDWater: LIFE_RscProgress_HUDCommon { idc = 2202; colorBar[] = {0,0.408,0.545,1}; x = 0.0519792 * safezoneW + safezoneX; y = 0.9026 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.011 * safezoneH; }; class LIFE_RscProgress_devzabackground: life_RscPicture { idc = -1; text = "images\devzahud\hud.paa"; x = 0.0015625 * safezoneW + safezoneX; y = 0.797 * safezoneH + safezoneY; w = 0.171875 * safezoneW; h = 0.231 * safezoneH; }; }; Now go into youre images and create a folder called devzahud or change it but make sure you change this line text = "images\devzahud\hud.paa"; if you want to change the folder name but put the hud.paa file in there that you can download right under this text and youre done hud.paa
  3. Hey im releasing a nice simpel clean looking hud that i made for my files because realy like it just to be simpel and clean not much to it here you go Picture Go to youre Dialog Folder and replace the file called hud_stats.hpp whit the one you can download right under this text hud_stats.hpp
  4. Where would i find the scripts for the Hud that has the civ medic and cop count?
  5. Author: David (Yes its custom, omg no way m8) Just something I have been slaving away on for the past 3 hours TUTORIAL -------------------------------Removing The Default HUD-------------------- Step 0.1: Go into your description.ext and comment out: #include "dialog\hud_stats.hpp" to make it: //#include "dialog\hud_stats.hpp" or /*#include "dialog\hud_stats.hpp"*/ step 0.3453: go into "core\functions\fn_hudSetup.sqf" and comment out #include "..\..\script_macros.hpp" /* File: fn_hudSetup.sqf Author: Bryan "Tonic" Boardwine Description: Setups the hud for the player? */ disableSerialization; cutRsc ["playerHUD", "PLAIN", 2, false]; [] call life_fnc_hudUpdate; [] spawn { private["_dam"]; for "_i" from 0 to 1 step 0 do { _dam = damage player; waitUntil {(damage player) != _dam}; [] call life_fnc_hudUpdate; }; }; To make it look like: #include "..\..\script_macros.hpp" /* File: fn_hudSetup.sqf Author: Bryan "Tonic" Boardwine Description: Setups the hud for the player? */ /* disableSerialization; cutRsc ["playerHUD", "PLAIN", 2, false]; [] call life_fnc_hudUpdate; [] spawn { private["_dam"]; for "_i" from 0 to 1 step 0 do { _dam = damage player; waitUntil {(damage player) != _dam}; [] call life_fnc_hudUpdate; }; }; */ Step 0.99: go into "core\functions\fn_hudUpdate.sqf" and comment out: #include "..\..\script_macros.hpp" /* File: fn_hudUpdate.sqf Author: Daniel Stuart Description: Updates the HUD when it needs to. */ disableSerialization; if (isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; LIFEctrl(2200) progressSetPosition (life_hunger / 100); LIFEctrl(2201) progressSetPosition (1 - (damage player)); LIFEctrl(2202) progressSetPosition (life_thirst / 100); To make it look like: #include "..\..\script_macros.hpp" /* File: fn_hudUpdate.sqf Author: Daniel Stuart Description: Updates the HUD when it needs to. */ /* disableSerialization; if (isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; LIFEctrl(2200) progressSetPosition (life_hunger / 100); LIFEctrl(2201) progressSetPosition (1 - (damage player)); LIFEctrl(2202) progressSetPosition (life_thirst / 100); */ ---------------------------------Installing My HUD--------------------------------- Step 1: Go into your "Dialog" folder and make a file called custHud.hpp and place the following inside: #include "common.hpp" class custHUD { idd = 1000000; movingEnable = 0; enableSimulation = 1; enableDisplay = 1; duration = 99999; fadein = 0.1; fadeout = 0.1; name = "custHUD"; onLoad = "with uiNameSpace do { custHUD = _this select 0 }"; class controls { class bg: Life_RscText { idc = 1000; x = 0.340156 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.314531 * safezoneW; h = 0.055 * safezoneH; colorBackground[] = {0,0,0,0.3}; }; class healthico: Life_RscPicture { idc = 1200; text = "icons\health.paa"; x = 0.345312 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; }; class foodico: Life_RscPicture { idc = 1201; text = "icons\drink.paa"; x = 0.448438 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; }; class thirstico: Life_RscPicture { idc = 1202; text = "icons\food.paa"; x = 0.551562 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; }; class healthtext: Life_RscStructuredText { idc = 1100; text = ""; x = 0.371094 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.0721875 * safezoneW; h = 0.033 * safezoneH; colorText[] = {1,1,1,1}; class Attributes { color = "#FFFFFF"; align = "LEFT"; valign = "bottom"; underline = false; }; }; class foodtext: Life_RscStructuredText { idc = 1101; text = ""; x = 0.474219 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.0721875 * safezoneW; h = 0.033 * safezoneH; class Attributes { color = "#FFFFFF"; align = "LEFT"; valign = "bottom"; underline = false; }; }; class thirsttext: Life_RscStructuredText { idc = 1102; text = ""; x = 0.577344 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.0721875 * safezoneW; h = 0.033 * safezoneH; class Attributes { color = "#FFFFFF"; align = "LEFT"; valign = "bottom"; underline = false; }; }; class banktitle: Life_RscStructuredText { idc = 1001; text = "Bank"; //--- ToDo: Localize; x = 0.891875 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.011 * safezoneH; colorBackground[] = {1,0,0,1}; }; class cashtitle: Life_RscStructuredText { idc = 1002; text = "Cash"; //--- ToDo: Localize; x = 0.891875 * safezoneW + safezoneX; y = 0.874 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.011 * safezoneH; colorBackground[] = {1,0,0,1}; }; class bankbg: Life_RscText { idc = 1004; x = 0.891875 * safezoneW + safezoneX; y = 0.83 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.044 * safezoneH; colorBackground[] = {0,0,0,0.3}; }; class cashbg: Life_RscText { idc = 1005; x = 0.891875 * safezoneW + safezoneX; y = 0.885 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.044 * safezoneH; colorBackground[] = {0,0,0,0.3}; }; class bankcount: Life_RscStructuredText { idc = 1103; text = ""; x = 0.897031 * safezoneW + safezoneX; y = 0.841 * safezoneH + safezoneY; w = 0.0825 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {-1,-1,-1,0}; }; class cashcount: Life_RscStructuredText { idc = 1104; text = ""; x = 0.897031 * safezoneW + safezoneX; y = 0.896 * safezoneH + safezoneY; w = 0.0825 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {-1,-1,-1,0}; }; class playersbg: Life_RscText { idc = 1003; x = 0.891875 * safezoneW + safezoneX; y = 0.94 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.044 * safezoneH; colorBackground[] = {0,0,0,0.3}; }; class playercount: Life_RscStructuredText { idc = 1105; text = ""; x = 0.897031 * safezoneW + safezoneX; y = 0.951 * safezoneH + safezoneY; w = 0.0825 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {-1,-1,-1,0}; }; class Playerstitle: Life_RscStructuredText { idc = 1006; text = "Players"; //--- ToDo: Localize; x = 0.891875 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.011 * safezoneH; colorBackground[] = {1,0,0,1}; //sizeEx = 0.9 * GUI_GRID_H; }; class watermark: Life_RscPicture { idc = 1203; text = "textures\logo.paa"; x = 0.0101562 * safezoneW + safezoneX; y = 0.885 * safezoneH + safezoneY; w = 0.0721875 * safezoneW; h = 0.099 * safezoneH; }; }; }; ^^ now, yes it has #include "common,hpp" at the top that was just because I was testing it in editor. So you can remove it but just to be safe i left it there !!!!! THERE IS A WATERMARK ELEMENT AT THE BOTTOM PUT YOUR LOGO THERE (if you have one) BUT MAKE SURE IT'S NOT A SQUARE NUMBER E.G. IT'S NOT 256 X 256 OR 512 X 512, IT NEEDS TO BE SOMETHING LIKE 200 X 300 (IT CAN HAVE WHITE SPACE BTW) KK TY !!!!! Step 2: go into "core\scripts" and create a file called "custHud.sqf" and add the following into it: #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>"]); Step 3: Go into your "core\fn_initCop.sqf & fn_initCiv.sqf & fn_initMed.sqf" and add the following line near the bottom: [] execVM "core\scripts\custHud.sqf"; Step 3: add the same line into your "core\functions\fn_hudupdate.sqf" BELLOW OR ABOVE WHAT YOU COMMENTED OUT!!! [] execVM "core\scripts\custHud.sqf"; Step 4: Go into each file listed bellow and add the following code at the bottom of each: [] call life_fnc_hudUpdate; Files: fn_bankDeposit.sqf fn_bankTransfer.sqf fn_bankWithdraw.sqf fn_gangWithdraw.sqf fn_gangDeposit.sqf fn_giveMoney.sqf anywhere else money is taken or received.sqf Step 5: Go into your description.ext and add the following under "class RscTitles" #include "dialog\custHud.hpp" Put the below images into the icons section folder, if you don't have one (you should) make one and... Done health.paa drink.paa food.paa
  6. G'day lads, Here's another HUD I have made in my spare time Or Without Values: Inspiration: https://goo.gl/S5iorn -----=DISCLAIMER=----- I made this at a resolution of 3840x2160 (16:9) If it doesn't work at lower resolution I'm sorry. However, I don't see why it wouldn't work at lower resolutions as long as they are within the aspect ration of (16:9). ------------------------------ -=Tutorial=- description.ext: Under Class RscTitles {}; Add: #include "dialog\HUD.hpp" Find: #include "hud_stats.hpp" And Comment it out like so: //#include "hud_stats.hpp" Just to be safe inside masterhandler.hpp which is inside the dialog folder Find: #include "hud_stats.hpp" And Comment it out like so: //#include "hud_stats.hpp" Dialog File: Create a file called HUD.hpp inside the dialog folder Inside the file you just created paste this: #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 /* # # Author: David # # Release: V2.1 # # Community: Altisliferpg.com # # Do Not Re-Upload Anywhere Else # */ class playerHUD { idd = -1; duration = 10e10; movingEnable = 0; enableSimulation = 1; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; class controls { /* Life_RscProgress_HUDHealth, Life_RscProgress_HUDFood, Life_RscProgress_HUDWater, Life_RscProgress_HUDStamina */ class Life_RscProgress_HUDHealth_Background: Life_RscText { idc = 9991; style = 0x01; colorBackground[] = {0,0,0,0.6}; x = 0.958906 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDFood_Background: Life_RscText { idc = 9992; style = 0x01; colorBackground[] = {0,0,0,0.6}; x = 0.922813 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDWater_Background: Life_RscText { idc = 9993; style = 0x01; colorBackground[] = {0,0,0,0.6}; x = 0.886719 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDStamina_Background: Life_RscText { idc = 9994; style = 0x01; colorBackground[] = {0,0,0,0.6}; x = 0.850625 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; /* Progress Bars */ class LIFE_RscProgress_HUDCommon: Life_RscProgress { colorFrame[] = {0, 0, 0, 0.8}; y = 0.972223 * safezoneH + safezoneY; w = 0.0462964 * safezoneW; h = 0.0222222 * safezoneH; }; class Life_RscProgress_HUDHealth: LIFE_RscProgress_HUDCommon { idc = 1100; style = 0x01; colorBar[] = {1,0.557,0.118,0.75}; x = 0.958906 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDFood: LIFE_RscProgress_HUDCommon { idc = 1101; style = 0x01; colorBar[] = {0.459,0.918,0,0.75}; x = 0.922813 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDWater: LIFE_RscProgress_HUDCommon { idc = 1102; style = 0x01; colorBar[] = {0.118,0.557,1,0.75}; x = 0.886719 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class Life_RscProgress_HUDStamina: LIFE_RscProgress_HUDCommon { idc = 1103; style = 0x01; colorBar[] = {1,0.118,0.118,0.75}; x = 0.850625 * safezoneW + safezoneX; y = 0.819 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.154 * safezoneH; }; class img4: life_RscPicture { idc = 1200; text = "textures\healthhud.paa"; x = 0.855781 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.033 * safezoneH; }; class img3: life_RscPicture { idc = 1201; text = "textures\thirsthud.paa"; x = 0.891875 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.033 * safezoneH; }; class img2: life_RscPicture { idc = 1202; text = "textures\foodhud.paa"; x = 0.927969 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.033 * safezoneH; }; class img1: life_RscPicture { idc = 1203; text = "textures\staminahud.paa"; x = 0.964063 * safezoneW + safezoneX; y = 0.929 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.033 * safezoneH; }; class text4: Life_RscStructuredText { idc = 1104; text = ""; shadow = 0; x = 0.850625 * safezoneW + safezoneX; y = 0.863 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.022 * safezoneH; class Attributes { color = "#FFFFFF"; align = "center"; valign = "middle"; underline = false; }; }; class text3: Life_RscStructuredText { idc = 1105; text = ""; shadow = 0; x = 0.886719 * safezoneW + safezoneX; y = 0.863 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.022 * safezoneH; class Attributes { color = "#FFFFFF"; align = "center"; valign = "middle"; underline = false; }; }; class text2: Life_RscStructuredText { idc = 1106; text = ""; shadow = 0; x = 0.922813 * safezoneW + safezoneX; y = 0.863 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.022 * safezoneH; class Attributes { color = "#FFFFFF"; align = "center"; valign = "middle"; underline = false; }; }; class text1: Life_RscStructuredText { idc = 1107; text = ""; shadow = 0; x = 0.958906 * safezoneW + safezoneX; y = 0.863 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.022 * safezoneH; class Attributes { color = "#FFFFFF"; align = "center"; valign = "middle"; underline = false; }; }; }; }; core/functions/fn_hudSetup.sqf File: Replace everything inside the file with: #include "..\..\script_macros.hpp" /* File: fn_hudSetup.sqf Author: Bryan "Tonic" Boardwine Description: Setups the hud for the player? # # Edited: David # */ disableSerialization; cutRsc ["playerHUD", "PLAIN", 2, false]; [] call life_fnc_hudUpdate; [] spawn { //Define variables into private scope private["_dam", "_stam"]; //Setup for statement for "_i" from 0 to 1 step 0 do { //Define Variables _stam = getFatigue player; _dam = damage player; //Check if values have updated if((getFatigue player) != _stam) then { //If condition is met, or not met in this case; call hudupdate [] call life_fnc_hudUpdate; }; //Check if values have updated if((damage player) != _dam) then { //If condition is met, or not met in this case; call hudupdate [] call life_fnc_hudUpdate; }; }; }; core/functions/fn_hudUpdate.sqf File: Replace everything inside the file with: #include "..\..\script_macros.hpp" /* File: fn_hudUpdate.sqf Author: Daniel Stuart Description: Updates the HUD when it needs to. # # Edited: David # */ if (isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; LIFEctrl(1101) progressSetPosition (life_hunger / 100); LIFEctrl(1103) progressSetPosition (1 - (damage player)); LIFEctrl(1102) progressSetPosition (life_thirst / 100); LIFEctrl(1100) progressSetPosition (1 - (getFatigue player)); //Text LIFEctrl(1107) ctrlSetStructuredText parseText format["<t>%1</t>", round(((1 - (getFatigue player)) * 100))]; LIFEctrl(1105) ctrlSetStructuredText parseText format["<t>%1</t>", round((life_thirst / 100) * 100)]; LIFEctrl(1106) ctrlSetStructuredText parseText format["<t>%1</t>", round((life_hunger / 100) * 100)]; LIFEctrl(1104) ctrlSetStructuredText parseText format["<t>%1</t>", round(((1 - (damage player)) * 100))]; If you don't want the values displayed like in the photo above then use this instead: #include "..\..\script_macros.hpp" /* File: fn_hudUpdate.sqf Author: Daniel Stuart Description: Updates the HUD when it needs to. # # Edited: David # */ if (isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; LIFEctrl(1101) progressSetPosition (life_hunger / 100); LIFEctrl(1103) progressSetPosition (1 - (damage player)); LIFEctrl(1102) progressSetPosition (life_thirst / 100); LIFEctrl(1100) progressSetPosition (1 - (getFatigue player)); //Text /* LIFEctrl(1107) ctrlSetStructuredText parseText format["<t>%1</t>", round(((1 - (getFatigue player)) * 100))]; LIFEctrl(1105) ctrlSetStructuredText parseText format["<t>%1</t>", round((life_thirst / 100) * 100)]; LIFEctrl(1106) ctrlSetStructuredText parseText format["<t>%1</t>", round((life_hunger / 100) * 100)]; LIFEctrl(1104) ctrlSetStructuredText parseText format["<t>%1</t>", round(((1 - (damage player)) * 100))]; */ Textures/Icons: Inside your textures folder add the contents of assets.zip If it doesn't work for you please post the issue below. However, it would be much appreciated if you had a go at fixing it yourself and providing me with the fix in the comments. This is so others can see what has gone wrong and more importantly how to fix it. Cheers, Happy Coding! assets.zip
  7. Yoyoyo, here I have a HUD for you which I have only recently made but will not continue to use. Before this goes away, I'd rather upload it for others. Legal information (copyright): This script+tutorial was provided by "HerrBackfisch". The copyright in the script may not be removed. Uploading the textures is also forbidden without permission. I forbid the distribution of this data and the tutorial I have written in other forums without my prior consent. Tutorial: 1. you download the attached file. 2. drag the file in the dialog folder into yourmission.altis/dialog and replace it. 3. drag the pictures into your main directory of the mission. Mission.altis/ (you can change the path in the dialog file) 4. now you are done and can start your server I would be pleased with a positive evaluation. If you want to write dialogs just write PN. I do not offer support because I am inactive. Ingame: HUD.rar
  8. Ok So my hud my server (altislife 5.0 framework) health dosnt go down i belive its becuse of Advanced Combat Environment3 but im not sure thanks for any help given
  9. I already start apologizing for my English* Recently I created an altis server to play with friends. And we decided to put some scripts to improve the gameplay. One of these scripts was the "Adaptive Debit Cards" and the "New Cell Phone & Player Menu" in both the position of the buttons were strange, which gave me some doubts. > How do you create these HUD jobs and buttons? > Do you have a program? > How can I edit the position of an existing button?
×
×
  • Create New...