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  1. 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
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