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3 minutes ago, Deadlesszombie said:

Post your fn_onPlayerKilled

#include "..\..\script_macros.hpp"
/*
    File: fn_onPlayerKilled.sqf
    Author: Bryan "Tonic" Boardwine

    Description:
    When the player dies collect various information about that player
    and pull up the death dialog / camera functionality.
*/
params [
    ["_unit",objNull,[objNull]],
    ["_killer",objNull,[objNull]]
];
disableSerialization;

if ((vehicle _unit) != _unit) then {
    UnAssignVehicle _unit;
    _unit action ["getOut", vehicle _unit];
    _unit setPosATL [(getPosATL _unit select 0) + 3, (getPosATL _unit select 1) + 1, 0];
};

//Set some vars
_unit setVariable ["Revive",true,true];
_unit setVariable ["name",profileName,true]; //Set my name so they can say my name.
_unit setVariable ["restrained",false,true];
_unit setVariable ["Escorting",false,true];
_unit setVariable ["transporting",false,true];
_unit setVariable ["playerSurrender",false,true];
_unit setVariable ["steam64id",(getPlayerUID player),true]; //Set the UID.

//Setup our camera view
life_deathCamera  = "CAMERA" camCreate (getPosATL _unit);
showCinemaBorder TRUE;
life_deathCamera cameraEffect ["Internal","Back"];
createDialog "DeathScreen";
life_deathCamera camSetTarget _unit;
life_deathCamera camSetRelPos [0,3.5,4.5];
life_deathCamera camSetFOV .5;
life_deathCamera camSetFocus [50,0];
life_deathCamera camCommit 0;

(findDisplay 7300) displaySetEventHandler ["KeyDown","if ((_this select 1) isEqualTo 1) then {true}"]; //Block the ESC menu

//Create a thread for something?
_unit spawn {
    private["_maxTime","_RespawnBtn","_Timer"];
    disableSerialization;
    _RespawnBtn = ((findDisplay 7300) displayCtrl 7302);
    _Timer = ((findDisplay 7300) displayCtrl 7301);

        if (LIFE_SETTINGS(getNumber,"respawn_timer") < 5) then {
            _maxTime = time + 5;
        } else {
            _maxTime = time + LIFE_SETTINGS(getNumber,"respawn_timer");
        };
    _RespawnBtn ctrlEnable false;
    waitUntil {_Timer ctrlSetText format[localize "STR_Medic_Respawn",[(_maxTime - time),"MM:SS"] call BIS_fnc_secondsToString];
    round(_maxTime - time) <= 0 || isNull _this};
    _RespawnBtn ctrlEnable true;
    _Timer ctrlSetText localize "STR_Medic_Respawn_2";
};

[] spawn life_fnc_deathScreen;

//Credits to Ciaran for original creation of the script
if(life_nlrtimer_running) then
{
life_nlrtimer_stop = true;
waitUntil {!life_nlrtimer_running};
};
[] spawn life_fnc_newLifeRule;

//Create a thread to follow with some what precision view of the corpse.
[_unit] spawn {
    private["_unit"];
    _unit = _this select 0;
    waitUntil {if (speed _unit isEqualTo 0) exitWith {true}; life_deathCamera camSetTarget _unit; life_deathCamera camSetRelPos [0,3.5,4.5]; life_deathCamera camCommit 0;};
};

//Make the killer wanted
if (!isNull _killer && {_killer != _unit} && {side _killer != west} && {alive _killer}) then {
    if (vehicle _killer isKindOf "LandVehicle") then {

        if (life_HC_isActive) then {
            [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
        } else {
            [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
        };

        //Get rid of this if you don't want automatic vehicle license removal.
        if (!local _killer) then {
            [2] remoteExecCall ["life_fnc_removeLicenses",_killer];
        };
    } else {

        if (life_HC_isActive) then {
            [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
        } else {
            [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
        };

        if (!local _killer) then {
            [3] remoteExecCall ["life_fnc_removeLicenses",_killer];
        };
    };
};

life_save_gear = [player] call life_fnc_fetchDeadGear;

_containers = nearestObjects[getPosATL player,["WeaponHolderSimulated"],5];
{deleteVehicle _x;} forEach _containers;

//Killed by cop stuff...
if (side _killer isEqualTo west && playerSide != west) then {
    life_copRecieve = _killer;
    //Did I rob the federal reserve?
    if (!life_use_atm && {CASH > 0}) then {
        [format[localize "STR_Cop_RobberDead",[CASH] call life_fnc_numberText]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
        CASH = 0;
    };
};

if (!isNull _killer && {_killer != _unit}) then {
    life_removeWanted = true;
};

_handle = [_unit] spawn life_fnc_dropItems;
waitUntil {scriptDone _handle};

life_hunger = 100;
life_thirst = 100;
life_carryWeight = 0;
CASH = 0;
life_is_alive = false;

[] call life_fnc_hudUpdate; //Get our HUD updated.
[player,life_settings_enableSidechannel,playerSide] remoteExecCall ["TON_fnc_managesc",RSERV];

[0] call SOCK_fnc_updatePartial;
[3] call SOCK_fnc_updatePartial;
[4] call SOCK_fnc_updatePartial;
 

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Ok so i followed all the instructions again and upon me joining the server and pressing spawn my game crashes? everytime i try and spawn on the server

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12 hours ago, JedINyte said:

This was solved in discord :) 

what was the problem? Just so that if others have the same issue they can/will (hopefully) read through the comments here first.

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37 minutes ago, ToxicRageTv said:

what was the problem? Just so that if others have the same issue they can/will (hopefully) read through the comments here first.

Can't remember mate, i think Motra sorted it though.

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On 30/06/2018 at 8:31 AM, ToxicRageTv said:

VindicateAssets\images\textures\HUD\water2.paa

am i just being stupid or do you need to make this file? i cant see or find it?

Edited by Flinty4k

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2 minutes ago, Flinty4k said:

am i just being stupid or do you need to make this file? i cant see or find it?

You have to make those folders. Or change he the path to the textures.

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When i play on my server with the HUD, my games crash and say he don't find "script_macros.hpp" in "C:\Users\Computer\Documents\Arma 3 - Other Profiles\Tor%c3%a9%20Alabama\missions\Malden_Life.Malden" ... So i have "script_macros" at in this folder...

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7 hours ago, Federick90 said:

hello guys I have a problem I implemented the drag-and-run reanimation script in the absence of doctors when someone revives me I get two iteration buttons for the belts as an image and two iteration buttons when I revive someone else
https://imgur.com/a/m4nIbaP

https://imgur.com/asnw2pI

Why are you posting this in a script thread as well as you aren't documenting your problem very well. Not many people here speak your language and will be able to help you as this is predominantly an english-speaking forum

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5 hours ago, Deadlesszombie said:

Perché stai postando questo in un thread di script e non stai documentando molto bene il tuo problema. Non molte persone qui parlano la tua lingua e saranno in grado di aiutarti poiché questo è prevalentemente un forum di lingua inglese


I thought there's something going on since the belts are buggy and I use the repentz script for both the belts and the HUD

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I know this is a little old, but I cant seem to get it to display if my earplugs are in or not. I have no errors, just that the earplug icon is not showing.

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20 hours ago, dexatrin82 said:

I know this is a little old, but I cant seem to get it to display if my earplugs are in or not. I have no errors, just that the earplug icon is not showing.

You do that in the case instead of the default:

https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/functions/fn_keyHandler.sqf#L258


I personally would recommend editing the hud to do it based on the current sound so you don't need the variable, but it doesn't matter that much, and that will work.

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Okay so Now I have it so the icon displays but wont update when I put earplugs in or out. I have called the hud update on the fadesound keyhandler and it's in the configuration file.

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I have tried everything to get this damned sound icon to show correctly. The earplugs not in work, but it will not update when I put earplugs in, which files would you like me to share to look at??

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6 hours ago, dexatrin82 said:

I have tried everything to get this damned sound icon to show correctly. The earplugs not in work, but it will not update when I put earplugs in, which files would you like me to share to look at??

Scroll up to the post I linked you to view. It shows you what to change in your fn_keyHandler.sqf and configuration.sqf. The script looks for "life_fadeSound" which doesn't exist in the project by default.

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