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翻訳の問題を報告
Yeah, not sure how that happened but the files were missing from the PBO after building it. The files are in the project folder I built from, so no idea how it happened. I have re-uploaded & now they are there so hopefully will work now.
Thank you! That's awesome.
I have used a font from the Vietnam DLC in the custom font setting & it works. See example below. I have tried others that aren't in my list of fonts & they work too.
CBA Settings [imgur.com]
Notification with custom font [imgur.com]
I will look into this as soon as I can. I think I know what has caused it.
I have tested with multiple fonts & custom fonts do work. Have you tested to see if your font class actually works?
I tested the mod again, but the custom font still won’t show up, and now the scoreboard isn’t appearing either. Additionally, every time I exit a mission, I get the following error:
"Script \Kill_Confirmed\Score_Table\Score_Table_SP_NA.sqf not found."
I’ve tried repairing and reinstalling the mod, but the scoreboard still doesn’t appear.
I am working on a standalone HUD mod with (hopefully) some improvements. I have implemented some of the changes to the non-ACE HUD in this mod. There are some issues currently as the HUD flickers the first time the different assets are loaded. I need to find a way of pre-loading them.
Just updated to fix custom fonts not working.
Did you select 'Custom' for the Notification Style and/or Score Style in Addon options? I forgot to mention that in my previous comment. Also not sure if it makes a difference whether you put the classname in quotation marks or not but worth a try. Hope this helps.
It is possible. Feel free to make a stand alone mod out of it if you have any scripting knowledge. Otherwise I can if I can get some time at my pc. Maybe I will also look at optimisation of this mod when I get some time. I knew the unit icons had problems.
I recently found an optimized version of your mod, but it does not support health display, and I am looking for a mod that can be attached separately to just that.
https://steamproxy.net/sharedfiles/filedetails/?id=2975328230
In the Editor under tools click on Config Viewer or press Alt+C. Expand CfgFontFamilies, any class names here will be compatible. Copy the class name into the Custom Notification/Score Style boxes in Addon options. Alternatively you can access the config viewer by clicking CONFIG in the extended debug window when paused in the Virtual Arsenal.
As for adding your own fonts here is a link to a community wiki page.
Adding Custom Fonts [community.bistudio.com]
Adding Custom Fonts (Dark Mode) [community.bistudio.com]
Feel free to start a discussion if you want to make a guide for others.
That is strange. Do you have CBA_A3 mod & have you definitely enabled the icons in the addon options? The framework & sides are disabled by default. Think you will also need to restart the mission for changes to take effect.
Have you enabled the Unit Icons Framework in the Addon options?
As for why the game is ending on first kill with sector control mission, that's possibly down to parameters set in the sector control module. Have you played the sector control mission without the mod?
if (isNull _instigator)
then
{
_instigator = _killer
};
if (KC_isFriendly)
then
{
if (_killed isNotEqualTo _killer)
then
{
KC_killType = "FRIENDLY KILL";
KC_ratingScore = -1000;
KC_scoreXP = KC_scoreXP - 1000;
player addRating -1000;
player spawn KC_kill;
};
if (_killed isEqualTo _killer)
then
{
KC_killType = "SUICIDE";
KC_ratingScore = -500;
KC_scoreXP = KC_scoreXP - 500;
player addRating -500;
player spawn KC_kill;
};
};
if !(KC_isFriendly)
then
{
...use all the rest of the code but remove all the "!(KC_isFriendly)" checks.
I did have this originally but I removed it when I made the points that show on screen stack if you got another kill within a few seconds. Think I also originally had the points have a + or - and show in red when negative and yellow when positive. It ended up not looking so good when the points were being added up.
If you wanted to add something like that then you would have to add a condition every time the script checks for when the unit killed is not friendly and also check that the unit killed is also not the killer in case of suicide, which you could also add a penalty for. Ideally though the whole script could do with simplifying, making the first check to see if unit killed is an enemy or not. Should improve performance also.
In the script I only differentiate sides by friendly or not using a function. The function checks the side of who is the killer & who is killed, then if it return friendly the code is not executed.
It is certainly possible to alter the score awarded but the script would need to be altered to check for faction. If you have any scripting knowledge & you host your own scenarios you could download the mission files linked in the description & make changes to it to suit your needs. You would probably need to add a new condition each time there is a friendly check
if !(KC_isFriendly)
to check the faction of who was killed was not civilian
if ((side group _killed) isNotEqualTo civilian)
then duplicate the statement after it using an 'else' control structure & change the XP values.
The script checks to see if what was killed is inherited from CAManBase class which is the base class for I believe all humans. I did this to differentiate between infantry & vehicles etc. I believe these mods use a different base class so when the script checks & finds the class of what is being killed is not inherited from CAManBase, the code will not execute. I know Zombies & Demons uses different base classes also, so it doesn't work for that either.
It's possible to make it work for these mods. If you have any scripting knowledge & host your own scenarios there is a link to the mission files & you could add your own check in for the class name of what is not working.
In the EntityKilled script, wherever it has : && (_killed isKindOf "CAManBase"))
add the check for the class name after it within a new set of brackets & with || in between.
For example :
&& ((_killed isKindOf "CAManBase") || (_killed isKindOf "ClassNameHere")))
BPM would be useful and easy to get from ACE.
Might be useful to have adjustable time the kill markers and kill comment stay. Personally I'd like the marker to stay longer and the comment to stay shorter lengths of time.
There are a handful of game-changing must have mods on our server, and this is definitely one of them.
also another question - is there a way to see all players scores in multiplayer?
cheers
Sorry, I somehow deleted your comment deleting my own comment cos I'd made a mistake.
They only count if the side is enemy. You might have to set the side relation in the mission init using independent setFriend [civilian, 0]; or civilian setFriend [independent, 0];
Both for the workshop version but I do have a Mission script version linked in the description if you wanted to run it on the server. It doesn't come with all the features though.
west setFriend [civilian, 0];
Put in your mission init.
IDK why but Arma 3 really suffering from HUD mods. I hope ARMA 4 or ARMA: REFORGED don't have problems like this because this kind of mods must have for me. These mods like "Quality of life mods" and i can't enjoy Arma without these.
For final words, RIS is not exactly a hud mod. Its only a mission which you can create team vs team battles. But of course, it uses a hud for showing team scores.