OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: GomerPyle on 09 Jun 2008, 23:02:38
-
Hi!
I have been making a mission using the "AAH" halo jump script used in Black Sword mission. But I am not able to script the mini map they used in that mission. Is there anyone who knows what I need to do or anyone who can send me the files or point me in the right direction so I can get that brilliant mini map working?? I am flying in the dark from 10000ft and not possible to find land. lol
I have been trying to implement the minimap dialog from "mando_missile_arma_v23_mandoble" after talking to him on pm. He is refering to a titleRsc but I am not sure what I am looking for. The file i needed to look into is "check mando_missile.h".
Any help here would be appreciated...
Thanks, Gomer
Edit: I have updated this thread.
-
Huge viewdistance. :P
Joking... check to make sure the dialog of the map has been implemented into your description.ext etc, you could be missing a header perhaps? Any errors?
Romm,
-
OFPEC ILS (http://www.ofpec.com/ed_depot/index.php?action=details&id=431&page=1&cat=xyz) is much simpler to follow.
You need to define a title with a map control, then show the title with titleRsc and use the display stored by the onLoad GUI event handler to "play" with the map.
OFPEC ILS titles are defined inside ofpec_ilstitles.h, which is included inside description.ext file.
-
here is an attachment if anyone want to take a look...
-
Enjoy ;)
Dont forget to change global var names and resource names.
-
wow. thanks mate... really liked that.. Now i only need to make it appear in top left corner of screen and disappear after i open my chute. And ofcourse alter the colours so they match the normal map...
-
Map control default colors:
class RscMapControl
{
access = ReadAndWrite;
type = CT_MAP_MAIN;
idc = IDC_MAP;
style = ST_PICTURE;
colorBackground[] = {1, 1, 1, 1};
colorText[] = {0, 0, 0, 1};
font = FontMAIN;
sizeEx = Size_Text_Default;
colorSea[] = {0.56, 0.8, 0.98, 0.5};
colorForest[] = {0.6, 0.8, 0.2, 0.5};
colorRocks[] = {0.5, 0.5, 0.5, 0.5};
colorCountlines[] = {0.65, 0.45, 0.27, 0.5};
colorMainCountlines[] = {0.65, 0.45, 0.27, 1};
colorCountlinesWater[] = {0, 0.53, 1, 0.5};
colorMainCountlinesWater[] = {0, 0.53, 1, 1};
colorForestBorder[] = {0.4, 0.8, 0, 1};
colorRocksBorder[] = {0.5, 0.5, 0.5, 1};
colorPowerLines[] = {0, 0, 0, 1};
colorNames[] = {0, 0, 0, 1};
colorInactive[] = {1, 1, 1, 0.5};
colorLevels[] = {0, 0, 0, 1};
fontLabel = FontMAIN;
sizeExLabel = Size_Text_Default;
fontGrid = FontMAIN;
sizeExGrid = Size_Text_Default;
fontUnits = FontMAIN;
sizeExUnits = Size_Text_Default;
fontNames = FontMAIN;
sizeExNames = Size_Text_Default;
fontInfo = FontMAIN;
sizeExInfo = Size_Text_Default;
fontLevel = FontMAIN;
sizeExLevel = Size_Text_Default;
text = ProcTextWhite;
stickX[] = {0.2, {"Gamma", 1, 1.5}};
stickY[] = {0.2, {"Gamma", 1, 1.5}};
// Map drawing quality coefficients:
// units - the width of the screen == 800
// limits - size of the landscape square on screen when objects are drawn or single square content is drawn
//@{ coefficients which determine rendering density / threshold
ptsPerSquareSea = 6; // seas
ptsPerSquareTxt = 8; // textures
ptsPerSquareCLn = 8; // count-lines
ptsPerSquareExp = 8; // exposure
ptsPerSquareCost = 8; // cost
//@}
//@{ coefficients which determine when rendering of given type is done
ptsPerSquareFor = 4.0f; // forests
ptsPerSquareForEdge = 10.0f; // forest edges
ptsPerSquareRoad = 2; // roads
ptsPerSquareObj = 10; // other objects
//@}
class Tree
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 0.9 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class SmallTree
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 0.6 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Bush
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 0.2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Church
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Chapel
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 1 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Cross
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 0.7 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Rock
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 1.5 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Bunker
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 1.5 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Fortress
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Fountain
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 16;
importance = 1 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class ViewTower
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 2.5 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Lighthouse
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 3 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Quay
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Fuelstation
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 16;
importance = 2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Hospital
{
icon = ProcTextBlack;
color[] = {1, 0, 0, 1};
size = 16;
importance = 2 * 16 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class BusStop
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Transmitter
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Stack
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Ruin
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Tourism
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Watertower
{
icon = ProcTextBlack;
color[] = {0, 0, 1, 1};
size = 8;
importance = 1 * 8 * 0.05; // limit for map scale
coefMin = 0.25;
coefMax = 4;
};
class Waypoint
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 24;
importance = 1; // not used
coefMin = 1; // not used
coefMax = 1; // not used
};
class WaypointCompleted
{
icon = ProcTextBlack;
color[] = {0, 0, 0, 1};
size = 24;
importance = 1; // not used
coefMin = 1; // not used
coefMax = 1; // not used
};
};