Commit Graph

4068 Commits

Author SHA1 Message Date
hogscraper 572b646107 Additional update to UI
Changed routines so that all icons flash at the same time. Instead of
making several individual calls to player_guiControlFlash any icon that
needs to have flashing turned on is added to an array and then, as long
as that array is not empty,  it is passed to the function. The function
was changed to deal with an array and whichever item is array select 0
has its show state determine what all the others should be. If its on,
then all other in array are turned off with it.
Also, added a fix for _bloodVal. With current red/green icon set, if the
player has less than 3000 blood the value rounds down to 1 so that
status_blood_inside_1_ca.paa is used, (which is no picture at all). This
means the old line
if (_bloodVal < 0.2) then {
passes along an empty picture to flash. I changed this value to .4 so
that between 3000 and 5000 blood, it still uses that last sliver picture
but that one now flashes to alert player to lower blood levels.
2014-07-10 16:44:58 -04:00
raymix 5c8da27d4d optional snap building added 2014-07-10 20:13:30 +01:00
Uro1 5507513336 Fixed crash spawner & supply drop loot positioning 2014-07-10 19:13:18 +01:00
icomrade 5b61ce34b7 Useless network traffic 2014-07-09 17:45:59 -04:00
icomrade 151a6b7478 Hopfully improve on issue in #1403
Should run a little quicker, added some ().
2014-07-09 17:36:17 -04:00
icomrade 81b147d3e2 Update variables.sqf 2014-07-07 13:28:42 -04:00
vbawol 72168cb103 Merge pull request #1396 from justchil/patch-1
Update zombie_generate.sqf
2014-07-05 10:56:43 -05:00
justchil a6bcaad182 Update zombie_generate.sqf
Fixes problem with zeds not spawning loot (or EXTREMELY rare).  I believe this is not returning bool which is why count isn't working.
2014-07-05 11:17:48 -04:00
SilvDev 26b3bd046f Added missing variable initialization
s_player_dropflare was not initialized, causing errors in RPT log.
2014-07-04 19:34:32 +01:00
SilvDev fdf563e378 Update mission.sqf 2014-07-04 19:26:35 +01:00
SilvDev 01cb6100ca Update mission.sqf 2014-07-04 19:26:30 +01:00
SilvDev eb4b68fc33 Update mission.sqf 2014-07-04 19:26:27 +01:00
SilvDev 723a2ca713 Update mission.sqf 2014-07-04 19:26:26 +01:00
SilvDev 0a5e13a1d8 Update mission.sqf 2014-07-04 19:26:24 +01:00
SilvDev ab874fe609 Update mission.sqf 2014-07-04 19:26:22 +01:00
SilvDev 0233923ba9 Update mission.sqf 2014-07-04 19:26:19 +01:00
SilvDev 35a84cd4a7 Update mission.sqf 2014-07-04 19:26:15 +01:00
SilvDev 3e47d3e3eb Update mission.sqf 2014-07-04 19:26:13 +01:00
SilvDev 4666bd9f5c Update mission.sqf 2014-07-04 19:26:11 +01:00
SilvDev ec02c8aa2e Update mission.sqf 2014-07-04 19:26:09 +01:00
SilvDev 5776a4adee Update mission.sqf 2014-07-04 19:26:07 +01:00
SilvDev 3bbbae71bf Update mission.sqf 2014-07-04 19:26:04 +01:00
SilvDev 3716d302ce Update mission.sqf 2014-07-04 19:25:57 +01:00
SilvDev 32f18496a8 Update mission.sqf 2014-07-04 19:25:54 +01:00
SilvDev 7265978585 Update mission.sqf 2014-07-04 19:25:52 +01:00
SilvDev 800c2ebb08 Update mission.sqf 2014-07-04 19:25:49 +01:00
[VB]AWOL 5585633c5f fixed Error Missing ; 2014-07-02 23:06:30 -05:00
vbawol 3036b31bbb Merge pull request #1384 from hogscraper/test_branch
UI Update - Graphical and code changes
2014-07-02 21:33:21 -05:00
hogscraper be3e492405 UI Update - Graphical and code changes
Changed player_updateGui.sqf with an update to how the UI elements are
loaded. Changed all status icons to use the full value so no more fading
icons. Also changed the colors from red/green setup to a black and white
setup. All icons start off as black if the value is optimal, (full
blood, full food/drink, temperature, out of combat, seen, heard), then
progress continually towards white as the player loses blood, gets
hungry, etc. This was done to make the differences between full and
empty more drastic as the current method starts off with obvious icons
that slowly fade. If player is color blind, there have been reported
issues of the two colors showing up as similar shades of gray. For those
that are not CB the elements currently become less obvious in the user's
peripheral until they begin flashing. Changes also made to variables.sqf
to add the ability to turn this feature on/off:
Dayz_Dark_UI = true;
Sets UI to new darker theme. Turned off by setting the value to false.
2014-07-02 20:16:25 -04:00
[VB]AWOL 1e5614e34a more version bumps 2014-07-01 15:50:30 -05:00
[VB]AWOL 83c04c9f4e update versions 2014-07-01 15:22:39 -05:00
icomrade ba75bfa839 Fixes 2014-06-30 21:18:58 -04:00
icomrade 8af00ef284 Fix #1351 2014-06-30 18:54:12 -04:00
icomrade 6f0470f598 Fix #1364
Holy shit it was accessible from 25 meters!
2014-06-30 17:46:56 -04:00
[VB]AWOL 5a88627d97 should fix #1362 2014-06-30 16:44:46 -05:00
icomrade 6799d90d23 Should fix #1124 2014-06-30 17:01:29 -04:00
icomrade 4a1ac8304a lol... 2014-06-30 16:57:49 -04:00
icomrade 486dc31695 Fix #1355 2014-06-30 16:23:40 -04:00
icomrade fa7c3a6c2b Merge pull request #1373 from vbawol/GetPlayerUIDOld
Legacy UID
2014-06-30 14:28:01 -04:00
icomrade 3491e4462d Add variable 2014-06-30 12:46:06 -04:00
icomrade 6f8efd8428 Legacy UID 2014-06-30 11:53:14 -04:00
icomrade 2f7d7a9287 Duplicate define 2014-06-30 00:59:42 -04:00
icomrade 33aa6632c6 Fix #1361 2014-06-29 13:09:32 -04:00
vbawol 6a571be12f Merge pull request #1369 from Uro1/master
dayz_epoch_b CfgLootPos.hpp to CfgBuildingPos.hpp
2014-06-29 09:13:25 -05:00
Uro1 c1f9c5e1f1 dayz_epoch_b CfgLootPos > CfgBuildingPos
Update CfgLootPos with new enterable building positions to match code in
config files.
Rename CfgLootPos to CfgBuildingPos.

Issue #1360
2014-06-29 15:09:05 +01:00
[VB]AWOL a1f56f9080 make sure holder is not null 2014-06-29 01:57:58 -05:00
[VB]AWOL b1016c798e same as previous 2014-06-29 00:20:14 -05:00
[VB]AWOL 7f44c1742a Comment out two invalid female skins 2014-06-29 00:16:26 -05:00
icomrade fc515d4407 Infection changes 2014-06-25 12:08:55 -04:00
[VB]AWOL 3aa6837247 version bump 2014-06-25 08:58:39 -05:00