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Author Topic: Halo jump script - Minimap - Solved!  (Read 2429 times)

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Offline GomerPyle

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Halo jump script - Minimap - Solved!
« 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.


« Last Edit: 11 Jun 2008, 15:23:00 by GomerPyle »

Offline Rommel92

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Re: Halo jump script - Minimap
« Reply #1 on: 09 Jun 2008, 23:28:35 »
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,

Offline Mandoble

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Re: Halo jump script - Minimap
« Reply #2 on: 10 Jun 2008, 20:24:55 »
OFPEC ILS 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.

Offline GomerPyle

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Re: Halo jump script - Minimap
« Reply #3 on: 10 Jun 2008, 21:22:54 »
here is an attachment if anyone want to take a look...
« Last Edit: 20 Aug 2009, 04:20:36 by hoz »

Offline Mandoble

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Re: Halo jump script - Minimap
« Reply #4 on: 10 Jun 2008, 21:50:39 »
Enjoy  ;)

Dont forget to change global var names and resource names.
« Last Edit: 20 Aug 2009, 04:20:25 by hoz »

Offline GomerPyle

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Re: Halo jump script - Minimap
« Reply #5 on: 10 Jun 2008, 21:55:23 »
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...

Offline Mandoble

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Re: Halo jump script - Minimap
« Reply #6 on: 10 Jun 2008, 22:14:12 »
Map control default colors:
Code: [Select]
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
};
};