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Messages - bolox

Pages: [1] 2 3 4 5 ... 19
1
Technical Support / Re: Restart Warnings
« on: Jul 19, 2016, 10:35 PM »
TCadmin is avaliable for windows and linux servers.

BEC is only avaliable in windows. Probabbly GTX are using linux servers.

you could be right

2
Technical Support / Re: Restart Warnings
« on: Jul 19, 2016, 09:30 PM »
Im an idiot, you said TCadmin and I wa thinking TADST

I have asked them about it and they said that its not possible with arma 3 vanilla.

We have BEC in our TCadmin,it is possible..but hey im not with GTX i just use them for a test server,not for our main server.

3
Technical Support / Re: Admin_Panel
« on: Jul 19, 2016, 04:15 AM »
Hi
I would not disable admin panel and I can not find
thx advanced

you would like to DISABLE or ENABLE the admin menu?

4
Technical Support / Re: Color
« on: Jul 19, 2016, 04:12 AM »
Client/systems/playermenu/dialog/respawn_dialog.hpp
Change the color which has
colorBackground[] = {0,0,0,0};


Copy and paste this one and have a look


Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: respawn_dialog.hpp
// @file Author: His_Shadow, AgentRev

#include "respawn_defines.hpp"

class RespawnSelectionDialog
{
idd = respawn_dialog;
movingEnable = false;
enableSimulation = true;
onLoad = "uiNamespace setVariable ['RespawnSelectionDialog', _this select 0]";

class ControlsBackground
{
class RspnMainBG: w_RscPicture
{
idc = -1;
colorText[] = {1, 1, 1, 1};
colorBackground[] = {0,0,0,0};
text = "#(argb,8,8,3)color(1,1,1,0.09)";

#define RspnMainBG_W ((0.809 * X_SCALE) min safezoneW)
#define RspnMainBG_H ((0.620 * Y_SCALE) min safezoneH)
#define RspnMainBG_X (CENTER(1, RspnMainBG_W) max safezoneX) // centered to screen
#define RspnMainBG_Y (CENTER(1, RspnMainBG_H) max safezoneY) // centered to screen

x = RspnMainBG_X;
y = RspnMainBG_Y;
w = RspnMainBG_W;
h = RspnMainBG_H;
};

class RspnTopBar: w_RscPicture
{
idc = -1;
colorText[] = {1, 1, 1, 1};
colorBackground[] = {0,0,0,0};
text = "#(argb,8,8,3)color(0.45,0.005,0,1)";

// relative to RspnMainBG
#define RspnTopBar_W RspnMainBG_W // match RspnMainBG width
#define RspnTopBar_H (0.072 * Y_SCALE)
#define RspnTopBar_X RspnMainBG_X // aligned to RspnMainBG
#define RspnTopBar_Y RspnMainBG_Y // aligned to RspnMainBG

x = RspnTopBar_X;
y = RspnTopBar_Y;
w = RspnTopBar_W;
h = RspnTopBar_H;
};

class RspnMenuTitle: w_RscTextCenter
{
idc = -1;
text = "Respawn Menu";
sizeEx = 0.06 * TEXT_SCALE;

// relative to RspnTopBar
#define RspnMenuTitle_W (0.267 * X_SCALE)
#define RspnMenuTitle_H (0.035 * Y_SCALE)
#define RspnMenuTitle_X (RspnTopBar_X + CENTER(RspnTopBar_W, RspnMenuTitle_W)) // centered in RspnTopBar
#define RspnMenuTitle_Y (RspnTopBar_Y + CENTER(RspnTopBar_H, RspnMenuTitle_H)) // centered in RspnTopBar

x = RspnMenuTitle_X;
y = RspnMenuTitle_Y;
w = RspnMenuTitle_W;
h = RspnMenuTitle_H;
};

class RspnStructText: w_RscStructuredText
{
idc = respawn_Content_Text;
text = "";
size = 0.04 * TEXT_SCALE;

// relative to RspnTopBar
#define RspnStructText_W (0.533 * X_SCALE)
#define RspnStructText_H (0.060 * Y_SCALE)
#define RspnStructText_X (RspnTopBar_X + CENTER(RspnTopBar_W, RspnStructText_W)) // centered to RspnTopBar
#define RspnStructText_Y (RspnTopBar_Y + RspnTopBar_H + (0.008 * Y_SCALE)) // under RspnTopBar

x = RspnStructText_X;
y = RspnStructText_Y;
w = RspnStructText_W;
h = RspnStructText_H;
};

#define RspnButton_H (0.033 * Y_SCALE)

// relative to RspnTopBar
#define RspnRandomButton_Y (RspnTopBar_Y + RspnTopBar_H + (0.072 * Y_SCALE)) // under RspnTopBar

#define RspnLine_W (RspnMainBG_W - (0.1 * X_SCALE))
#define RspnLine_H (0.002 * SZ_SCALE_ABS) // (0.002 * Y_SCALE)
#define RspnLine_X (RspnTopBar_X + CENTER(RspnTopBar_W, RspnLine_W)) // centered to RspnTopBar

class RspnTopLine: w_RscPicture
{
idc = -1;
text = "#(argb,8,8,3)color(1,1,1,1)";

#define RspnTopLine_Y (RspnRandomButton_Y + RspnButton_H + (0.015 * Y_SCALE)) // under RspnRandomButton

x = RspnLine_X;
y = RspnTopLine_Y;
w = RspnLine_W;
h = RspnLine_H;
};

// above bottom of RspnMainBG
#define RspnLobbyButton_Y ((RspnMainBG_Y + RspnMainBG_H) - (RspnButton_H + (0.040 * Y_SCALE)))

class RspnBottomLine: w_RscPicture
{
idc = -1;
text = "#(argb,8,8,3)color(1,1,1,1)";

#define RspnBottomLine_Y (RspnLobbyButton_Y - (RspnLine_H + (0.015 * Y_SCALE))) // above RspnLobbyButton

x = RspnLine_X;
y = RspnBottomLine_Y;
w = RspnLine_W;
h = RspnLine_H;
};

class RspnMissionUptime: w_RscStructuredTextLeft
{
idc = respawn_MissionUptime_Text;
text = "Mission Uptime: 00:00:00";
size = 0.04 * TEXT_SCALE;

#define RspnMissionUptime_W (0.23 * X_SCALE)
#define RspnMissionUptime_H (0.025 * Y_SCALE)
#define RspnMissionUptime_X ((RspnLine_X + RspnLine_W) - RspnMissionUptime_W) // aligned right to RspnBottomLine
#define RspnMissionUptime_Y (RspnLobbyButton_Y + CENTER(RspnButton_H, RspnMissionUptime_H)) // centered to RspnLobbyButton

x = RspnMissionUptime_X;
y = RspnMissionUptime_Y;
w = RspnMissionUptime_W;
h = RspnMissionUptime_H;
};
};

class RspnButton: w_RscButton
{
sizeEx = 0.04 * TEXT_SCALE;

#define RspnButton_W (0.139 * X_SCALE)

w = RspnButton_W;
h = RspnButton_H;
};

class Controls
{
class RspnRandomButton: RspnButton
{
idc = respawn_Random_Button;
onButtonClick = ""; // Action is now set dynamically in loadRespawnDialog.sqf using buttonSetAction
text = "Random";

// relative to RspnTopBar
#define RspnRandomButton_X (RspnTopBar_X + CENTER(RspnTopBar_W, RspnButton_W)) // centered under RspnTopBar

x = RspnRandomButton_X;
y = RspnRandomButton_Y;
};

class RspnPreloadChk: w_RscCheckBox
{
idc = respawn_Preload_Checkbox;

// left of RspnRandomButton
#define RspnPreloadChk_W (0.026 * X_SCALE)
#define RspnPreloadChk_H (0.026 * Y_SCALE)
#define RspnPreloadChk_X RspnLine_X
#define RspnPreloadChk_Y ((RspnRandomButton_Y + RspnButton_H) - RspnPreloadChk_H)

x = RspnPreloadChk_X;
y = RspnPreloadChk_Y;
w = RspnPreloadChk_W;
h = RspnPreloadChk_H;
};

class RspnPreloadChkText: w_RscText
{
idc = -1;
text = "Preload";
sizeEx = 0.036 * TEXT_SCALE;

// right of RspnPreloadChk
#define RspnPreloadChkText_W (0.08 * X_SCALE)
#define RspnPreloadChkText_H (0.03 * Y_SCALE)
#define RspnPreloadChkText_X (RspnPreloadChk_X + RspnPreloadChk_W + (0.001 * X_SCALE))
#define RspnPreloadChkText_Y ((RspnPreloadChk_Y + CENTER(RspnPreloadChk_H, RspnPreloadChkText_H)) - (0.0015 * Y_SCALE))

x = RspnPreloadChkText_X;
y = RspnPreloadChkText_Y;
w = RspnPreloadChkText_W;
h = RspnPreloadChkText_H;
};


#define RspnLocType_X RspnLine_X
#define RspnLocType_Y (RspnTopLine_Y + RspnLine_H + (0.015 * Y_SCALE))
#define RspnLocType_W (0.225 * X_SCALE)
#define RspnLocType_H (0.0225 * Y_SCALE)

class RspnLocType: w_RscXListBox
{
idc = respawn_Locations_Type;

x = RspnLocType_X;
y = RspnLocType_Y;
w = RspnLocType_W;
h = RspnLocType_H;
};

#define RspnSpawnButton_W RspnLocType_W
#define RspnSpawnButton_H (0.04 * Y_SCALE)
#define RspnSpawnButton_X RspnLocType_X
#define RspnSpawnButton_Y ((RspnBottomLine_Y - (0.015 * Y_SCALE)) - RspnSpawnButton_H)

class RspnSpawnButton: RspnButton
{
idc = respawn_Spawn_Button;
text = "Spawn"; // text alternates between "Loading..." and "Spawn" in loadRespawnDialog.sqf

x = RspnSpawnButton_X;
y = RspnSpawnButton_Y;
w = RspnSpawnButton_W;
h = RspnSpawnButton_H;
};

#define RspnLocList_X RspnLocType_X
#define RspnLocList_Y (RspnLocType_Y + RspnLocType_H + (0.0075 * Y_SCALE))
#define RspnLocList_W RspnLocType_W
#define RspnLocList_H ((RspnSpawnButton_Y - RspnLocList_Y) - (0.0075 * Y_SCALE))

class RspnLocList: w_RscList
{
idc = respawn_Locations_List;
rowHeight = 0.0225 * Y_SCALE;

x = RspnLocList_X;
y = RspnLocList_Y;
w = RspnLocList_W;
h = RspnLocList_H;
};

#define RspnLocText_X (RspnLocList_X + RspnLocList_W + (0.0075 * X_SCALE))
#define RspnLocText_W ((RspnLine_X + RspnLine_W) - RspnLocText_X)
#define RspnLocText_H RspnSpawnButton_H
#define RspnLocText_Y ((RspnBottomLine_Y - (0.015 * Y_SCALE)) - RspnLocText_H)

class RspnLocText: w_RscStructuredTextLeft
{
idc = respawn_Locations_Text;
size = 0.034 * TEXT_SCALE;
colorBackground[] = {0, 0, 0, 0.3};
shadow = 0;

x = RspnLocText_X;
y = RspnLocText_Y;
w = RspnLocText_W;
h = RspnLocText_H;
};

#define RspnLocMap_X RspnLocText_X
#define RspnLocMap_Y RspnLocType_Y
#define RspnLocMap_W RspnLocText_W
#define RspnLocMap_H ((RspnLocText_Y - (0.0075 * Y_SCALE)) - RspnLocMap_Y)

class RspnLocMap: w_RscMapControl
{
idc = respawn_Locations_Map;
scaleMax = 3;

x = RspnLocMap_X;
y = RspnLocMap_Y;
w = RspnLocMap_W;
h = RspnLocMap_H;
};


#define RspnLobbyButton_X RspnLine_X

class RspnLobbyButton: RspnButton
{
idc = -1;
onButtonClick = "endMission 'LOSER'";
text = "Lobby";

x = RspnLobbyButton_X;
y = RspnLobbyButton_Y;
};

#define RspnGroupButton_X (RspnLobbyButton_X + RspnButton_W + (0.015 * X_SCALE))
#define RspnGroupButton_W (0.175 * X_SCALE)

class RspnGroupButton: RspnButton
{
idc = -1;
text = "Group Management";
onButtonClick = "[] execVM 'client\systems\groups\loadGroupManagement.sqf'";

x = RspnGroupButton_X;
y = RspnLobbyButton_Y;
w = RspnGroupButton_W;
};
};
};

5
Announcements & News / Re: A3Wasteland.com domain transfer
« on: Jul 19, 2016, 04:06 AM »
Just completely different subject,Is your bornholm wasteland upto date jo?

6
Technical Support / Re: Restart Warnings
« on: Jul 18, 2016, 09:08 AM »
I know GTX ..You can ask them to add BEC so its accessable thru TCadmin..we have BEC on our tcadmin.

7
strange again with manual fire.. got kicked for manual fire (VTOL)

Code: [Select]
"B_UAV_AI"

8
Thast weird,we was getting kicked from switching from pilot to manual fire and there was a BE kick,I updated the createvehicle txt from gitub 2 days ago and its fine now.

9
Announcements & News / Re: Apex release builds
« on: Jul 11, 2016, 05:47 AM »
Ahh jeah...
So how do the builds work once tanoa is released will altis stratis tanoa show in one server browser?

10
Ahh yes i have the same similar issue too.

11
Announcements & News / Re: v1.2b & Eden
« on: Jul 04, 2016, 05:46 PM »
Dunno if its just me..but i see alot more exile servers..few samatra ones nowadays.

12
Technical Support / Re: getting an error could you help.
« on: Jun 30, 2016, 11:29 PM »
did you grab the pbo from here?

rename the folder to A3Wasteland.Stratis and then create the pbo.
add A3Wasteland.Stratis to your server.cfg

13
Technical Support / Re: 100 player slots to 64
« on: Jun 28, 2016, 12:03 AM »
strange,must be an apex thing

Edit: -autoinit seemed to do the trick,Cheers mate

14
Technical Support / Game type Undefined
« on: Jun 27, 2016, 02:56 AM »
Getting this in our tanoa server browser, Game type Undefined

15
Technical Support / [solved] 100 player slots to 64
« on: Jun 26, 2016, 11:28 PM »
Everytime i adjust my PBO mission,My server decreases to 64 slots from 100 in TCadmin.
Is this a mission issue or a GSP issue.They said its set in there config to 100 slots.


If the server is empty it will display 0 of 64 players,when 1 joins it will display 1 of 100. Weird that it wont stay at a 100 slots even when the server is empty.

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