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« **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**

`// ******************************************************************************************`

// * 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;

};

};

};