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.Lynx.

my status bar is glitched

Question

my status bar says "any" for all players bank i was wondering how i could fix this

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that will be cause as its an old status bar, there are other status bars out there you can use and you can do the same cancel out the parts you dont want to use

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6 minutes ago, .Lynx. said:

my status bar says "any" for all players bank i was wondering how i could fix this

put a screenshot up

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in the config of your statusbar, change:

_wallet = ExileClientPlayerMoney;  

to

_wallet =  (player getVariable ["ExileMoney", 0]);

or/and

_lockers = (player getVariable ["ExileLocker", 0]);

 

Edited by WURSTKETTE
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11 minutes ago, Metalman10 said:

can you send me your statusbar code? ill fix it

[] spawn
{
	_uid = getPlayerUID player;

	while {true} do
	{
		uisleep 5;
		
			_rscLayer = "RscStatusBar" call BIS_fnc_rscLayer;
			_rscLayer cutRsc ["RscStatusBar","PLAIN",1,false];

			if(isNull ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554)) then
			{
				diag_log "statusbar is null create";
				disableSerialization;
				_rscLayer = "RscStatusBar" call BIS_fnc_rscLayer;
				_rscLayer cutRsc ["RscStatusBar","PLAIN",1,false];
			};
			//initialize variables and set values
			_unit = _this select 0;
			_damage = round ((1 - (damage player)) * 100);
			//_damage = (round(_damage * 100));
			_hunger = round (ExileClientPlayerAttributes select 2);
			_thirst = round (ExileClientPlayerAttributes select 3);
			_bodytemp = round (ExileClientPlayerAttributes select 5);
			_ambient = [ExileClientEnvironmentTemperature, 1] call ExileClient_util_math_round;
			_wallet = player getVariable ["ExileMoney",0]; 
			_respect = ExileClientPlayerScore;
			_serverFPS = round diag_fps;
			_pos = getPosATL player;
			_dir = round (getDir (vehicle player));
			_grid = mapGridPosition  player; _xx = (format[_grid]) select  [0,3];
			_yy = (format[_grid]) select  [3,3];
			_time = (round(240-(serverTime)/60));  //edit the '240' value (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals
			_hours = (floor(_time/60));
			_minutes = (_time - (_hours * 60));

			switch(_minutes) do
			{
				case 9: {_minutes = "09"};
				case 8: {_minutes = "08"};
				case 7: {_minutes = "07"};
				case 6: {_minutes = "06"};
				case 5: {_minutes = "05"};
				case 4: {_minutes = "04"};
				case 3: {_minutes = "03"};
				case 2: {_minutes = "02"};
				case 1: {_minutes = "01"};
				case 0: {_minutes = "00"};
			};

			//Color Gradient
			_colourDefault 	= parseText "#FBFCFE"; //
			_colour90 		= parseText "#F5E6EC"; //
			_colour80 		= parseText "#F0D1DB"; //
			_colour70 		= parseText "#EBBBC9"; //
			_colour60 		= parseText "#E6A6B8"; //
			_colour50 		= parseText "#E191A7"; //
			_colour40 		= parseText "#DB7B95"; //
			_colour30 		= parseText "#D66684"; //
			_colour20 		= parseText "#D15072"; //
			_colour10 		= parseText "#CC3B61"; //
			_colour0 		= parseText "#C72650"; //
			_colourDead 	= parseText "#000000";

			//Colour coding
			//Damage
			_colourDamage = _colourDefault;
			if(_damage >= 100) then{_colourDamage = _colourDefault;};
			if((_damage >= 90) && (_damage < 100)) then {_colourDamage =  _colour90;};
			if((_damage >= 80) && (_damage < 90)) then {_colourDamage =  _colour80;};
			if((_damage >= 70) && (_damage < 80)) then {_colourDamage =  _colour70;};
			if((_damage >= 60) && (_damage < 70)) then {_colourDamage =  _colour60;};
			if((_damage >= 50) && (_damage < 60)) then {_colourDamage =  _colour50;};
			if((_damage >= 40) && (_damage < 50)) then {_colourDamage =  _colour40;};
			if((_damage >= 30) && (_damage < 40)) then {_colourDamage =  _colour30;};
			if((_damage >= 20) && (_damage < 30)) then {_colourDamage =  _colour20;};
			if((_damage >= 10) && (_damage < 20)) then {_colourDamage =  _colour10;};
			if((_damage >= 1) && (_damage < 10)) then {_colourDamage =  _colour0;};
			if(_damage < 1) then{_colourDamage =  _colourDead;};

			//Hunger
			_colourHunger = _colourDefault;
			if(_hunger >= 100) then{_colourHunger = _colourDefault;};
			if((_hunger >= 90) && (_hunger < 100)) then {_colourHunger =  _colour90;};
			if((_hunger >= 80) && (_hunger < 90)) then {_colourHunger =  _colour80;};
			if((_hunger >= 70) && (_hunger < 80)) then {_colourHunger =  _colour70;};
			if((_hunger >= 60) && (_hunger < 70)) then {_colourHunger =  _colour60;};
			if((_hunger >= 50) && (_hunger < 60)) then {_colourHunger =  _colour50;};
			if((_hunger >= 40) && (_hunger < 50)) then {_colourHunger =  _colour40;};
			if((_hunger >= 30) && (_hunger < 40)) then {_colourHunger =  _colour30;};
			if((_hunger >= 20) && (_hunger < 30)) then {_colourHunger =  _colour20;};
			if((_hunger >= 10) && (_hunger < 20)) then {_colourHunger =  _colour10;};
			if((_hunger >= 1) && (_hunger < 10)) then {_colourHunger =  _colour0;};
			if(_hunger < 1) then{_colourHunger =  _colourDead;};


			//Thirst
			_colourThirst = _colourDefault;
			switch true do
			{
				case(_thirst >= 100) : {_colourThirst = _colourDefault;};
				case((_thirst >= 90) && (_thirst < 100)) :  {_colourThirst =  _colour90;};
				case((_thirst >= 80) && (_thirst < 90)) :  {_colourThirst =  _colour80;};
				case((_thirst >= 70) && (_thirst < 80)) :  {_colourThirst =  _colour70;};
				case((_thirst >= 60) && (_thirst < 70)) :  {_colourThirst =  _colour60;};
				case((_thirst >= 50) && (_thirst < 60)) :  {_colourThirst =  _colour50;};
				case((_thirst >= 40) && (_thirst < 50)) :  {_colourThirst =  _colour40;};
				case((_thirst >= 30) && (_thirst < 40)) :  {_colourThirst =  _colour30;};
				case((_thirst >= 20) && (_thirst < 30)) :  {_colourThirst =  _colour20;};
				case((_thirst >= 10) && (_thirst < 20)) :  {_colourThirst =  _colour10;};
				case((_thirst >= 1) && (_thirst < 10)) :  {_colourThirst =  _colour0;};
				case(_thirst < 1) : {_colourThirst =  _colourDead;};
			};
			
			
						//Thirst
			_colourCold = _colourDefault;
			switch true do
			{
				case(_bodytemp >= 37) : {_colourCold = _colourDefault;};
				case((_bodytemp >= 37) && (_bodytemp < 38)) :  {_colourCold =  _colour90;};
				case((_bodytemp >= 36) && (_bodytemp < 37)) :  {_colourCold =  _colour80;};
				case((_bodytemp >= 35) && (_bodytemp < 36)) :  {_colourCold =  _colour70;};
				case((_bodytemp >= 34) && (_bodytemp < 35)) :  {_colourCold =  _colour60;};
				case((_bodytemp >= 34) && (_bodytemp < 35)) :  {_colourCold =  _colour50;};
				case((_bodytemp >= 33) && (_bodytemp < 34)) :  {_colourCold =  _colour40;};
				case((_bodytemp >= 33) && (_bodytemp < 34)) :  {_colourCold =  _colour30;};
				case((_bodytemp >= 32) && (_bodytemp < 33)) :  {_colourCold =  _colour20;};
				case((_bodytemp >= 31) && (_bodytemp < 32)) :  {_colourCold =  _colour10;};
				case((_bodytemp >= 1) && (_bodytemp < 10)) :  {_colourCold =  _colour0;};
				case(_bodytemp < 1) : {_colourCold =  _colourDead;};
			};
			
			
			//display the information
			((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText
			parseText
			format
			["
				<t shadow='1' shadowColor='#000000' color='%9'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\players.paa' color='%9'/> %2</t>
				<t shadow='1' shadowColor='#000000' color='%14'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\health.paa' color='%9'/> %3%1</t>
				<t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\poptab_ca.paa' color='%9'/> %4</t>
				<t shadow='1' shadowColor='#000000' color='%15'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\hunger.paa' color='%9'/> %5%1</t>
				<t shadow='1' shadowColor='#000000' color='%16'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\thirst.paa' color='%9'/> %6%1</t>
				<t shadow='1' shadowColor='#000000' color='%15'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\snowflake.paa' color='%9'/> %18%20</t>
				<t shadow='1' shadowColor='#000000' color='%16'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\thermostat.paa' color='%9'/> %19%20</t>
				<t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\exile.paa' color='%9'/> %8</t>
				<t shadow='1' shadowColor='#000000' color='%9'>FPS: %7</t>
				<t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\compass.paa' color='%9'/> %11</t>
				<t shadow='1' shadowColor='#000000' color='%9'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\restart.paa' color='%9'/>%12:%13</t>",

						"%",
						count playableUnits,
						_damage,
						_wallet,
						_hunger,
						_thirst,
						_serverFPS,
						_respect,
						_colourDefault,
						format["%1/%2",_xx,_yy],
						_dir,
						_hours,
						_minutes,
						_colourDamage,
						_colourHunger,
						_colourThirst,
						_colourCold,
						_ambient,
						_bodytemp,
						"°C"
			];
	};
};

 

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1 hour ago, Metalman10 said:

@.Lynx. there you go, he got to it first!

broke the server said exile.Chernarus/addons/statusBar-master/statusbar.hpp was not found even though it was in the pbo -_-

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1 hour ago, .Lynx. said:

broke the server said exile.Chernarus/addons/statusBar-master/statusbar.hpp was not found even though it was in the pbo -_-

just repack it with the modified file, should be workin tho.

If not, hit up

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3 hours ago, WURSTKETTE said:

just repack it with the modified file, should be workin tho.

If not, hit up

still broken

 

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Then you did something wrong...

...You know, the most are willing to help but all you post is like:

Quote

How i can do this, how i can do that - not workin, it's broken.

All the stuff you asked so far, is writtin down in this forums - research/google - go for it - if you don't understand, ask.

And still, i'll link it, no problem tho - but if you don't start to be bit more independent on research and posting problems, it's over soon.

You wanted to do it ar you'r own, wich is pretty cool but please, don't except we gonna chew all the stuff for you.

So, if you have problem - give us the files and logs -  boom, thats it.

 

Try this:

Spoiler

[] spawn
{
    _uid = getPlayerUID player;

    while {true} do
    {
        uisleep 5;
        
            _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer;
            _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false];

            if(isNull ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554)) then
            {
                diag_log "statusbar is null create";
                disableSerialization;
                _rscLayer = "RscStatusBar" call BIS_fnc_rscLayer;
                _rscLayer cutRsc ["RscStatusBar","PLAIN",1,false];
            };
            //initialize variables and set values
            _unit = _this select 0;
            _damage = round ((1 - (damage player)) * 100);
            //_damage = (round(_damage * 100));
            _hunger = round (ExileClientPlayerAttributes select 2);
            _thirst = round (ExileClientPlayerAttributes select 3);
            _bodytemp = round (ExileClientPlayerAttributes select 5);
            _ambient = [ExileClientEnvironmentTemperature, 1] call ExileClient_util_math_round;
            _wallet =  (player getVariable ["ExileMoney", 0]);
            _respect = ExileClientPlayerScore;
            _serverFPS = round diag_fps;
            _pos = getPosATL player;
            _dir = round (getDir (vehicle player));
            _grid = mapGridPosition  player; _xx = (format[_grid]) select  [0,3];
            _yy = (format[_grid]) select  [3,3];
            _time = (round(240-(serverTime)/60));  //edit the '240' value (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals
            _hours = (floor(_time/60));
            _minutes = (_time - (_hours * 60));

            switch(_minutes) do
            {
                case 9: {_minutes = "09"};
                case 8: {_minutes = "08"};
                case 7: {_minutes = "07"};
                case 6: {_minutes = "06"};
                case 5: {_minutes = "05"};
                case 4: {_minutes = "04"};
                case 3: {_minutes = "03"};
                case 2: {_minutes = "02"};
                case 1: {_minutes = "01"};
                case 0: {_minutes = "00"};
            };

            //Color Gradient
            _colourDefault     = parseText "#FBFCFE"; //
            _colour90         = parseText "#F5E6EC"; //
            _colour80         = parseText "#F0D1DB"; //
            _colour70         = parseText "#EBBBC9"; //
            _colour60         = parseText "#E6A6B8"; //
            _colour50         = parseText "#E191A7"; //
            _colour40         = parseText "#DB7B95"; //
            _colour30         = parseText "#D66684"; //
            _colour20         = parseText "#D15072"; //
            _colour10         = parseText "#CC3B61"; //
            _colour0         = parseText "#C72650"; //
            _colourDead     = parseText "#000000";

            //Colour coding
            //Damage
            _colourDamage = _colourDefault;
            if(_damage >= 100) then{_colourDamage = _colourDefault;};
            if((_damage >= 90) && (_damage < 100)) then {_colourDamage =  _colour90;};
            if((_damage >= 80) && (_damage < 90)) then {_colourDamage =  _colour80;};
            if((_damage >= 70) && (_damage < 80)) then {_colourDamage =  _colour70;};
            if((_damage >= 60) && (_damage < 70)) then {_colourDamage =  _colour60;};
            if((_damage >= 50) && (_damage < 60)) then {_colourDamage =  _colour50;};
            if((_damage >= 40) && (_damage < 50)) then {_colourDamage =  _colour40;};
            if((_damage >= 30) && (_damage < 40)) then {_colourDamage =  _colour30;};
            if((_damage >= 20) && (_damage < 30)) then {_colourDamage =  _colour20;};
            if((_damage >= 10) && (_damage < 20)) then {_colourDamage =  _colour10;};
            if((_damage >= 1) && (_damage < 10)) then {_colourDamage =  _colour0;};
            if(_damage < 1) then{_colourDamage =  _colourDead;};

            //Hunger
            _colourHunger = _colourDefault;
            if(_hunger >= 100) then{_colourHunger = _colourDefault;};
            if((_hunger >= 90) && (_hunger < 100)) then {_colourHunger =  _colour90;};
            if((_hunger >= 80) && (_hunger < 90)) then {_colourHunger =  _colour80;};
            if((_hunger >= 70) && (_hunger < 80)) then {_colourHunger =  _colour70;};
            if((_hunger >= 60) && (_hunger < 70)) then {_colourHunger =  _colour60;};
            if((_hunger >= 50) && (_hunger < 60)) then {_colourHunger =  _colour50;};
            if((_hunger >= 40) && (_hunger < 50)) then {_colourHunger =  _colour40;};
            if((_hunger >= 30) && (_hunger < 40)) then {_colourHunger =  _colour30;};
            if((_hunger >= 20) && (_hunger < 30)) then {_colourHunger =  _colour20;};
            if((_hunger >= 10) && (_hunger < 20)) then {_colourHunger =  _colour10;};
            if((_hunger >= 1) && (_hunger < 10)) then {_colourHunger =  _colour0;};
            if(_hunger < 1) then{_colourHunger =  _colourDead;};


            //Thirst
            _colourThirst = _colourDefault;
            switch true do
            {
                case(_thirst >= 100) : {_colourThirst = _colourDefault;};
                case((_thirst >= 90) && (_thirst < 100)) :  {_colourThirst =  _colour90;};
                case((_thirst >= 80) && (_thirst < 90)) :  {_colourThirst =  _colour80;};
                case((_thirst >= 70) && (_thirst < 80)) :  {_colourThirst =  _colour70;};
                case((_thirst >= 60) && (_thirst < 70)) :  {_colourThirst =  _colour60;};
                case((_thirst >= 50) && (_thirst < 60)) :  {_colourThirst =  _colour50;};
                case((_thirst >= 40) && (_thirst < 50)) :  {_colourThirst =  _colour40;};
                case((_thirst >= 30) && (_thirst < 40)) :  {_colourThirst =  _colour30;};
                case((_thirst >= 20) && (_thirst < 30)) :  {_colourThirst =  _colour20;};
                case((_thirst >= 10) && (_thirst < 20)) :  {_colourThirst =  _colour10;};
                case((_thirst >= 1) && (_thirst < 10)) :  {_colourThirst =  _colour0;};
                case(_thirst < 1) : {_colourThirst =  _colourDead;};
            };
            
            
                        //Thirst
            _colourCold = _colourDefault;
            switch true do
            {
                case(_bodytemp >= 37) : {_colourCold = _colourDefault;};
                case((_bodytemp >= 37) && (_bodytemp < 38)) :  {_colourCold =  _colour90;};
                case((_bodytemp >= 36) && (_bodytemp < 37)) :  {_colourCold =  _colour80;};
                case((_bodytemp >= 35) && (_bodytemp < 36)) :  {_colourCold =  _colour70;};
                case((_bodytemp >= 34) && (_bodytemp < 35)) :  {_colourCold =  _colour60;};
                case((_bodytemp >= 34) && (_bodytemp < 35)) :  {_colourCold =  _colour50;};
                case((_bodytemp >= 33) && (_bodytemp < 34)) :  {_colourCold =  _colour40;};
                case((_bodytemp >= 33) && (_bodytemp < 34)) :  {_colourCold =  _colour30;};
                case((_bodytemp >= 32) && (_bodytemp < 33)) :  {_colourCold =  _colour20;};
                case((_bodytemp >= 31) && (_bodytemp < 32)) :  {_colourCold =  _colour10;};
                case((_bodytemp >= 1) && (_bodytemp < 10)) :  {_colourCold =  _colour0;};
                case(_bodytemp < 1) : {_colourCold =  _colourDead;};
            };
            
            
            //display the information
            ((uiNamespace getVariable "RscStatusBar")displayCtrl 55554) ctrlSetStructuredText
            parseText
            format
            ["
                <t shadow='1' shadowColor='#000000' color='%9'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\players.paa' color='%9'/> %2</t>
                <t shadow='1' shadowColor='#000000' color='%14'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\health.paa' color='%9'/> %3%1</t>
                <t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\poptab_ca.paa' color='%9'/> %4</t>
                <t shadow='1' shadowColor='#000000' color='%15'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\hunger.paa' color='%9'/> %5%1</t>
                <t shadow='1' shadowColor='#000000' color='%16'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\thirst.paa' color='%9'/> %6%1</t>
                <t shadow='1' shadowColor='#000000' color='%15'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\snowflake.paa' color='%9'/> %18%20</t>
                <t shadow='1' shadowColor='#000000' color='%16'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\thermostat.paa' color='%9'/> %19%20</t>
                <t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\exile.paa' color='%9'/> %8</t>
                <t shadow='1' shadowColor='#000000' color='%9'>FPS: %7</t>
                <t shadow='1' shadowColor='#000000' color='%9'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\compass.paa' color='%9'/> %11</t>
                <t shadow='1' shadowColor='#000000' color='%9'><img size='1.6'  shadowColor='#000000' image='addons\statusbar\icons\restart.paa' color='%9'/>%12:%13</t>",

                        "%",
                        count playableUnits,
                        _damage,
                        _wallet,
                        _hunger,
                        _thirst,
                        _serverFPS,
                        _respect,
                        _colourDefault,
                        format["%1/%2",_xx,_yy],
                        _dir,
                        _hours,
                        _minutes,
                        _colourDamage,
                        _colourHunger,
                        _colourThirst,
                        _colourCold,
                        _ambient,
                        _bodytemp,
                        "°C"
            ];
    };
};

 

 

 

Edited by WURSTKETTE
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