KevinClyde

How to custom statusBar ???

3 posts in this topic

I was plan to change my Respect color from my statusBar, but when i add _colourRespect and it also change the serverFPS and compass and some other number,just wanna know how to do it right.And i am wondering how to make the icon change color with the value.

//[] execVM "addons\statusBar\initt.sqf";
/*
	@file Version: 0.1
	@file Name: statusBar.sqf
	@file  EpochMod StatusBar Port for Wasteland / EXILE by CRE4MPIE
	@file Created: 21/4/2015
	@notes: Added custom Icons and ported Wasteland info. Still 
			needs to be cleaned up a bit.
*/

waitUntil {!(isNull (findDisplay 46))};
disableSerialization;

	_rscLayer = "osefStatusBarAdmin" call BIS_fnc_rscLayer;
	_rscLayer cutRsc["osefStatusBarAdmin","PLAIN"];
//	systemChat format["StatusBar Initialized", _rscLayer];
	[] spawn 
	{

		uiSleep 5;
		//set the color values.
		//Additional color codes can be found here:  http://html-color-codes.com/
		_colourDefault 	= parseText "#adadad"; //set your default colour here
		_colour108		= parseText "#FF7000";
		_colour107		= parseText "#FF9000";
		_colour106		= parseText "#FFBB00";
		_colour105		= parseText "#FFCC00";
		_colour104		= parseText "#81CCDD";
		_colour103		= parseText	"#33AACC";
		_colour102		= parseText "#3388CC";
		_colour101		= parseText "#3366CC";
		_colour100 		= parseText "#336600";
		_colour90 		= parseText "#339900";
		_colour80 		= parseText "#33CC00";
		_colour70 		= parseText "#33FF00";
		_colour60 		= parseText "#66FF00";
		_colour50 		= parseText "#CCFF00";
		_colour40 		= parseText "#CCCC00";
		_colour30 		= parseText "#CC9900";
		_colour20 		= parseText "#CC6600";
		_colour10 		= parseText "#CC3300";
		_colour0 		= parseText "#CC0000";
		_colourDead 	= parseText "#000000";
		_colourLVL2 		= parseText "#99CC33";
		_colourLVL3 		= parseText "#0099CC";
		_colourLVL4 		= parseText "#663366";
		_colourLVL5 		= parseText "#FFFF00";
		_colourLVL6 		= parseText "#FF1493";
		_uid = getPlayerUID player;	
	
		
	while {true} do 
	{
	
		uiSleep 1;
				
		//moved the creation of the status bar inside the loop and create it if it is null,
		//this is to handle instance where the status bar is disappearing 
		if(isNull ((uiNamespace getVariable "osefStatusBarAdmin")displayCtrl 55554)) then
		{
			diag_log "statusbar is null create";
			disableSerialization;
			_rscLayer = "osefStatusBarAdmin" call BIS_fnc_rscLayer;
			_rscLayer cutRsc["osefStatusBarAdmin","PLAIN"];
		};		
		
		//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);
		_wallet =  (player getVariable ["ExileMoney", 0]);
		_lockers = (player getVariable ["ExileLocker", 0]);
		_respect = ExileClientPlayerScore;
		_energy = 100;
		_energyPercent = 100;
		_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));
        _bodyTemperature = round((ExileClientPlayerAttributes select 5) *10)/10.0; //call ExileClient_util_math_round;//body temp
        _environmentTemperature = round (ExileClientEnvironmentTemperature * 10) /10.0;//air temp
		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"};
	};
		
		
				
		//Colour coding
		//Damage
			
		_colourDamage = _colourDefault;
		if(_damage >= 100) then{_colourDamage = _colour100;};
		if((_damage >= 90) && (_damage < 100)) then {_colourDamage =  _colour100;};
		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 = _colour100;};
		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 = _colour101;};
			case((_thirst >= 90) && (_thirst < 100)) :  {_colourThirst =  _colour102;};
			case((_thirst >= 80) && (_thirst < 90)) :  {_colourThirst =  _colour103;};
			case((_thirst >= 70) && (_thirst < 80)) :  {_colourThirst =  _colour104;};
			case((_thirst >= 60) && (_thirst < 70)) :  {_colourThirst =  _colour105;};
			case((_thirst >= 50) && (_thirst < 60)) :  {_colourThirst =  _colour106;};
			case((_thirst >= 40) && (_thirst < 50)) :  {_colourThirst =  _colour107;};
			case((_thirst >= 30) && (_thirst < 40)) :  {_colourThirst =  _colour108;};
			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;};
		};
		
		
		
		//Energy
		_colourEnergy = _colourDefault;
		if(_energyPercent >= 100) then{_colourEnergy = _colour100;};
		if((_energyPercent >= 90) && (_energyPercent < 100)) then {_colourEnergy =  _colour90;};
		if((_energyPercent >= 80) && (_energyPercent < 90)) then {_colourEnergy =  _colour80;};
		if((_energyPercent >= 70) && (_energyPercent < 80)) then {_colourEnergy =  _colour70;};
		if((_energyPercent >= 60) && (_energyPercent < 70)) then {_colourEnergy =  _colour60;};
		if((_energyPercent >= 50) && (_energyPercent < 60)) then {_colourEnergy =  _colour50;};
		if((_energyPercent >= 40) && (_energyPercent < 50)) then {_colourEnergy =  _colour40;};
		if((_energyPercent >= 30) && (_energyPercent < 40)) then {_colourEnergy =  _colour30;};
		if((_energyPercent >= 20) && (_energyPercent < 30)) then {_colourEnergy =  _colour20;};
		if((_energyPercent >= 10) && (_energyPercent < 20)) then {_colourEnergy =  _colour10;};
		if((_energyPercent >= 1) && (_energyPercent < 10)) then {_colourEnergy =  _colour0;};
		if(_energyPercent < 1) then{_colourEnergy =  _colour0;};
		
		
		//Stamina
		_colourRespect = _colourDefault;
		switch true do{
		
			if((_respect >=0 ) && (_respect < 5000)) then {_colourRespect =  _colourDefault;};
			if((_respect >=5000 ) && (_respect < 10000)) then {_colourRespect =  _colourLVL2;};
			if((_respect >=10000 ) && (_respect < 15000)) then {_colourRespect =  _colourLVL3;};
			if((_respect >=15000 ) && (_respect < 20000)) then {_colourRespect =  _colourLVL4;};
			if((_respect >=20000 ) && (_respect < 25000)) then {_colourRespect =  _colourLVL5;};
			if(_respect >=25000 ) then {_colourRespect =  _colourLVL6;};
		};

		
		
		//display the information 
		((uiNamespace getVariable "osefStatusBarAdmin")displayCtrl 55554)ctrlSetStructuredText parseText 
			format["
			<t shadow='1' shadowColor='#000000' color='%10'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\players.paa' color='%10'/> %2</t>
			<t shadow='1' shadowColor='#000000' color='%11'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\health.paa' color='%11'/> %3%1</t> 
			<t shadow='1' shadowColor='#000000' color='%10'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\poptab_ca.paa' color='%10'/> %4</t> 
			<t shadow='1' shadowColor='#000000' color='%10'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\locker.paa' color='%10'/> %20</t>			
			<t shadow='1' shadowColor='#000000' color='%12'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\hunger.paa' color='%12'/> %5%1</t> 
			<t shadow='1' shadowColor='#000000' color='%13'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\thirst.paa' color='%13'/> %6%1</t> 
			<t shadow='1' shadowColor='#000000' color='%15'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\exile.paa' color='%10'/> %9</t> 
			<t shadow='1' shadowColor='#000000' color='%15'><img size='1.0'  shadowColor='#000000' image='addons\statusbar\icons\fps.paa' color='%10'/> %7</t>
			<t shadow='1' shadowColor='#000000' color='%15'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\compass.paa' color='%10'/> %17</t> 
			<t shadow='1' shadowColor='#000000' color='%10'><img size='1.2'  shadowColor='#000000' image='addons\statusbar\icons\restart.paa' color='%10'/>%18:%19</t>
			<t shadow='1' shadowColor='#000000' color='%15'><img size='1.1'  shadowColor='#000000' image='addons\statusbar\icons\body.paa' color='%10'/> %21</t>
			<t shadow='1' shadowColor='#000000' color='%15'><img size='1.3'  shadowColor='#000000' image='addons\statusbar\icons\temp.paa' color='%10'/> %22</t>",				
					"%",                       //1
					count playableUnits,       //2
					_damage,                  //3
					_wallet,                  //4
					_hunger,                 //5
					_thirst,                 //6
					_serverFPS,               //7
					_energyPercent,          //8
					_respect,               //9
					_colourDefault,          //10
					_colourDamage,           //11
					_colourHunger,           //12
					_colourThirst,           //13
					_colourEnergy,           //14
					_colourRespect,          //15
					format["%1/%2",_xx,_yy], //16
					_dir,                   //17
					_hours,                 //18
					_minutes,              //19
                    _lockers,              //20
					_bodyTemperature,      //21
					_environmentTemperature//22
					
				];
		
		}; 
};

 

20170915234603_1.jpg

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DAMN!!! 

Thats Ugly !!

Look, you should just use Exad for the status bar. You also get to set up other things and the status bar is nice. Plus players can custom there own to there own liking. 

 

Here

 

Edited by kidesh

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What script is this from?

Edited by kidesh

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