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Wh1teQueen

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About Wh1teQueen

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  1. Wh1teQueen

    Workbench debug

    How do i use Workbench debug ? also where should be that default_SampleMap3_Empty.bat from script editor plugins settings? Found it its Workbench\day_z_data_missions\default_SampleMap3_Empty.bat Still how does debug work?
  2. Wh1teQueen

    For all those who Asked for an Admin Tool

    Thanks The Playerlist should refresh when reopening the tool now (bug Fixed) Map Issue also fixed Login bug (Tool does not open) fixed hopefully its more usable now Known Issues at the moment Teleportation is not working (Player Tab)
  3. Wh1teQueen

    For all those who Asked for an Admin Tool

    It is installed I didn't test it via launcher or workshop folder copy the mod from workshop folder to your dayz client folder or download via github then set launch parameter Gonna test this later
  4. I just released my Admin Tool , Its nothing special or perfect i began to write it for myself but since i saw so many requests for an Admin Tool here you go It has an UI ingame so its Server/Client side no mission file Only PBO MOD hopefully its helpful Features and Install Guide Check Github https://github.com/SchnitzelPommes/DayZ-SA-Tomato 28.11.2018 23:30 Updated fixed some bugs check out github for changelog 27.11.2018 Today an Update will roll out critical errors gonna be fixed I need to check why for some ppl it's not working my guess is it does not work via launcher Some always getting kicked because modified data (need to talk to ppl to see what they are doing wrong and update installation guide
  5. Wh1teQueen

    ItemPreview Client Side

    bool OnItemSelect( Widget w, int x, int y, int row, int column, int oldRow, int oldColumn) { Message("OnItemSelect"); if ( w == m_classList ) { Message("OnItemSelect classlist" + GetCurrentSelection()); EntityAI item; item = g_game.CreateObject( GetCurrentSelection(), vector.Zero, false, false, false ); //GetGame().RPCSingleParam( NULL, M_RPCs.M_Menu_Spawn_ItemPrev, new Param1<string>( GetCurrentSelection() ), false, NULL ); <-- Does not work if (item) <-- is not ! { //InspectMenuNew.UpdateItemInfo(m_Root, item); Message("OnItemSelect is item : "); <-- Wont Trigger if (!m_item_widget) { Widget preview_frame = m_Root.FindAnyWidget("ItemPrev"); if (preview_frame) { float l; float h; preview_frame.GetSize(l, h); m_item_widget = ItemPreviewWidget.Cast( GetGame().GetWorkspace().CreateWidget(ItemPreviewWidgetTypeID, 0, 0, 1, 1, WidgetFlags.VISIBLE, ARGB(255, 255, 255, 255), 10, preview_frame) ); } } m_item_widget.SetItem(item); m_item_widget.SetView( item.GetViewIndex() ); m_item_widget.SetModelPosition(Vector(0,0,1)); float v, c; m_item_widget.GetPos(v, c); m_item_widget.SetSize( 1.75, 1.75 ); // align to center m_item_widget.SetPos( -0.375, -0.375 ); //m_item_widget.SetModelOrientation //PPEffects.SetBlurInventory(1); } return true; } return true; } ... Message("OnItemSelect"); if ( w == m_classList ) { Message("OnItemSelect classlist"); EntityAI item; item = GetGame().CreateObject( GetCurrentSelection(), vector.Zero, false, false, false ); <-- GetGame() //GetGame().RPCSingleParam( NULL, M_RPCs.M_Menu_Spawn_ItemPrev, new Param1<string>( GetCurrentSelection() ), false, NULL ); if (item) <-- same { //InspectMenuNew.UpdateItemInfo(m_Root, item); Message("OnItemSelect is item : "); <-- same wont trigger ... Any Idea?
  6. Wh1teQueen

    ItemPreview Client Side

    Yep tried but that's server side client can't do it (i think )also while setting create local to true/false Didn't work after that i tried with rpc and could not find a way to give the Client the item even if the server created it At least I think it did not work can't say for sure since I can not be 100% certain that ItemPreview is working correct but I can't see why it should not it's the same from inventory inspect (offline mode uses panelwidget but seem to work the same way from what I can tell)
  7. Wh1teQueen

    ItemPreview Client Side

    Yes I did but it's offline he does g_Game create object that does not work on server That is why I tried sending rpc to create the object
  8. Wh1teQueen

    ItemPreview Client Side

    Hey guys, I Made an Ui which loads all Item Names now I want a ItemPreviewWidget to display the selected item. My problem is that I need to pass an EntityAI to the widget since it is Client side I don't know how I would give it a Item the Client don't have and can't just create. I tried GetGame().CreateItem with local param which doesn't seem to work I also tried g_Game same result also I tried sending rpc to server create Item send to back with param EntityAI what does not seem to be possible since the server crashes without any log I mean it would maybe work if I create Item in inventory pass it to preview and delete it after something else is selected or closed but that doesn't seems right + if no space ? I am really stuck at this Maybe someone has an idea
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