Habe mir einen Statusbar Instaliert und bekomme immer wieder den gleichen Fehler
osefStatusBarAdmin not found
statusBar.hpp
#define ST_RIGHT 0x01
class osefStatusBarAdmin {
idd = -1;
onLoad = "uiNamespace setVariable ['osefStatusBarAdmin', _this select 0]";
onUnload = "uiNamespace setVariable ['osefStatusBarAdmin', objNull]";
onDestroy = "uiNamespace setVariable ['osefStatusBarAdmin', objNull]";
fadein = 0;
fadeout = 0;
duration = 10e10;
movingEnable = 0;
controlsBackground[] = {};
objects[] = {};
class controls {
class statusBarText {
idc = 55554;
x = safezoneX + safezoneW - 1.90;
y = safezoneY + safezoneH - 0.063;
w = 1.45;
h = 0.06;
shadow = 2;
// colorBackground[] = { 0, 0, 0, 0.5 }; // uncomment and increase 4th number to have a background
font = "PuristaSemibold";
size = 0.04;
type = 13;
style = 2;
text="";
class Attributes {
align="center";
color = "#ffffff";//#5fe60c
};
};
};
};
class osefStatusBar {
idd = -1;
onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]";
onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]";
onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]";
fadein = 0;
fadeout = 0;
duration = 10e10;
movingEnable = 0;
controlsBackground[] = {};
objects[] = {};
class controls {
class statusBarText {
idc = 55555;
x = safezoneX + safezoneW - 1.90;
y = safezoneY + safezoneH - 0.035;
w = 1.45;
h = 0.07;
shadow = 2;
// colorBackground[] = { 0, 0, 0, 0.5 }; // uncomment and increase 4th number to have a background
font = "PuristaSemibold";
size = 0.04;
type = 13;
style = 2;
text="";
class Attributes {
align="left";
color = "#ffffff";//#5fe60c
};
};
};
};
statusBar.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";
_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
_players = (count playableUnits -1);
_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);
_wallet = ExileClientPlayerMoney;
_stamina = 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(360-(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));
_infection = player getVariable ["ryanzombiesinfected",0];
_statusInfection = (_infection*100);
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;};
//Infection
_colourInfection = _colourDefault;
if(_statusInfection >= 100) then{_colourDamage = _colour10;};
if((_statusInfection >= 90) && (_statusInfection < 100)) then {_colourInfection = _colour10;};
if((_statusInfection >= 80) && (_statusInfection < 90)) then {_colourInfection = _colour10;};
if((_statusInfection >= 70) && (_statusInfection < 80)) then {_colourInfection = _colour20;};
if((_statusInfection >= 60) && (_statusInfection < 70)) then {_colourInfection = _colour20;};
if((_statusInfection >= 50) && (_statusInfection < 60)) then {_colourInfection = _colour30;};
if((_statusInfection >= 40) && (_statusInfection < 50)) then {_colourInfection = _colour30;};
if((_statusInfection >= 30) && (_statusInfection < 40)) then {_colourInfection = _colour30;};
if((_statusInfection >= 20) && (_statusInfection < 30)) then {_colourInfection = _colourDefault;};
if((_statusInfection >= 10) && (_statusInfection < 20)) then {_colourInfection = _colourDefault;};
if((_statusInfection >= 1) && (_statusInfection < 10)) then {_colourInfection = _colourDefault;};
if(_statusInfection < 1) then{_colourInfection = _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;};
};
//Temperature
_colourTemp = _colourDefault;
//if(_bodyTemp >= 37) then{_colourTemp = _colour100;};
if((_bodyTemp >= 32) && (_bodyTemp < 33)) then {_colourTemp = _colour101;};
if((_bodyTemp >= 33) && (_bodyTemp < 34)) then {_colourTemp = _colour101;};
if((_bodyTemp >= 34) && (_bodyTemp < 35)) then {_colourTemp = _colour101;};
if((_bodyTemp >= 35) && (_bodyTemp < 36)) then {_colourTemp = _colour103;};
if((_bodyTemp >= 36) && (_bodyTemp < 37)) then {_colourTemp = _colour104;};
if((_bodyTemp >= 37) && (_bodyTemp < 38)) then {_colourTemp = _colour100;};
if((_bodyTemp >= 38) && (_bodyTemp < 39)) then {_colourTemp = _colour20;};
if((_bodyTemp >= 39) && (_bodyTemp < 40)) then {_colourTemp = _colour20;};
if((_bodyTemp >= 40) && (_bodyTemp < 41)) then {_colourTemp = _colour10;};
if((_bodyTemp >= 41) && (_bodyTemp < 42)) then {_colourTemp = _colour10;};
if((_bodyTemp >= 42) && (_bodyTemp < 43)) then {_colourTemp = _colour0;};
if(_bodyTemp < 30) then{_colourTemp = _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
_colourStamina = _colourDefault;
//display the information
((uiNamespace getVariable "osefStatusBarAdmin")displayCtrl 55554)ctrlSetStructuredText parseText
format["
%2
%3%1
%22
%4
%5%1
%6%1
%20%1
%9
FPS: %7
%16
Restart in: %18:%19",
"%",
_players,
_damage,
_wallet,
_hunger,
_thirst,
_serverFPS,
_energyPercent,
_stamina,
_colourDefault,
_colourDamage,
_colourHunger,
_colourThirst,
_colourEnergy,
_colourStamina,
format["%1/%2",_xx,_yy],
_dir,
_hours,
_minutes,
_statusInfection,
_colourInfection,
_bodyTemp,
_colourTemp
];
};
};