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Народ, нужна помощь. Как вырезать эти части худа? Заранее спасибо!

8325836.png

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Ну выведен у тебя HUD уже.
Где то в эпохе был вызов, и отображение контрола.
Ты отключил все в update - т.е. он не обновляется, а вывод не убрал.

Можешь искать в эпохе.
Или написать простой код, который это дело удалит с экрана

 

[] spawn
    {
        waituntil {!isnull (finddisplay 46)};
        Private ["_display", "_i", "_displayCtrl"];
        player_updateGui    =    {};
        uiSleep 2;
        _display            =    uiNamespace getVariable 'DAYZ_GUI_display';
        for "_i" from 1300 to 1307 do
            {
                _displayCtrl    =    _display displayCtrl _i;
                _displayCtrl ctrlSetText "";
            };
        _displayCtrl    =    _display displayCtrl 1199;
        _displayCtrl ctrlSetText "";
    };
 

 



 

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Менял у себя худ убирая эти самые иконки. Навскидку так:

player_updateGui.sqf:

Там удалить всё связанное с переменными:

_combatVal
_ctrlCombat
_ctrlEar

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Поставь кастом худ и всё :)

Это на кастом худе так, всё связанное с этим - вырезал и всё равное такое.

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заспойлери код сюда

private ["_foodVal","_thirstVal","_ccombatVal","_array","_display","_mapkey","_ctrlCombat","_ctrlFracture","_ctrlFractureT","_ctrlBleed","_ctrlBleedT","_ctrlBlood","_ctrlBloodT","_ctrlFood","_ctrlFoodT","_ctrlThirst","_ctrlThirstT","_ctrlTemp","_ctrlTempT","_ctrlCoins","_ctrlCoinsT","_ctrlHuman","_ctrlHumanT","_ctrlZedkill","_ctrlZedkillT","_ctrlBanditkill","_ctrlBanditkillT","_ctrlMurderkill","_ctrlMurderkillT","_ctrlFPS","_ctrlFPST","_uipack","_banditKPic","_bleedPic","_bonePic","_coinPic","_combatPic","_drinkPic_g","_drinkPic_o","_drinkPic_r","_foodPic_g","_foodPic_o","_foodPic_r","_fpsPic","_healthPic_g","_healthPic_o","_healthPic_r","_humanityPic_b","_humanityPic_g","_humanityPic_r","_murderKPic","_tempPic_g","_tempPic_o","_tempPic_r","_zedKPic","_blood","_bloodF","_food","_foodF","_drink","_drinkF","_temp","_tempF","_tempVal","_gold","_humanity","_humanPic","_zedkills","_banditkills","_murderkills","_string","_humanityTarget","_distance","_size","_friendlies","_charID","_rcharID","_rfriendlies","_rfriendlyTo","_color","_string","_targetControl","_pack","_packC","_wepGone"];
disableSerialization;
_foodVal = 1 - (dayz_hunger / SleepFood);
_thirstVal = 1 - (dayz_thirst / SleepWater);
_ccombatVal = 1 - dayz_combat;
if (uiNamespace getVariable ["DZ_displayUI", 0] == 1) exitWith {
	_array = [_foodVal,_thirstVal];
	_array
};
_display = uiNamespace getVariable 'EDHUD';
_cctrlCombat = _display displayCtrl 6444;
_ctrlFracture = _display displayCtrl 6446;
_ctrlBleed = _display displayCtrl 6448;
_ctrlBlood = _display displayCtrl 6450;
_ctrlBloodT = _display displayCtrl 6451;
_ctrlFood = _display displayCtrl 6452;
_ctrlFoodT = _display displayCtrl 6453;
_ctrlThirst = _display displayCtrl 6454;
_ctrlThirstT = _display displayCtrl 6455;
_ctrlTemp = _display displayCtrl 6456;
_ctrlTempT = _display displayCtrl 6457;
_ctrlCoins = _display displayCtrl 6458;
_ctrlCoinsT = _display displayCtrl 6459;
_ctrlHuman = _display displayCtrl 6460;
_ctrlHumanT = _display displayCtrl 6461;
_ctrlZedkill = _display displayCtrl 6462;
_ctrlZedkillT = _display displayCtrl 6463;
_ctrlBanditkill = _display displayCtrl 6464;
_ctrlBanditkillT = _display displayCtrl 6465;
_ctrlMurderkill = _display displayCtrl 6466;
_ctrlMurderkillT = _display displayCtrl 6467;
_ctrlFPS = _display displayCtrl 6468;
_ctrlFPST = _display displayCtrl 6469;
_uipack = "fixes\dayz_code\media";
_banditKPic = _uipack + "\bandit_g.paa";
_bleedPic = _uipack + "\blood_r.paa";
_bonePic = _uipack + "\bone_r.paa";
_coinPic = _uipack + "\coins_g.paa";
_combatPic = _uipack + "\combat.paa";
_drinkPic_g = _uipack + "\drink_g.paa";
_drinkPic_o = _uipack + "\drink_o.paa";
_drinkPic_r = _uipack + "\drink_r.paa";
_foodPic_g = _uipack + "\food_g.paa";
_foodPic_o = _uipack + "\food_o.paa";
_foodPic_r = _uipack + "\food_r.paa";
_fpsPic = _uipack + "\fps_g.paa";
_healthPic_g = _uipack + "\health_g.paa";
_healthPic_o = _uipack + "\health_o.paa";
_healthPic_r = _uipack + "\health_r.paa";
_humanityPic_b = _uipack + "\human_b.paa";
_humanityPic_g = _uipack + "\human_g.paa";
_humanityPic_r = _uipack + "\human_r.paa";
_murderKPic = _uipack + "\murder_g.paa";
_tempPic_g = _uipack + "\temp_g.paa";
_tempPic_o = _uipack + "\temp_o.paa";
_tempPic_r = _uipack + "\temp_r.paa";
_zedKPic = _uipack + "\zombie_g.paa";

if (_combatVal == 0) then {
	_ctrlCombat ctrlSetText _combatPic;
	_ctrlCombat call player_guiControlFlash;
}else{
	_ctrlCombat ctrlSetText "";
	_ctrlCombat ctrlShow true;
};
if (!canStand player) then {
	r_fracture_legs = true;
	_ctrlFracture ctrlSetText _bonePic;
	_ctrlFracture call player_guiControlFlash;
}else{
	_ctrlFracture ctrlSetText "";
	_ctrlFracture ctrlShow true;
};
if (r_player_injured) then {
	_ctrlBleed ctrlSetText _bleedPic;
	_ctrlBleed call player_guiControlFlash;
}else{
	_ctrlBleed ctrlSetText "";
	_ctrlBleed ctrlShow true;
};
_blood = _healthPic_g;
_bloodF = false;
if( r_player_blood <= 7999 ) then {_blood = _healthPic_o;};
if( r_player_blood <= 3999 ) then {_blood = _healthPic_r; _bloodF = true;};
_ctrlBlood ctrlSetText format["%1",_blood];
_ctrlBloodT ctrlSetText format["%1",round(r_player_blood)];
if (_bloodF) then {_ctrlBlood call player_guiControlFlash;}else{_ctrlBlood ctrlShow true;};
_food = _foodPic_g;
_foodF = false;
if( _foodVal <= 0.5 ) then {_food = _foodPic_o;};
if( _foodVal <= 0.25 ) then {_food = _foodPic_r; _foodF = true;};
_ctrlFood ctrlSetText format["%1",_food];
_ctrlFoodT ctrlSetText format["%1%2",round(_foodVal * 100),"%"];
if (_foodF) then {_ctrlFood call player_guiControlFlash;}else{_ctrlFood ctrlShow true;};
_drink = _drinkPic_g;
_drinkF = false;
if( _thirstVal <= 0.5 ) then {_drink = _drinkPic_o;};
if( _thirstVal <= 0.25 ) then {_drink = _drinkPic_r; _drinkF = true;};
_ctrlThirst ctrlSetText format["%1",_drink];
_ctrlThirstT ctrlSetText format["%1%2",round(_thirstVal * 100),"%"];
if (_drinkF) then {_ctrlThirst call player_guiControlFlash;}else{_ctrlThirst ctrlShow true;};
_temp = _tempPic_g;
_tempF = false;
if( dayz_temperatur <= 33 ) then {_temp = _tempPic_o;};
if( dayz_temperatur <= 30 ) then {_temp = _tempPic_r; _tempF = true;};
_ctrlTemp ctrlSetText format["%1",_temp];
_ctrlTempT ctrlSetText format["%1°C",round(dayz_temperatur)];
if (_tempF) then {_ctrlTemp call player_guiControlFlash;}else{_ctrlTemp ctrlShow true;};
_gold = player getVariable["cashMoney",0];
_ctrlCoins ctrlSetText format["%1",_coinPic];
_ctrlCoinsT ctrlSetText format["%1",round(_gold)];
_humanity = player getVariable['humanity', 2500];
_humanPic = _humanityPic_g;
if(_humanity >= 5000) then {_humanPic = _humanityPic_b;};
if(_humanity <= -5000) then {_humanPic = _humanityPic_r;};
_ctrlHuman ctrlSetText format["%1",_humanPic];
_ctrlHumanT ctrlSetText format["%1",round(_humanity)];
_zedkills = player getVariable['zombieKills', 0];
_ctrlZedkill ctrlSetText format["%1",_zedKPic];
_ctrlZedkillT ctrlSetText format["%1",round(_zedkills)];
_banditkills = player getVariable['banditKills', 0];
_ctrlBanditkill ctrlSetText format["%1",_banditKPic];
_ctrlBanditkillT ctrlSetText format["%1",round(_banditkills)];
_murderkills = player getVariable['humanKills', 0];
_ctrlMurderkill ctrlSetText format["%1",_murderKPic];
_ctrlMurderkillT ctrlSetText format["%1",round(_murderkills)];
_ctrlFPS ctrlSetText format["%1",_fpsPic];
_ctrlFPST ctrlSetText format["%1",round(diag_fps)];
_string = "";
_humanityTarget = cursorTarget;
if (!isNull _humanityTarget && isPlayer _humanityTarget && alive _humanityTarget) then {
	_distance = player distance _humanityTarget;
	if (_distance < DZE_HumanityTargetDistance) then {		
		_size = (1-(floor(_distance/5)*0.1)) max 0.1;
		_friendlies = player getVariable ["friendlies", []];
		_charID = player getVariable ["CharacterID", "0"];
		_rcharID = _humanityTarget getVariable ["CharacterID", "0"];
		_rfriendlies = _humanityTarget getVariable ["friendlies", []];
		_rfriendlyTo = _humanityTarget getVariable ["friendlyTo", []];
		if ((_rcharID in _friendlies) && (_charID in _rfriendlies)) then {
			if !(_charID in _rfriendlyTo) then {
				_rfriendlyTo set [count _rfriendlyTo, _charID];
				_humanityTarget setVariable ["friendlyTo", _rfriendlyTo, true];
			};
			_color = "color='#339933'";
			_string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size];		
		} else {
			_humanity = _humanityTarget getVariable ["humanity",0];
			_color = "color='#ffffff'";
			if(_humanity < -5000) then {
				_color = "color='#ff0000'";
			} else {
				if(_humanity > 5000) then {
					_color = "color='#3333ff'";
				};
			};
			if((_humanityTarget getVariable ["DZE_display_name", false]) || (DZE_ForceNameTagsInTrader && isInTraderCity)) then {
				_string = format["<t %2 align='center' size='%3'>%1</t>",(name _humanityTarget),_color,_size];
			};
		};
	};
};
if (dayz_humanitytarget != _string) then {
	_targetControl = _display displayCtrl 1199;
	_targetControl ctrlSetStructuredText (parseText _string);
	dayz_humanitytarget = _string;
};
_array = [_foodVal,_thirstVal];
_array
Edited by anap (see edit history)

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Видимо не только я один в ступоре.

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Видимо не только я один в ступоре.

hpp файл для этого худа есть?

Сами иконки то не в player_updategui а в, образно говоря, hud.hpp.

Edited by GhostDZ (see edit history)

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hpp файл для этого худа есть?

Сами иконки то не в player_updategui а в, образно говоря, hud.hpp.

Отписался в ЛС.

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Народ, так что, есть у кого идеи, где может скрываться причина этому?

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"3 cutRsc [""playerStatusGUI"", ""PLAIN"",0];" \n

Если это оно, то так будет правильней - банально удалить создание этих контролов.

Ну и отключить стандартный update_gui, чтоб ошибки не сыпались.

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Если это оно, то так будет правильней - банально удалить создание этих контролов.

Ну и отключить стандартный update_gui, чтоб ошибки не сыпались.

Просветите, где находятся эти строки?

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[] spawn
    {
        waituntil {!isnull (finddisplay 46)};
        Private ["_display", "_i", "_displayCtrl"];
        player_updateGui    =    {};
        uiSleep 2;
        _display            =    uiNamespace getVariable 'DAYZ_GUI_display';
        for "_i" from 1300 to 1307 do
            {
                _displayCtrl    =    _display displayCtrl _i;
                _displayCtrl ctrlSetText "";
            };
        _displayCtrl    =    _display displayCtrl 1199;
        _displayCtrl ctrlSetText "";
    };
 

После добавления данного код, те части худа ушли, но появился конфликт с такой ошибкой:

_foodVal =   dayz_statusArray select 0;
_thirstVal = >
  Error position: <dayz_statusArray select 0;
_thirstVal = >
  Error Undefined variable in expression: dayz_statusarray
File z\addons\dayz_code\system\player_spawn_2.sqf, line 126
Error in expression <dCamShake [2, 1, 25];
};

И счётчики худа перестали авто-обновлять свои значения.

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После добавления данного код, те части худа ушли, но появился конфликт с такой ошибкой:

_foodVal =   dayz_statusArray select 0;
_thirstVal = >
  Error position: <dayz_statusArray select 0;
_thirstVal = >
  Error Undefined variable in expression: dayz_statusarray
File z\addons\dayz_code\system\player_spawn_2.sqf, line 126
Error in expression <dCamShake [2, 1, 25];
};

И счётчики худа перестали авто-обновлять свои значения.

[] spawn
    {
        waituntil {!isnull (finddisplay 46)};
        Private ["_display", "_i", "_displayCtrl"];
        player_updateGui    =    {};
        uiSleep 2;
        _display            =    uiNamespace getVariable 'DAYZ_GUI_display';
        for "_i" from 1300 to 1307 do
            {
                _displayCtrl    =    _display displayCtrl _i;
                _displayCtrl ctrlShow false;
            };
        _displayCtrl    =    _display displayCtrl 1199;
        _displayCtrl ctrlShow false;
    };

А если так?

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[] spawn
    {
        waituntil {!isnull (finddisplay 46)};
        Private ["_display", "_i", "_displayCtrl"];
        player_updateGui    =    {};
        uiSleep 2;
        _display            =    uiNamespace getVariable 'DAYZ_GUI_display';
        for "_i" from 1300 to 1307 do
            {
                _displayCtrl    =    _display displayCtrl _i;
                _displayCtrl ctrlShow false;
            };
        _displayCtrl    =    _display displayCtrl 1199;
        _displayCtrl ctrlShow false;
    };

А если так?

Ничего не изменилось.

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Ничего не изменилось.

Значки не изменились или ошибка осталась?

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Значки не изменились или ошибка осталась?

Ошибка осталась.

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Спасибо всем, кто участвовал в данной дискуссии!

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      6. Если у вас уже используется кастомный файл keyboard.sqf то найдите в нем:
      _rifle = { 2 call dz_fn_switchWeapon; _handled = true; }; _pistol = { 3 call dz_fn_switchWeapon; _handled = true; }; _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2; 4 call dz_fn_switchWeapon; _handled = true; }; _throwable = { // select next non empty throwable weapon if (vehicle player == player) then { _ammo_throwable = []; _muzzles_throwable = []; _weapon_throwable = []; { _weapon = _x; _muzzles = getArray(configFile >> "cfgWeapons" >> _weapon >> "muzzles"); if (count _muzzles == 0) then { _muzzles = [_weapon ]; }; { _muzz = _x; { if (_x in magazines player) then { _ammo_throwable set [ count _ammo_throwable, getText(configFile >> "cfgMagazines" >> _x >> "ammo") ]; _muzzles_throwable set [ count _muzzles_throwable, _muzz ]; _weapon_throwable set [ count _weapon_throwable, _weapon ]; }; } forEach getArray(configFile >> "cfgWeapons" >> _weapon >> _muzz >> "magazines"); } forEach _muzzles; } forEach ["Throw"]; _magCount = count _ammo_throwable; if (_magCount > 0) then { if (isNil "KB_CurrentThrowable") then { KB_CurrentThrowable = -1; }; _currentAmmo = (weaponState player) select 3; _idx = _ammo_throwable find _currentAmmo; if (_idx >= 0) then { KB_CurrentThrowable = _idx; }; KB_CurrentThrowable = (KB_CurrentThrowable + 1) mod _magCount; player selectWeapon (_muzzles_throwable select KB_CurrentThrowable); _handled = true; }; }; }; и замените на:
      _rifle1 = { 2 call dz_fn_switchWeapon; _handled = true; }; _rifle2 = { 4 call dz_fn_switchWeapon; _handled = true; }; _pistol = { 3 call dz_fn_switchWeapon; _handled = true; }; _painkiller = { [0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_painkiller.sqf"; _handled = true; }; _bandage = { [0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_bandage.sqf"; _handled = true; }; найдите:
      DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; и замените на:
      DIK_8,DIK_7,DIK_6], _block] call _addArray; найдите строчку:
      if (!isNil "bis_fnc_halo_keydown_eh") then {bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_keydown;"];}; // halo in progress и удалите ее.
      7. Если у вас не стоит InfiStar, то шаг 4 и 5, если у вас стоит InfiStar, то в файле AHconfig.sqf добавить 7000,7001,7002,7003 в массиве "_ALLOWED_Dialogs"
      8. В файле AT.sqf найдите:
      if(_key == 0x05)then{call admin_fly_up;}; if(_key == 0x06)then{call admin_tpdirection;}; и замените их на:
      if(_key == 0x09)then{call admin_fly_up;}; if(_key == 0x0A)then{call admin_tpdirection;}; Найдите:
      adminadd = adminadd + [" 4 - Fly Up","","0","1","0","0",[]]; adminadd = adminadd + [" 5 - TP LookingDirection","","0","1","0","0",[]]; и замените на:
      adminadd = adminadd + [" 8 - Fly Up","","0","1","0","0",[]]; adminadd = adminadd + [" 9 - TP LookingDirection","","0","1","0","0",[]]; 9. Вот и все.
       
      TODO:
      18.06.18 - Обновление ссылок
    • By MrMiBl
      Чёт не могу понять, как вписать температуру в этот дебаг?
       
      private ["_display","_symbol","_percent","_stats","_time", "_hours", "_minutes", "_pic", "_coins","_bloodlvl","_dir","_d","_txt","_nearestCity","_textCity","_thirst ","_thirststat ","_hunger ","_hungerstat ","_servername","_spacer","_img","_primary"]; disableSerialization; //--------------------------------------------------------------------------------------------// _display = uiNameSpace getVariable "DEBUGMONITOR"; _stats = _display displayCtrl 9000; //--------------------------------------------------------------------------------------------// _servername = "Название"; _spacer = "-------------------------------------"; _symbol = "°"; _percent = "%"; //--------------------------------------------------------------------------------------------// while {1 == 1} do { _nearestCity = nearestLocations [getPos player, ["NameCityCapital","NameCity","NameVillage","NameLocal"],800]; _textCity = "Wilderness"; if (count _nearestCity > 0) then {_textCity = text (_nearestCity select 0)}; _img = (getText (configFile >> 'CfgVehicles' >> (typeOf vehicle player) >> 'picture')); if(player == vehicle player)then{ _img = (getText (configFile >> 'CfgWeapons' >> (currentWeapon player) >> 'picture')); }else{ _img = (getText (configFile >> 'CfgVehicles' >> (typeOf vehicle player) >> 'picture')); }; _time = (round(180-(serverTime)/60)); _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"}; }; _d = getdir player; if (_d >= 337.5 || _d < 22.5) then {_dir = "North";}; if (_d >= 292.5 && _d < 337.5) then {_dir = "NWest";}; if (_d >= 247.5 && _d < 292.5) then {_dir = "West";}; if (_d >= 202.5 && _d < 247.5) then {_dir ="SWest";}; if (_d >= 157.5 && _d < 202.5) then {_dir ="South";}; if (_d >= 112.5 && _d < 157.5) then {_dir ="SE";}; if (_d >= 67.5 && _d < 112.5) then {_dir ="East";}; if (_d >= 22.5 && _d < 67.5) then {_dir ="NEast";}; _hunger = round(100 - (dayz_hunger / SleepFood) * 100); _thirst = round(100 - (dayz_thirst / SleepWater) * 100); _bloodlvl = round((r_player_blood / r_player_bloodTotal) * 100); //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------// _txt = format ["<br/><t size='1.5' font='Zeppelin32' align='center' color='#A81E13'>%1</t><br/><br/>", _servername]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Zombies Killed: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", player getVariable['zombieKills', 0]]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Survivors Killed: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", player getVariable['humanKills', 0]]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Bandits Killed: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", player getVariable['banditKills', 0]]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Humanity: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", round(player getVariable['humanity', 0])]; /*-----------*/ _txt = _txt + format ["<t size='1' font='Zeppelin32' align='left' color='#CCCCCC'>%1</t><br/>", _spacer]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Zombies: </t><t size='1.2' font='Zeppelin32' align='left' color='#FFFFFF'>%1</t>", count entities "zZombie_Base"]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='right' color='#E5E5E5'>Players: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", count playableUnits]; /*-----------*/ _txt = _txt + format ["<t size='1' font='Zeppelin32' align='left' color='#CCCCCC'>%1</t><br/>", _spacer]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='center' color='#E5E5E5'>Blood: </t><t size='1.2' font='Zeppelin32' align='center' color='#FFFFFF'>%1%2</t><br/>", _bloodlvl, _percent]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Hunger: </t><t size='1.1' font='Zeppelin32' align='left' color='#FFFFFF'>%1%2</t>", _hunger, _percent]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='right' color='#E5E5E5'>Thirst: </t><t size='1.1' font='Zeppelin32' align='right' color='#FFFFFF'>%1%2</t><br/>", _thirst, _percent]; /*-----------*/ _txt = _txt + format ["<t size='1' font='Zeppelin32' align='left' color='#CCCCCC'>%1</t><br/>", _spacer]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>%1</t>", _textcity]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='right' color='#E5E5E5'>%1%2 %3</t><br/>", round (getDir vehicle player),_symbol, _dir]; _txt = _txt + format ["<img size='4.5' align='center' image='%1' /><br/>", _img]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>GPS: </t><t size='1.2' font='Zeppelin32' align='left' color='#FFFFFF'>%1 </t>", (mapGridPosition getPos player)]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='right' color='#E5E5E5'>FPS: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", round diag_fps]; /*-----------*/ _txt = _txt + format ["<t size='1' font='Zeppelin32' align='left' color='#CCCCCC'>%1</t><br/>", _spacer]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#E5E5E5'>Coins: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", player getVariable[Z_MoneyVariable,0]]; // _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='left' color='#D0F000'>Bank: </t><t size='1.2' font='Zeppelin32' align='right' color='#FFFFFF'>%1</t><br/>", player getVariable[Z_bankVariable,0]]; /*-----------*/ _txt = _txt + format ["<t size='1' font='Zeppelin32' align='left' color='#CCCCCC'>%1</t><br/>", _spacer]; _txt = _txt + format ["<t size='1.2' font='Zeppelin32' align='center' color='#E5E5E5'>Restart in: </t><t size='1.2' font='Zeppelin32' align='center' color='#FFFFFF'>%1:%2</t><br/>", _hours, _minutes]; //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------// _stats ctrlSetStructuredText parseText _txt; uiSleep 2; }; Подскажите пж
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