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OpenLIB

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An open functions library built-in the Core Module. Executed automatically from within the core from this source and pushed to every player client.

  • DT_fnc_localize – advanced version of localize command allowing to define a fallback in case of string is missing, supports auto-format when array input is used.
Function details

Function arguments:

  1. STRING or ARRAY – A string to localize. In case of ARRAY it will be automatically formatted, presuming first element as string to localize, rest as arguments.
  2. STRING or ARRAY – A fallback string in case localization key is missing. In case of ARRAY it will be automatically formatted, presuming first element as string to be a fallback string, rest as arguments.

Return:
STRING

Additional information:
No additonal information

 

  • DT_fnc_numberText – a simple number-to-text formatter with support of digits count over 6. Example format: 100000 -> 100,000.
Function details

Function arguments:

  1. NUMBER – A number to format.
  2. (Optional) NUMBER – A number for modulo to split number by (Default: 3)
  3. (Optional) STRING – A string representing a divider (Default: “,”)

Return:
STRING

Additional information:
No additonal information

 

  • DT_fnc_ambientAnim – Modified and optimized version of BIS_fnc_amibentAnim primarily focused on animating NPCs with “ghost simulation” method. Unit will have simulation enabled but will not have any collission with vehicles or any other physX objects. This version was also re-written to have effects strictly local to PC where it is executed, without network broadcasting.
Function details

Function arguments:

  1. OBJECT – A unit that will be animated.
  2. STRING – Animation set that will be used (look for BIS_fnc_amibentAnim for possible sets)

Return:
NOTHING

Additional information:
No additonal information

 

  • DT_fnc_ExtendedUI – A user interface extension function providing ability to move, minimize, pin  to display a control or controls group. Makes a controls group or control respect your screen and controls group dimensions – desired control or group will never go out of container bounds. Easy interaction – with only LMB and RMB. (Check video in details)
Function details

Function arguments:

  1. CONTROL – Master control to manipulate. If controls group is not specified will be manipulated itself.
  2. CONTROL – Controls group to manipulate. If this is specified, this controls group will be manipulated instead.
  3. (Optional) STRING – Variable to store state and positioning of this UI element. Not used by default.

Return:
NOTHING

Additional information:
Master control will have no minimize function if controls group is missing

 

  • DT_fnc_prompt – A stylized variant of default arma prompt message. Supports code execution upon pressing an OK button.
Function details

Function arguments:

  1. DISPLAY – A parent display for prompt to be created in.
  2. CODE – Action to perform after OK button was pressed
  3. STRING – Title text of the prompt.
  4. STRING – Body text of the prompt.
  5. (Optional) BOOL – If prompt should have OK button, otherwise only CANCEL. (Default: true)
  6. (Optional) BOOL – Close parent display when prompt answer is given. (Default: false)

Return:
NOTHING

Additional information:
Should be running in scheduled environment

 

  • DT_fnc_holdActionAdd – modified version version of BIS_fnc_holdActionAdd. Displays action time left when action is used, allows to input action duration as code, not just number – this allows action duration to be dynamic and changed over time due to code return value.
Function details

Function arguments:

  1. OBJECT – Object assinged to.
  2. STRING – Action title.
  3. STRING – Icon displayed when action is idle.
  4. STRING – Icon displayed when action is in progress.
  5. STRING – Code-string condition to show the action.
  6. STRING – Code-string condition to allow action progression.
  7. CODE – Code to execute on action start.
  8. CODE – Code to execute while action is in progress (looped).
  9. CODE – Code to execute when action is succesfuly completed.
  10. CODE – Code to execute when action failed or canceled.
  11. ARRAY – Arguments passed to code blocks used in function. Served as _a0, _a1… _aN
  12. NUMBER or CODE – Duration of action.
  13. NUMBER – priority of action.
  14. BOOL – Remove when completed. (Default: true)
  15. BOOL – Show in unconscious state (Default: false)
  16. BOOL – Persistently show as window on the screen (Default: true)

Return:
NOTHING

Additional information:
No additional information

 

  • DT_fnc_UIParallax – adds parallax effect to existing user interface (display) and camera object.
Function details

Function arguments:

  1. CONTROL – Controls group to apply parallax to.
  2. (Optional) OBJECT – Camera to apply parallax to.
  3. (Optional) SCALAR – Offset power. (Default: 0.75)
  4. (Optional) BOOL – Add background blur . (Default: true)

Return:
NOTHING

Additional information:
Note that parallax effect can only be applied once to a single group in a display. If you want effect to apply for whole display create a controls group as main layer covering the whole display and build UI within it. Here is an example snippet of how this works.

Videos: OpenLIB

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