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Dec 15th, 2015
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  1. waitUntil {!(isNull (findDisplay 46))};
  2. disableSerialization;
  3.  
  4. _rscLayer = "statusBar" call BIS_fnc_rscLayer;
  5. _rscLayer cutRsc["statusBar","PLAIN"];
  6. systemChat format["Loading Player info...", _rscLayer];
  7. Ignatz_StatusbarTypeActive = 1;
  8. Ignatz_StatusbarTypeSelect = 1;
  9. Ignatz_Statusbarselect = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 54) then {Ignatz_StatusbarTypeSelect = Ignatz_StatusbarTypeSelect + 1; if (Ignatz_StatusbarTypeSelect == 2) then {Ignatz_StatusbarTypeSelect = 0}};false"];
  10.  
  11. [] spawn {
  12.  
  13. uisleep 5;
  14. //set the color values.
  15. //Additional color codes can be found here: http://html-color-codes.com/
  16. _colourDefault = parseText "#ADADAD"; //set your default colour here
  17. _colour100 = parseText "#336600";
  18. _colour90 = parseText "#339900";
  19. _colour80 = parseText "#33CC00";
  20. _colour70 = parseText "#33FF00";
  21. _colour60 = parseText "#66FF00";
  22. _colour50 = parseText "#CCFF00";
  23. _colour40 = parseText "#CCCC00";
  24. _colour30 = parseText "#CC9900";
  25. _colour20 = parseText "#CC6600";
  26. _colour10 = parseText "#CC3300";
  27. _colour0 = parseText "#CC0000";
  28. _colourDead = parseText "#000000";
  29.  
  30. while {true} do {
  31. if (Ignatz_StatusbarTypeActive != Ignatz_StatusbarTypeSelect || (isNull ((uiNamespace getVariable "statusBar")displayCtrl 55555))) then {
  32. _rscLayer = "statusBar" call BIS_fnc_rscLayer;
  33. _rscLayer cutText["","PLAIN"];
  34. if (Ignatz_StatusbarTypeSelect == 0) then {
  35. Ignatz_StatusbarTypeActive = 0;
  36. };
  37. if (Ignatz_StatusbarTypeSelect == 1) then {
  38. disableSerialization;
  39. _rscLayer = "statusBar" call BIS_fnc_rscLayer;
  40. _rscLayer cutRsc["statusBar","PLAIN"];
  41. Ignatz_StatusbarTypeActive = 1;
  42. };
  43. }
  44. else {
  45. waituntil {Ignatz_StatusbarTypeSelect == 1};
  46. uisleep 1;
  47. };
  48. if (Ignatz_StatusbarTypeActive == 1) then {
  49. //initialize variables and set values
  50. _unit = _this select 0;
  51. _damage = round ((1 - (damage player)) * 100);
  52. //_damage = (round(_damage * 100));
  53. _hunger = round((EPOCH_playerHunger/5000) * 100);
  54. _thirst = round((EPOCH_playerThirst/2500) * 100);
  55. _wallet = EPOCH_playerCrypto;
  56. _stamina = round(EPOCH_playerStamina * 100) / 100;
  57. _toxPercent = round (EPOCH_playerToxicity);
  58. _energy = round(EPOCH_playerEnergy);
  59. _energyPercent = floor((_energy / 2500 ) * 100);
  60. _fps = format["%1", diag_fps];
  61. _grid = mapGridPosition player;
  62. _xx = (format[_grid]) select [0,3];
  63. _yy = (format[_grid]) select [3,3];
  64. _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
  65. _hours = (floor(_time/60));
  66. _minutes = (_time - (_hours * 60));
  67. _players = (count playableUnits -1);
  68.  
  69.  
  70. switch(_minutes) do {
  71. case 9: {_minutes = "09"};
  72. case 8: {_minutes = "08"};
  73. case 7: {_minutes = "07"};
  74. case 6: {_minutes = "06"};
  75. case 5: {_minutes = "05"};
  76. case 4: {_minutes = "04"};
  77. case 3: {_minutes = "03"};
  78. case 2: {_minutes = "02"};
  79. case 1: {_minutes = "01"};
  80. case 0: {_minutes = "00"};
  81. };
  82.  
  83.  
  84. //Colour coding
  85. //Damage
  86. _colourDamage = _colourDefault;
  87.  
  88. switch true do {
  89. case(_damage >= 100) : {_colourDamage = _colour100;};
  90. case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour90;};
  91. case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour80;};
  92. case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;};
  93. case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;};
  94. case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;};
  95. case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;};
  96. case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;};
  97. case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;};
  98. case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;};
  99. case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;};
  100. case(_damage < 1) : {_colourDamage = _colourDead;};
  101. };
  102.  
  103. //Hunger
  104. _colourHunger = _colourDefault;
  105. switch true do {
  106. case(_hunger >= 100) : {_colourHunger = _colour100;};
  107. case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour90;};
  108. case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour80;};
  109. case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;};
  110. case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;};
  111. case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;};
  112. case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;};
  113. case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;};
  114. case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;};
  115. case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;};
  116. case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;};
  117. case(_hunger < 1) : {_colourHunger = _colourDead;};
  118. };
  119.  
  120. //Thirst
  121. _colourThirst = _colourDefault;
  122. switch true do{
  123.  
  124. case(_thirst >= 100) : {_colourThirst = _colour100;};
  125. case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour90;};
  126. case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour80;};
  127. case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;};
  128. case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;};
  129. case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;};
  130. case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;};
  131. case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;};
  132. case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;};
  133. case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;};
  134. case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;};
  135. case(_thirst < 1) : {_colourThirst = _colourDead;};
  136. };
  137.  
  138. //Energy
  139. _colourEnergy = _colourDefault;
  140. switch true do{
  141.  
  142. case(_energyPercent >= 100) : {_colourEnergy = _colour100;};
  143. case((_energyPercent >= 90) && (_energyPercent < 100)) : {_colourEnergy = _colour90;};
  144. case((_energyPercent >= 80) && (_energyPercent < 90)) : {_colourEnergy = _colour80;};
  145. case((_energyPercent >= 70) && (_energyPercent < 80)) : {_colourEnergy = _colour70;};
  146. case((_energyPercent >= 60) && (_energyPercent < 70)) : {_colourEnergy = _colour60;};
  147. case((_energyPercent >= 50) && (_energyPercent < 60)) : {_colourEnergy = _colour50;};
  148. case((_energyPercent >= 40) && (_energyPercent < 50)) : {_colourEnergy = _colour40;};
  149. case((_energyPercent >= 30) && (_energyPercent < 40)) : {_colourEnergy = _colour30;};
  150. case((_energyPercent >= 20) && (_energyPercent < 30)) : {_colourEnergy = _colour20;};
  151. case((_energyPercent >= 10) && (_energyPercent < 20)) : {_colourEnergy = _colour10;};
  152. case((_energyPercent >= 1) && (_energyPercent < 10)) : {_colourEnergy = _colour0;};
  153. case(_energyPercent < 1) : {_colourEnergy = _colour0;};
  154. };
  155.  
  156. //Toxicity
  157. _colourToxicity = _colourDefault;
  158. switch true do{
  159. case(_toxPercent >= 100) : {_colourToxicity = _colourDead;};
  160. case((_toxPercent >= 90) && (_toxPercent < 100)) : {_colourToxicity = _colour0;};
  161. case((_toxPercent >= 80) && (_toxPercent < 90)) : {_colourToxicity = _colour10;};
  162. case((_toxPercent >= 70) && (_toxPercent < 80)) : {_colourToxicity = _colour20;};
  163. case((_toxPercent >= 60) && (_toxPercent < 70)) : {_colourToxicity = _colour30;};
  164. case((_toxPercent >= 50) && (_toxPercent < 60)) : {_colourToxicity = _colour40;};
  165. case((_toxPercent >= 40) && (_toxPercent < 50)) : {_colourToxicity = _colour50;};
  166. case((_toxPercent >= 30) && (_toxPercent < 40)) : {_colourToxicity = _colour60;};
  167. case((_toxPercent >= 20) && (_toxPercent < 30)) : {_colourToxicity = _colour70;};
  168. case((_toxPercent >= 10) && (_toxPercent < 20)) : {_colourToxicity = _colour80;};
  169. case((_toxPercent >= 1) && (_toxPercent < 10)) : {_colourToxicity = _colour90;};
  170. case(_toxPercent < 1) : {_colourToxicity = _colour100;};
  171. };
  172.  
  173. //Stamina
  174. _colourStamina = _colourDefault;
  175.  
  176. //display the information
  177. ((uiNamespace getVariable "statusBar")displayCtrl 55555)ctrlSetStructuredText parseText
  178. format["
  179. <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\players.paa' color='%10'/> %2</t>
  180. <t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\damage.paa' color='%11'/> %3%1</t>
  181. <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\krypto.paa' color='%10'/> %4</t>
  182. <t shadow='1' shadowColor='#000000' color='%12'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\hunger.paa' color='%12'/> %5%1</t>
  183. <t shadow='1' shadowColor='#000000' color='%13'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\thirst.paa' color='%13'/> %6%1</t>
  184. <t shadow='1' shadowColor='#000000' color='%15'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\stamina.paa' color='%15'/>%9</t>
  185. <t shadow='1' shadowColor='#000000' color='%19'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\toxicity.paa' color='%19'/>%20</t>
  186. <t shadow='1' shadowColor='#000000' color='%14'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\energy.paa' color='%14'/>%8%1</t>
  187. <t shadow='1' shadowColor='#000000' color='%10'>FPS: %7</t>
  188. <t shadow='1' shadowColor='#000000' color='%10'>GRIDREF: %16</t>
  189. <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\restart.paa' color='%10'/>%17:%18</t>",
  190. "%",
  191. _players,
  192. _damage,
  193. _wallet,
  194. _hunger,
  195. _thirst,
  196. round diag_fps,
  197. _energyPercent,
  198. _stamina,
  199. _colourDefault,
  200. _colourDamage,
  201. _colourHunger,
  202. _colourThirst,
  203. _colourEnergy,
  204. _colourStamina,
  205. format["%1/%2",_xx,_yy],
  206. _hours,
  207. _minutes,
  208. _colourToxicity,
  209. _toxPercent
  210. ];
  211. };
  212. };
  213. };
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