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  2. The detail in your instructions is superb, really great for people who want to dive into the more technical aspects of game customization. Adding a roulette element definitely brings a unique spin to the casino experience, no pun intended!
  3. GraveYard

    Dyn Drug Fields

    A simple script that will automatically move your drug fields around. * Client Side * 1.) Inside Altis_Life.Altis\config folder create a file Config_DrugFields.hpp add inside: /* Master settings for various features and functionality */ class CfgDynMarkers { class DynMarkers_Settings { fields_position_time = 10; // Time in minutes between field position changes weed_locations[] = { {11556.4,7048.07,0}, {4219.25,20464.5,0}, {15880.5,18843.8,0}, {2735.36,10018.5,0.00145149} }; heroin_locations[] = { {19879,17006.7,0}, {8331.38,20787.2,0}, {9659.47,8852.26,9.53674e-007} }; cocaine_locations[] = { {13462.2,20630.8,0}, {5188.2,20872.7,0}, {25915.7,20678,0} }; }; }; 2.)Inside Altis_Life.Altis\config\Config_Master.hpp Add at the bottom: #include "Config_DrugFields.hpp" 3.) Now open your mission.sqm in the editor and remove all drug field markers 4.) Now open your Config_Gather.hpp Replace: class heroin_unprocessed { amount = 3; zones[] = { "heroin_1" }; item = ""; zoneSize = 30; }; class cocaine_unprocessed { amount = 3; zones[] = { "cocaine_1" }; item = ""; zoneSize = 30; }; class cannabis { amount = 3; zones[] = { "weed_1" }; item = ""; zoneSize = 30; }; With: class heroin_unprocessed { amount = 3; zones[] = { "heroin_field" }; item = ""; zoneSize = 30; }; class cocaine_unprocessed { amount = 3; zones[] = { "cocaine_field" }; item = ""; zoneSize = 30; }; class cannabis { amount = 3; zones[] = { "weed_field" }; item = ""; zoneSize = 30; }; * Server Side * 1.) Inside life_server\Functions\Systems make a new file fn_dynDrugFields.sqf add inside: /* File: fn_dynDrugFields.sqf Author: Your Mom /(.)(.)\ */ diag_log "--------------------------------------"; diag_log "Drug Fields Init: Initializing..."; diag_log "--------------------------------------"; // Lets Make them waite sleep(1*60); diag_log "--------------------------------------"; diag_log "Dyn Drug Fields: Initializing..."; diag_log "--------------------------------------"; private _drugLocations = [ ["weed", "Weed Field", "ColorRed", "mil_dot"], ["heroin", "Heroin Field", "ColorRed", "mil_dot"], ["cocaine", "Cocaine Field", "ColorRed", "mil_dot"] ]; private _stayTime = getNumber(missionConfigFile >> "CfgDynMarkers" >> "DynMarkers_Settings" >> "fields_position_time"); if (_stayTime == 0) exitWith { diag_log "--------------------------------------"; diag_log "Error: fields_position_time is set to 0!"; diag_log "--------------------------------------"; }; private ["_createDrugFieldMarker", "_createDrugFieldAreaMarker"]; //Used for marking Field on the Map _createDrugFieldMarker = { private ["_drugType", "_drugName", "_color", "_markerType", "_location", "_markerName", "_drugFieldMarker", "_locationArray"]; _params = params [ ["_drugType", "", [""]], ["_drugName", "", [""]], ["_color", "", [""]], ["_markerType", "", [""]] ]; _locationArray = getArray(missionConfigFile >> "CfgDynMarkers" >> "DynMarkers_Settings" >> format ["%1_locations", _drugType]); if (count _locationArray == 0) exitWith { diag_log format ["Error: No %1 locations defined!", _drugType]; }; _location = selectRandom _locationArray; _markerName = format ["%1_field", _drugType]; _drugFieldMarker = createMarker [_markerName, _location]; _drugFieldMarker setMarkerColor _color; _drugFieldMarker setMarkerType _markerType; _drugFieldMarker setMarkerText _drugName; format ["%1_field", _drugType] setMarkerPos _location; diag_log format ["Server Created %1 Map Marker At: %2", _drugType, _location]; }; //Main Marker Used for Config_Gather.hpp _createDrugFieldAreaMarker = { private ["_drugType", "_areaMarkerName", "_areaMarkerPos", "_drugFieldAreaMarker","_zoneMarkerName"]; _params = params [ ["_drugType", "", [""]] ]; _areaMarkerName = format ["%1_field", _drugType]; _zoneMarkerName = format ["%1_zone", _drugType]; _areaMarkerPos = getMarkerPos _areaMarkerName; _drugFieldAreaMarker = createMarker [_zoneMarkerName, _areaMarkerPos]; _drugFieldAreaMarker setMarkerColor "ColorWhite"; _drugFieldAreaMarker setMarkerType "empty"; _drugFieldAreaMarker setMarkerShape "ELLIPSE"; _drugFieldAreaMarker setMarkerSize [30, 30]; format ["%1_zone", _drugType] setMarkerPos _areaMarkerPos; if(_areaMarkerName in allMapMarkers)then{ diag_log format ["Server Created %1 Gather Zone At: %2", _drugType, _areaMarkerPos]; }; }; { _x call _createDrugFieldMarker; _x call _createDrugFieldAreaMarker; } forEach _drugLocations; sleep (_stayTime * 60); { private _drugType = _x select 0; private _markerName = format ["%1_field", _drugType]; private _areaMarkerName = format ["%1_zone", _drugType]; deleteMarker _markerName; deleteMarker _areaMarkerName; diag_log format ["Server Removed %1 field marker and area marker", _drugType]; } forEach _drugLocations; diag_log "---------------------------"; diag_log "Dyn Drug Fields: Removed..."; diag_log "---------------------------"; //Repsawn the drug fields { _x call _createDrugFieldMarker; _x call _createDrugFieldAreaMarker; } forEach _drugLocations; diag_log "--------------------------------------"; diag_log "Dyn Drug Fields: Respawning..."; diag_log "--------------------------------------"; 2.) Inside life_server\config.cpp add inside class Systems class dynDrugFields {}; 3.) Inside life_server\init.sqf at the end of file: /* Spawn The Drug Fields */ [] spawn TON_fnc_dynDrugFields;
  4. I know a lot of people have been asking how to add auto gather, well here is a very easy way to do it. At the end of fn_gather.sqf below: sleep 1; life_action_inUse = false; Add the following: // Automatically gather again if there are resources nearby _ie585895 = -1; _zoneSizeCfg = getNumber(_resourceCfg >> "zoneSize"); if (_zone != "") then { waitUntil { if (speed player > 0)exitWith{_ie585895 = 0;true}; //moved if (life_interrupted) exitWith {_ie585895 = 1;true}; //interrupted key press if ((player distance (getMarkerPos _zone)) < _zoneSizeCfg) exitWith {_ie585895 = 2;true}; // left area true }; if (_ie585895 >= 0) exitWith{ switch _ie585895 do { case 0 : {hint "You moved so you stoped gathering"}; case 1 : {hint "Dont do anything <life_interrupted>"}; case 2 : {hint "You left the gathering area";}; }; }; [] spawn life_fnc_gather; }; At the end of fn_mine.sqf below: sleep 1; life_action_inUse = false; Add the following: // Automatically gather again if there are resources nearby _ie585895 = -1; _zoneSizeCfg = getNumber(_resourceCfg >> "zoneSize"); if (_zone != "") then { waitUntil { if (speed player > 0)exitWith{_ie585895 = 0;true}; //moved if (life_interrupted) exitWith {_ie585895 = 1;true}; //interrupted key press if ((player distance (getMarkerPos _zone)) < _zoneSizeCfg) exitWith {_ie585895 = 2;true}; // left area true }; if(_ie585895 >= 0)exitWith{ switch _ie585895 do { case 0 : {hint "Stay still <player speed>"}; case 1 : {hint "Dont do anything <life_interrupted>"}; case 2 : {hint "You left the mining area";}; }; }; [] spawn life_fnc_mine; };
  5. would this work on a mission besides altis life? or would that need modifying? (besides the cop_ names)
  6. Earlier
  7. While I encourage you to explore modifying the script's end mission part, figuring it out on your own can be a valuable learning experience. This way, you can develop your problem-solving skills and better understand how the script works.
  8. is there a way to utilise this script but changed the end mission part so after saying sync data it just sends you back to lobby (slot selection) screen?
  9. Hello friends, The T menu of all land and air vehicles opens. But V-44X Blackfish and Y-32 Xi'an T menu does not open. Which file do I need to edit for this?
  10. I offer a complete package for you https://github.com/TheVennessa/VRR_SC
  11. For those of you who don't know me, I'm an Arma 3 developer, or was. Before I explain how the stuff works, I want you to know that I don't recommend you to develop Arma, as it is a dead game. It's been two years since I wanted to start, and I've met many times with people who don't want to help. Lack of tutorials for something or even too much work to develop an RP server. If you still want to continue to tell you not to waste your time searching in vain. Here you have material from the simplest to the most complex. You will find in the following link a structure of folders in HTML, check them before downloading (There are 500 GB approximately). URL: http://arma3.b4s.es PASSWORD: losantosyt !Workshop: You will find all the mods that I found interesting (vehicles from which you can shoot, roleplay material, buildingsā€¦) Some of them are in the steam workshop, others are not. Mods Development: Here you can find the mods that I have left half finished or that have been created/modified by me [OBLIGATORY TO RESPECT THE AUTHORS]. Frameworks: You have whole frameworks for RP servers, some of them have a direct access and others you will have to search them by yourself. You can open them or use the material they contain (PS: fuck you Doug). Missions: In this folder I recommend you to download them and put them in the MPMISSIONS to see what they do (you have radars, animations for gas stations). Scripts: I don't have much to add. ToolKit: Tools or guides that I wish I had known before.
  12. The problem still persists. I tried everything but still the same. I couldn't fix it. Can a friend help?
  13. @Mini_revo in CfgRemoteExec try one of these, but seperately and hopefully one of them fixes it F(BIS_fnc_execVM,SERVER) class BIS_fnc_exec { allowedTargets=0; };
  14. [1,"ALARM! - Radio Tower: %1 is being hacked!"_shop] remoteExec ["life_fnc_broadcast",west];
  15. trying to add this to server on v5.0, I noticed it has ```spawn life_fnc_MP;```, does this need to be edited to remoteExec for 5.0?
  16. You have to remoteExec the code, and if you have a listbox or something get those vars for LICENSE_VARNAME (for example "gun","civ") if (missionNamespace getVariable LICENSE_VARNAME("gun","civ")) then { missionNamespace setVariable [LICENSE_VARNAME("gun","civ"),false]; hint format ["Your license %1 has been removed",_YOURVAR]; } else { missionNamespace setVariable [LICENSE_VARNAME("gun","civ"),true]; hint format ["The license %1 has been added",_YOURVAR]; }; something like this. I know it's vague but it should give you an idea on how to do it, of course a bit of experience is needed.
  17. Hello, is there a command to give licenses to other players?
  18. I couldn't solve the problem. I'm still having the same problem and it doesn't fix it in any way. I fixed the pointer rotation in the editor and it still comes out diagonally. https://i.gyazo.com/2b4c09f69878e3a9769af58c3fdbb1eb.jpg
  19. if (life_garage_sp in ["medic_spawn_1","medic_spawn_2","medic_spawn_3"]) then { if (life_HC_isActive) then { [_vid,_pid,life_garage_sp,_unit,_price,0,_spawntext] remoteExec ["HC_fnc_spawnVehicle",HC_Life]; } else { [_vid,_pid,life_garage_sp,_unit,_price,0,_spawntext] remoteExec ["TON_fnc_spawnVehicle",RSERV]; }; } else { if (life_HC_isActive) then { [_vid,_pid,(getMarkerPos life_garage_sp),_unit,_price,markerDir life_garage_sp,_spawntext] remoteExec ["HC_fnc_spawnVehicle",HC_Life]; } else { [_vid,_pid,(getMarkerPos life_garage_sp),_unit,_price,markerDir life_garage_sp,_spawntext] remoteExec ["TON_fnc_spawnVehicle",RSERV]; }; }; }; I finally found it. And now to fix it I will work.
  20. No way does it happen. This time, the helicopter appears and explodes inside the building, not on the helipad above the hospital. Can anyone help me fix it? https://i.gyazo.com/55ed16ca9b4f0a2916e352d33c495b46.jpg
  21. fn_unimound.sqf < I do not have such a file.
  22. In fn_unimpound.sqf if (life_garage_sp in ["medic_spawn_1","medic_spawn_2","medic_spawn_3"]) then { if (life_HC_isActive) then { [_vid,_pid,life_garage_sp,_unit,_price,markerDir life_garage_sp,_spawntext] remoteExec ["HC_fnc_spawnVehicle",HC_Life]; } else { [_vid,_pid,life_garage_sp,_unit,_price,markerDir life_garage_sp,_spawntext] remoteExec ["TON_fnc_spawnVehicle",RSERV]; }; fn_spawnVehicle.sqf private "_vehicle"; if (_sp isEqualType "") then { _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); _vehicle setDir _dir; uiSleep 0.6; } else { _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _vehicle setPos _sp; _vehicle setVectorUp (surfaceNormal _sp); _vehicle setDir _dir; }; Then it will change direction according to what you set the marker rotation in the editor to.
  23. I did what you said earlier. But still the same shape comes out diagonally. fn_spawnVehicle.sqf this is the code inside if (_sp isEqualType "") then { _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); uiSleep 0.6; } else { _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _vehicle setPos _sp; _vehicle setVectorUp (surfaceNormal _sp); _vehicle setDir _dir; }; if !(_vehicle isKindOf "Air") then { if !(_vehicle isKindOf "Ship") then { [_vehicle,"handleDamage","_this call life_fnc_handleVehDamage"] remoteExecCall ["life_fnc_addEventHandler",0,true]; }; }; fn_vehicleShopBuy.sqf < this is the code inside if ((life_veh_shop select 0) isEqualTo "med_air") then { _vehicle = createVehicle [_className,[0,0,999],[], 0, "NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait? _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _spawnPoint,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); sleep 0.6; } else { _vehicle = createVehicle [_className, (getMarkerPos _spawnPoint), [], 0, "NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait? _vehicle allowDamage false; //Temp disable damage handling.. _vehicle setPos (getMarkerPos _spawnPoint); _vehicle setVectorUp (surfaceNormal (getMarkerPos _spawnPoint)); _vehicle setDir (markerDir _spawnPoint); }; if !(_vehicle isKindOf "Air") then { if !(_vehicle isKindOf "Ship") then { [_vehicle,"handleDamage","_this call life_fnc_handleVehDamage"] remoteExecCall ["life_fnc_addEventHandler",0,true]; }; }; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); And _hs = nearestObjects[getMarkerPos _spawnPoint,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); So I did what you said but it didn't work. I checked the spawn point in the editor. There is no problem. Only problem is in 2 codes I posted.
  24. How is this a problem? If you want to change the direction you only need to change the rotation of the spawn marker. https://imgur.com/a/k62q7Y7 This is the part of the code that sets the direction of the vehicle to that of the marker. _vehicle setDir (markerDir _spawnPoint);
  25. Hello friends, As shown in the photograph when I take out the helicopter, it comes out diagonally at the spawn point. https://i.gyazo.com/820824260d7dc018d47ec901672b581f.jpg https://i.gyazo.com/f0e894ad41b6b37872bce98611633b68.jpg I suspect these codes. But I can't fix it. if ((life_veh_shop select 0) isEqualTo "med_air") then { _vehicle = createVehicle [_className,[0,0,999],[], 0, "NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait? _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _spawnPoint,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); sleep 0.6; } else { _vehicle = createVehicle [_className, (getMarkerPos _spawnPoint), [], 0, "NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait? _vehicle allowDamage false; //Temp disable damage handling.. _vehicle setPos (getMarkerPos _spawnPoint); _vehicle setVectorUp (surfaceNormal (getMarkerPos _spawnPoint)); _vehicle setDir (markerDir _spawnPoint); }; _hs = nearestObjects[getMarkerPos _spawnPoint,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); How can I fix this?
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