Welcome to Altis Life RPG

Register now to gain access to all of our features.
Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more.


Note that you can now sign-in with your Steam account.


This message will be removed once you have signed in.

  • Announcements

    • Rozo

      Donations   09/18/2016

      Hello,
        We've added a donation block on the right side. All of those donation goes directly to the developer of Altis Life mod ( currently BoGuu ). None of that money is used to maintain the forum. In the future we might add a donation button to support the forum, but for now we want to encourage the developer because they went through a lot. To discuss this topic - Here
    • Shakir Darwish

      IS YOUR SERVER BROKEN SINCE 1.64 UPDATE?   09/22/2016

      If your server is broken since 1.64 go check this link thanks. https://github.com/AsYetUntitled/Framework/issues/104
    • Rozo

      Sad Day   01/04/2017

      Good evening community of Altis Life RPG, Today was a sad day. We learned the hard way that one of the helper was using his status and visibility on the forum to do things i wouldn't imagine.  We were warned about this user in the beginning, we talked about his behavior and he said that they were things of the past. We were fooled.
      Unfortunately, he fooled other community members by selling stolen content and impersonating his role as a developer in another community. Here's a remember of one of the rules on our forum, No selling scripts, snippets, or services.   So if anyone come across someone who's selling his services, scripts or whatever, Report them. Especially if it's coming from an Helper, Mod, Admin. No one in the staff should ask for money, we already mention this when we reopened the forum and that rule is here to stay.

      We can't be sorry enough for what happen here, for any harm it as caused among other communities, for money that shouldn't been spent and we truly hope this doesn't happen again.

      As for the user in question, he is now banned from our forum and discord and we wish to never cross his path again.
        If there's anything we can do hit us on Discord or send a message to an admin.
      Thanks, Rozo.

Leaderboard


Popular Content

Showing most liked content since 04/25/2018 in Posts

  1. 6 points
    Author: GhostsBR Description: This is my frist script, is a paid toll. Difficulty: Easy 1. Select your file language and make download. 2. Open/Create a folder called Scripts and drag the pedagio.sqf into it. 3. Go to map editor, create a NPC and place this into: this addAction ["<t color = '#40FF00'>Pay Toll - R$1000</t>", "scripts\pedagio.sqf"]; 4. Create a GATE and place this into: this setVariable ['bis_disabled_Door_1',1,true]; this setVariable ['bis_disabled_Door_2',1,true]; 5. Enjoy. EN-US.rar PT-BR.rar
  2. 6 points
    CREATE EBO’S AND MAKE THEM SIGNABLE FOR ANY ADDON By: Travis Butts So something has been kept hidden from everyone for the reason of them wanting there server fully protected and not wanted people to unbin there stuff, etc. I have been holding this in my pocket for a long time and have not told anyone for the reason of my things and one other server being only ones with EBO's. I feel like this should be released for those that would like to know how to EBO their addons. Q: Why make addons into EBO? A: Security; Almost nobody can get into an EBO's these days, and it gives you an extremely good chance of having your assets remain secure, more-so than obfuscation. Up until this point, almost nobody knew how to make ebo's signable, meaning you could not restrict people from joining your servers with unknown addons if you used ebo files, now you can because this method is public. Step 1: Download the EBO Encunter by Dougemm https://drive.google.com/open?id=1cIynBLnBZib27aFoRNYrSwqcGYHU8n0M Step 2: Pack addons with pboProject with the following settings, if sign with key is off this is because you do not have a key selected in the options https://armaservices.maverick-applications.com/Products/MikerosDosTools/DownloadFree.aspx?download=pboProject.2.24.6.43.Installer.exe Step 3: Once packed, drag and drop pbo on the EBO Encunter and wait for it to turn into a ebo. Step 4: Now you should have a EBO File and the key which was made for the PBO, rename the .pbo part on the bikey to .ebo Step 5: In your server config put this in it, regularCheck = "{}"; Step 6: Put the key file in Keys, run the addons and you should be all good to go!
  3. 4 points
  4. 3 points
    ill give you about a day to get a real and not-stolen website, or you guys are gone
  5. 3 points
    Hello and welcome to my 84th server this week!
  6. 2 points
    Step 1: Go to "Altis_Life.Altis\Core" and CREATE a FOLDER called "Toxic" Step 2: In that newly created folder, CREATE a FILE called "fn_busMenu.sqf" #include "..\..\script_macros.hpp" /* Author: ToxicRageTv File: fn_busMenu.sqf Description: Sets up the bus menu */ if (!alive player || dialog) exitWith {}; createDialog "Toxic_Bus_Menu"; disableSerialization; private _display = uiNamespace getVariable "Toxic_Bus_Menu"; ctrlShow [1919,false]; private _busList = _display displayCtrl 1500; private _side = switch (playerSide) do { case west: {"Cop"}; case independent: {"Medic"}; default {"Civilian"}; }; private _busStops = getArray(missionConfigFile >> "Toxic_Bus_Config" >> _side >> "stops"); { _busList = lbAdd [ 1500, ( _x select 0 ) ]; lbSetData [ 1500, _busList, ( _x select 1 ) ]; } forEach _busStops; Step 3: In the same folder CREATE a FILE called "fn_busStart.sqf" #include "..\..\script_macros.hpp" /* Author: ToxicRageTv File: fn_busStart.sqf */ private ["_busDepotName"]; if ((lbCurSel 1500) isEqualTo -1) exitWith {hint "No destination selected";}; private _error = false; busTo = lbData [ 1500, ( lbCurSel 1500 ) ]; busToMarker = getMarkerPos busTo; disableSerialization; closeDialog 0; private _side = switch (playerSide) do { case west: {"Cop"}; case independent: {"Medic"}; default {"Civilian"}; }; private _dis = round(busToMarker distance (getPos player)); private _multiplyer = getNumber(missionConfigFile >> "Toxic_Bus_Config" >> _side >> "multipler"); private _tripTotal = round(_multiplyer * _dis); private _busStops = getArray(missionConfigFile >> "Toxic_Bus_Config" >> _side >> "stops"); private _payment = getText(missionConfigFile >> "Toxic_Bus_Config" >> "payment"); private _type = getNumber(missionConfigFile >> "Toxic_Bus_Config" >> "bus_3d"); { if (busTo isEqualTo (_x select 1)) then { _busDepotName = _x select 0; }; } forEach _busStops; _result = [ format ["Are You Sure You Want To Travel To %1? It Will Cost You $%2", _busDepotName, _tripTotal], "Bus", "Yes", "No"] call BIS_fnc_guiMessage; if !(_result) exitWith { hint "You Chose To Cancel Your Travel Plans"; }; switch (_payment) do { case "BANK": { if (BANK < _tripTotal) then { hint "You Dont Have Enough Money To Ride The Bus"; } else { BANK = BANK - _tripTotal; }; }; case "CASH": { if (CASH < _tripTotal) then { hint "You Dont Have Enough Money To Ride The Bus"; } else { CASH = CASH - _tripTotal; }; }; default { _error = true; }; }; if (_error) exitWith {hint "ERROR: Payment Config Not Setup!"}; [6] call SOCK_fnc_updatePartial; hint "Enjoy You're Trip"; if (_type isEqualTo 1) then { showCinemaBorder true; player allowDamage false; _cam = "camera" camCreate (player modelToWorldVisual [-5,0,1.85]); _cam cameraEffect ["internal","back"]; _cam camSetFov 9; _cam camSetTarget busToMarker; _cam camSetRelPos [(((getPosATL player) select 0) - ((getMarkerPos busTo) select 0)),(((getPosATL player) select 1) - ((getMarkerPos busTo) select 1)),(((getPosATL player) select 2) + 250)]; _cam camCommit 3; waitUntil {camCommitted _cam}; player setPos busToMarker; _cam camSetFov 9; _cam camSetTarget vehicle player; _cam camCommit 0; waitUntil {camCommitted _cam}; _cam camSetRelPos [0,0,250]; _cam camCommit 5; waitUntil {camCommitted _cam}; _cam camSetFOV 9; _cam camCommit 0; waitUntil {camCommitted _cam}; _cam camSetTarget vehicle player; _cam camSetRelPos [0,0,2]; _cam camCommit 3; waitUntil {camCommitted _cam}; _cam cameraEffect ["terminate","back"]; showCinemaBorder false; hint "You Have Arrived At Your Destination"; camDestroy _cam; player allowDamage true; } else { showCinemaBorder true; player allowDamage false; _cam = "camera" camCreate (player modelToWorldVisual [-5,0,1.85]); _cam cameraEffect ["internal","back"]; _cam camSetFov 9; _cam camSetTarget busToMarker; _cam camSetRelPos [(((getPosATL player) select 0) - ((getMarkerPos busTo) select 0)),(((getPosATL player) select 1) - ((getMarkerPos busTo) select 1)),(((getPosATL player) select 2) + 250)]; _cam camCommit 3; waitUntil {camCommitted _cam}; camDestroy _cam; _cam cameraEffect ["terminate","back"]; showCinemaBorder true; createDialog "Toxic_Bus_Menu"; _display = uiNamespace getVariable "Toxic_Bus_Menu"; ctrlShow [1000,false]; ctrlShow [1001,false]; ctrlShow [2200,false]; ctrlShow [1500,false]; ctrlShow [2400,false]; _map = _display displayCtrl 1919; sleep 0.5; player setPos busToMarker; _map ctrlMapAnimAdd[5,0.1,player]; ctrlMapAnimCommit _map; sleep 5; showCinemaBorder true; closeDialog 0; _cam = "camera" camCreate (player modelToWorldVisual [0,0,250]); _cam cameraEffect ["internal","back"]; _cam camSetFOV 9; _cam camCommit 0; waitUntil {camCommitted _cam}; _cam camSetTarget vehicle player; _cam camSetRelPos [0,0,2]; _cam camCommit 3; waitUntil {camCommitted _cam}; _cam cameraEffect ["terminate","back"]; showCinemaBorder false; hint "You Have Arrived At Your Destination"; camDestroy _cam; player allowDamage true; }; Step 4: Go to "Altis_Life.Altis\Dialog" and CREATE a FILE called "Toxic_Bus_Menu" /* Author: ToxicRageTv File: Toxic_Bus_Menu.hpp */ class Toxic_Bus_Menu { idd = 1; movingEnable = 1; enableSimulation = 1; onLoad = "uiNamespace setVariable ['Toxic_Bus_Menu',_this select 0]"; class controlsBackground { class backgroundMain: life_RscText { idc = 2200; x = 0.43304 * safezoneW + safezoneX; y = 0.313091 * safezoneH + safezoneY; w = 0.139172 * safezoneW; h = 0.373939 * safezoneH; colorBackground[] = {0,0,0,0.5}; }; class topTrim: life_RscText { idc = 1000; text = "Bus Menu"; //--- ToDo: Localize; x = 0.427837 * safezoneW + safezoneX; y = 0.286011 * safezoneH + safezoneY; w = 0.144326 * safezoneW; h = 0.0219964 * safezoneH; colorBackground[] = {1,0.341,0.2,1}; }; class trimLeft: life_RscText { idc = 1001; x = 0.428893 * safezoneW + safezoneX; y = 0.313091 * safezoneH + safezoneY; w = 0.0041236 * safezoneW; h = 0.373939 * safezoneH; colorBackground[] = {1,0.341,0.2,1}; }; }; class controls { class interactionList: Life_RscListbox { idc = 1500; onLBDblClick = ""; x = 0.438167 * safezoneW + safezoneX; y = 0.324052 * safezoneH + safezoneY; w = 0.128863 * safezoneW; h = 0.318948 * safezoneH; //style = ST_CENTER; sizeEx = GUI_GRID_CENTER_H; }; class interactButton: Life_RscButtonMenu { idc = 2400; text = "Get On Bus"; //--- ToDo: Localize; onButtonClick = "[] spawn toxic_fnc_busStart"; x = 0.438168 * safezoneW + safezoneX; y = 0.654004 * safezoneH + safezoneY; w = 0.128863 * safezoneW; h = 0.0219964 * safezoneH; colorBackground[] = {1,0.341,0.2,1}; sizeEx = GUI_GRID_CENTER_H; }; class MapView: Life_RscMapControl { idc = 1919; x = 0 * safezoneW + safezoneX; y = 0 * safezoneH + safezoneY; w = 1 * safezoneW; h = 1 * safezoneH; maxSatelliteAlpha = 0.75; alphaFadeStartScale = 1.15; alphaFadeEndScale = 1.29; }; }; }; Step 5: OPEN "Altis_Life.Altis\Dialog\MasterHandler.hpp" and at the bottom ADD #include "Toxic_Bus_Menu.hpp" Step 6: OPEN "Altis_Life.Altis\Functions.hpp" at the very bottom ADD class Toxic_Functions { tag = "Toxic"; class Toxic_Main { file = "core\Toxic"; class busMenu {}; class busStart {}; }; }; Step 7: OPEN "Altis_Life.Altis\config\Config_Master.hpp" at the very bottom ADD class Toxic_Bus_Config { payment = CASH; //Change whether you want them to pay from their BANK or CASH on hand bus_3d = true; //True or False class Civilian { multipler = 0.1; //Price per KM multiplyer stops[] = { //{"DisplayName","Marker_Name"} {"Kavala","bus_kavala"}, {"Agios Dionysios","bus_agiosDionysios"}, {"Syrta","bus_syrta"}, {"Zaros","bus_zaros"}, {"Poliakko","bus_poliakko"}, {"Athira","bus_athira"}, {"Airport","bus_airport"}, {"Paros","bus_paros"}, {"Chalkeia","bus_chalkeia"}, {"Selakano","bus_selakano"} }; }; class Cop { multipler = 0.05; stops[] = { {"Kavala PD","bus_kavalaPD"}, {"Athira PD","bus_athiraPD"}, {"Pygros PD","bus_pygrosPD"} }; }; class Medic { multipler = 0.05; stops[] = { {"Kavala Hospital","bus_kavalaMed"}, {"Airport Hospital","bus_airportMed"}, {"Pygros Hospital","bus_pygrosMed"} }; }; }; Step 8: OPEN your mission.sqm in eden and add markers and signs where you wanna have bus stops. (You must have an object/sign and a marker at every bus stop) In the init field of the sign/object ADD this addAction["Bus Stop",toxic_fnc_busMenu]; Once you have added all your bus stops, go back to the Master_Config.hpp and edit the name of the bus stops and the marker names that goes with it. If I missed anything let me know, hope you enjoy!
  7. 2 points
    Your mods are probably stolen and that’s a measure of anti theft
  8. 2 points
    Greetings AltisLifeRPG Community, Our Website: http://clubhouserp.com Our TeamSpeak: ts3.clubhouserp.com Server IP: 178.32.117.144:2302 After a long time, I decided to get back into the Altis Life community with a friend. I think It's time to build and release a new good Altis Life server where it gets updated every week or two. Had enough of the admins ignoring you? Had enough of the terrible roleplay experiences? Welcome to ClubHouseRP. ClubHouseRP is a new server where there could be endless possibilities. We have future releases that are custom to us and us only coming soon. Our aim is our players, our focus is the roleplay and best experiences. We are pleased to release our current development to the public to play. We also welcome any suggestions that players might have and come to an agreement to create and build from there. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We are giving you a $75,000 head start on the server What we currently have on our server: Legal Jobs: All the defaults We have more to come, I am working on a new release for new jobs by Friday. Illegal Jobs: Meth Cocaine Marijuana Heroin MDMA / Ecstasy Misc: Gas Station Robbery Custom Skins Police Skins New Kavala Rebel Controlled Area (South) Impound Lot New Wanted List Identities (Can be changed when logging on a different profile) Points on your driving license which get revoked at 12 points Growing Drugs (Either in your house or outside) Many other things that are already in but I can't remember. Licenses: Corporation License (can be revoked if you want to switch to rebel) Our upcoming custom features: Custom status bar Uranium with radiation zone (For rebel license holders only) Corporation's own Plutonium mining Bank of Altis (Custom made by myself) Crafting Levelling / XP System Drug Cartel (For processing everything in one area) Get paid for capping gang hideouts + drug cartel SafeZone godmode, custom triggers + actions Police can ANPR to see the speed & if the driver is wearing a seatbelt or not Vehicle Key GPS showing [GPS ERROR] to increase the level of roleplay and stop those who want their vehicle back! Speed Cameras Auction Houses Bleeding Out & many other features that I have up my sleeves! ClubHouseRP Casino Uber Taxi System More illegal / legal jobs We have plenty of features that are to come within the upcoming week(s). We are always open to server suggestions! (Currently I am the only developer) Nothing is one sided. Every faction is equal! Screenshots: https://imgur.com/a/Rrchkp2 Some of these scripts are not made by me and I do not take any credits whatsoever. But they might be heavily edited. (We would like to thanks those who released scripts in the scripts section on AltisLifeRPG forums) Please don't criticize the server. It's in early stages and it will improve, that's a problem. Instead, please leave some feedback on what to improve on. This helps a lot
  9. 2 points
    rOlEpLaY bTw TaB tO dEcLaRe
  10. 2 points
    Author: Unknown ALL STEP FOR THE LIFE_SERVER 1. Creat a new .sqf file and named it "trafficLights.sqf" and copy following in the file: /* File: trafficLights.sqf */ _1a1 = nearestObject [[8538.83,6580.55,0.0999994], "Land_E76_trafficlight02a"]; _1a2 = nearestObject [[8564.94,6599.19,0.0999994], "Land_E76_trafficlight02a"]; _1b1 = nearestObject [[8560.69,6576.75,0.0999994], "Land_E76_trafficlight02a"]; _1b2 = nearestObject [[8542.31,6603.25,0.0999994], "Land_E76_trafficlight02a"]; _2a1 = nearestObject [[8559.91,6702.75,0.0999994], "Land_E76_trafficlight02a"]; _2a2 = nearestObject [[8584.66,6711.34,0.0999994], "Land_E76_trafficlight02a"]; _2b1 = nearestObject [[8582.81,6698.59,0.0999994], "Land_E76_trafficlight03a"]; _2b2 = nearestObject [[8561.75,6715.16,0.0999994], "Land_E76_trafficlight03a"]; _3a1 = nearestObject [[8633.36,6689.42,0.0999994], "Land_E76_trafficlight02a"]; _3a2 = nearestObject [[8658.5,6698.38,0.0999994], "Land_E76_trafficlight02a"]; _3b1 = nearestObject [[8635.84,6702.06,0.0999994], "Land_E76_trafficlight03a"]; _3b2 = nearestObject [[8656.66,6685.59,0.0999994], "Land_E76_trafficlight03a"]; _4a1 = nearestObject [[8654.06,6808.72,0.0999994], "Land_E76_trafficlight02a"]; _4a2 = nearestObject [[8681.03,6826.94,0.0999994], "Land_E76_trafficlight02a"]; _4b1 = nearestObject [[8677.22,6803.5,0.0999994], "Land_E76_trafficlight02a"]; _4b2 = nearestObject [[8659.03,6830.69,0.0999994], "Land_E76_trafficlight02a"]; _5a1 = nearestObject [[3566.718,7536.303,0.0999994], "Land_E76_trafficlight02a"]; _5a2 = nearestObject [[3549.829,7560.835,0.0999994], "Land_E76_trafficlight02a"]; _5b1 = nearestObject [[3566.718,7536.303,0.0999994], "Land_E76_trafficlight02a"]; _5b2 = nearestObject [[3549.829,7560.835,0.0999994], "Land_E76_trafficlight02a"]; _6a1 = nearestObject [[3474.609,7607.043,0.0999994], "Land_E76_trafficlight02a"]; _6a2 = nearestObject [[3466.915,7628.361,0.0999994], "Land_E76_trafficlight02a"]; _6b1 = nearestObject [[3479.372,7630.38,0.0999994], "Land_E76_trafficlight02a"]; _6b2 = nearestObject [[3459.278,7609.513,0.0999994], "Land_E76_trafficlight02a"]; _7a1 = nearestObject [[8300.073,6360.755,0.0999994], "Land_E76_trafficlight02a"]; _7a2 = nearestObject [[8320.945,6368.557,0.0999994], "Land_E76_trafficlight02a"]; _7b1 = nearestObject [[8315.313,6356.344,0.0999994], "Land_E76_trafficlight02a"]; _7b2 = nearestObject [[8306.522,6375.654,0.0999994], "Land_E76_trafficlight02a"]; as = [_1a1,_1a2,_2a1,_2a2,_3a1,_3a2,_4a1,_4a2,_5a1,_5a2,_6a1,_6a2,_7a1,_7a2];//as on same bs = [_1b1,_1b2,_2b1,_2b2,_3b1,_3b2,_4b1,_4b2,_5b1,_5b2,_6b1,_6b2,_7b1,_7b2];//bs on same //beim start auf rot setzen bs { _x animate ["switchred",0]; } foreach bs; active = as; lightSwitch = true; counter = 0; _lightLoop = { if(counter == 0) exitWith { { _x animate ["switchgreen",0]; } foreach active; { _x animate ["switchred",1]; } foreach active; counter = 3; }; if(counter < 17 && {counter > 0}) exitWith { counter = counter + 3; }; if(counter == 18) exitWith { { _x animate ["switchgreen",1]; } foreach active; { _x animate ["switchyellow",0]; } foreach active; counter = 21; }; if(counter < 23 && {counter > 17}) exitWith { counter = counter + 3; }; if(counter == 24) exitWith { { _x animate ["switchyellow",1]; } foreach active; { _x animate ["switchred",0]; } foreach active; counter = 27; }; if(lightSwitch) then { active = bs; lightSwitch = false; } else { active = as; lightSwitch = true; }; if(counter == 27) then { counter = 0; }; if(isServer && {life_loopExit}) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; as = nil; bs = nil; active = nil; lightSwitch = nil; counter = nil; [] remoteExecCall ["TON_fnc_trafficLights",hc_1]; }; if(isServer && {!isNil "hc_1"} && {!isNil "life_HC_isActive"} && {life_HC_isActive}) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; life_loopExit = true; as = nil; bs = nil; active = nil; lightSwitch = nil; counter = nil; [] remoteExecCall ["TON_fnc_trafficLights",hc_1]; }; }; [_lightLoop, 3, []] call CBA_fnc_addPerFrameHandler; 2. Now open the init.sqf and past on the bottom of the file following: [] execVM "\life_server\trafficLights.sqf"; Finish !
  11. 2 points
    I would add a list of unique features to your post People on here like to read on what scripts etc they can expect before joining servers so "features that I wont spoil it's something YOU need to find out!" Will most likely make people just skip your post buddy.
  12. 2 points
    Convert your server to imperial measurements! Updated May 10th 2018 This is a basic script that will allow your server to switch from metric to imperial measurement units. I cant take credit for the majority of the script however, 90% of the script is actually a feature Bohemia has in the game that is just hidden. All my code does is activate it and change the HUD in vehicles to say MPH and FT. Yea I know its dirty but it works IMAGE Features Changes speed of aircraft and vehicles into Miles Per Hour (MPH) Changes ALT in aircraft to Feet (FT) Changes way points put on the map to Feet and Miles (FT & MI) Air craft way points will be shown as Nautical Miles (NM) Other minor changes to measurement units. Install Open init.sqf in the Altis_Life.Altis\core folder. At the very bottom add the following code. setSystemOfUnits 2; onEachFrame { ((uiNamespace getVariable "RscUnitInfo") displayCtrl 1004) ctrlSetText "mph"; ((uiNamespace getVariable "RscUnitInfo") displayCtrl 1005) ctrlSetText "ft"; }; Open fn_radar.sqf in the Altis_Life.Altis\core\cop folder. Replace Line 11 with _speed = round ((speed _vehicle) * 0.62); PBO Download (Optional) Don't want to go though the hassle of editing the mission, or do you want to use this in other servers or single player? Well then this PBO is for you! Note: This will not change the default police radar settings, (Steps 3 and 4 listed above) STEAM WORKSHOP DOWNLOAD
  13. 2 points
    The grammatical mistakes hurt my bones
  14. 2 points
    Author: Black Lagoon Original Video: Youtube (but this video not working on 5.0 it is old video) Hi, 1. Download this files, Download files from mega 2. Extract all files to your mission file. 3. Go into your "Functions.hpp" then add this codes after class Master_Directory class Market { file = "core\market"; class openMarketView {}; class refreshMarketView {}; class marketShortView {}; class marketBuy {}; class marketSell {}; class marketGetBuyPrice {}; class marketGetSellPrice {}; class marketconfiguration {}; class marketReset {}; class marketChange {}; class marketGetRow {}; class marketGetPriceRow {}; class marketSetPriceRow {}; }; Like this, class Master_Directory { file = "core"; class initCiv {}; class initCop {}; class initMedic {}; class setupActions {}; class setupEVH {}; class survival {}; class welcomeNotification {}; }; class Market { file = "core\market"; class openMarketView {}; class refreshMarketView {}; class marketShortView {}; class marketBuy {}; class marketSell {}; class marketGetBuyPrice {}; class marketGetSellPrice {}; class marketconfiguration {}; class marketReset {}; class marketChange {}; class marketGetRow {}; class marketGetPriceRow {}; class marketSetPriceRow {}; }; 4. And add this code to into your class Functions. class randomRound {}; 5. Then go into your "dialogs\MasterHandler.hpp" and add this code to end of the file. #include "common_EditorWrapper.hpp" #include "market.hpp" 6. Go into your "dialogs\player_inv.hpp" and add this code after the class ButtonSyncData. class ButtonMarket : Life_RscButtonMenu { idc = 3025; text = "Market"; onButtonClick = "[] spawn life_fnc_openMarketView;"; x = 0.26 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); y = 0.805; w = (6.25 / 40); h = (1 / 25); }; Like this, class ButtonSyncData : life_RscButtonMenu { idc = -1; //shortcuts[] = {0x00050000 + 2}; text = "$STR_PM_SyncData"; onButtonClick = "[] call SOCK_fnc_syncData;"; x = 0.1; y = 0.805; w = (6.25 / 40); h = (1 / 25); }; class ButtonMarket : Life_RscButtonMenu { idc = 3025; text = "Market"; onButtonClick = "[] spawn life_fnc_openMarketView;"; x = 0.26 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); y = 0.805; w = (6.25 / 40); h = (1 / 25); }; 7. Go into your "init.sqf" at the main directory and add this code. if(isDedicated && isNil("life_market_prices")) then { [] call life_fnc_marketconfiguration; diag_log "Market prices generated!"; "life_market_prices" addPublicVariableEventHandler { diag_log format["Market prices updated! %1", _this select 1]; }; //Start server fsm [] execFSM "core\fsm\server.fsm"; diag_log "Server FSM executed"; }; Finally, you can edit item prices from fn_marketConfiguration.sqf and you can edit "News: item increased-decreased." broadcasts from fn_marketChange.sqf".
  15. 1 point
    TUTORIAL Author: Grumpy Old Man Modified by: Person2611 Difficulty: Easy Preview I want to thank Grump Old Man for the code to make PA or Speaker announcements. I know there is one currently for the Purge event but this one is simply for placing speakers in towns of police stations etc. I have tested this and it does work in 5.0 so it will most likely work in lower releases Let's start. 1. Create a new folder called scripts in your main mission file and create a new sqf file and name it loudspeaker.sqf and paste this: GOM_fnc_baseLoudspeakers = { params ["_loudspeakers","_sounds"]; GOM_fnc_basePlaySounds = true; while {GOM_fnc_basePlaySounds} do { sleep random [300,600,900]; //Amount of random time it will take to play in seconds. I recommend you keep it, currently set at 5 minute, 10 minute and 15 minute random intervals { _sound = selectRandom _sounds; if (alive _x) then { [_x,_sound] remoteExec ["say3D",0]; }; } forEach _loudspeakers; }; }; //to call it: _loudspeakers = [speaker1,speaker2]; //Object variable name change this to suit your needs. If you wish to add more than two simply continue with a , after the name _sounds = ["sound","sound1"]; //Name of the sound file replace to suit your needs. _play = [_loudspeakers, _sounds] spawn GOM_fnc_baseLoudspeakers; Now save the file in your scripts folder if you haven't done it already 2. Open your description.ext and under CfgSounds create a new class. Like so: class sound { name = "sound"; sound[] = {"\sounds\sound.ogg", 14.0, 1}; titles[] = {}; }; Replace the word sound to the name of the sound file you intend to use. 3. Go to the init.sqf in the main mission file and add the following: [] execVM "scripts\loudSpeaker.sqf" Now save and close 4. Go into the editor of ARMA 3 and place some loudspeakers to where you want them and name them speaker1 etc or what you want to name them 5. Add the .ogg files to your sounds folder. All done! This is working perfectly for me exactly as it is set out above if you have problems then you've likely screwed up somewhere so go back and study it, not being bothered to check is not an excuse to reply with an easily fixed problem.
  16. 1 point
    Hopefully you do something good. Interested to see what you do to make it different.
  17. 1 point
    Just add it into life_server\Functions\Systems\fn_manageSc.sqf That'll add the people using the default Altis Life system although you will have to assign your radio to a variable after you create it. Example: life_server\Functions\Systems\fn_manageSc.sqf /* File: fn_manageSC.sqf Author: Bryan "Tonic" Boardwine Description: User management of whether or not they want to be on a sidechat for their side. */ private ["_unit","_bool","_side"]; _unit = [_this,0,objNull,[objNull]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _side = [_this,2,civilian,[west]] call BIS_fnc_param; if (isNull _unit) exitWith {}; switch (_side) do { case west: { if (_bool) then { life_radio_west radioChannelAdd [_unit]; } else { life_radio_west radioChannelRemove [_unit]; }; }; case civilian: { if (_bool) then { life_radio_civ radioChannelAdd [_unit]; } else { life_radio_civ radioChannelRemove [_unit]; }; }; case independent: { if (_bool) then { life_radio_indep radioChannelAdd [_unit]; } else { life_radio_indep radioChannelRemove [_unit]; }; }; }; life_radio_custom radioChannelRemove [_unit]; //Not sure if this is needed or not ¯\_(ツ)_/¯ life_radio_custom radioChannelAdd [_unit]; In life_server\init.sqf After: /* Setup radio channels for west/independent/civilian */ life_radio_west = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; life_radio_civ = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; life_radio_indep = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; Insert: life_radio_custom = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "New Radio", "%UNIT_NAME", []]; Untested, don't know if it will work.
  18. 1 point
  19. 1 point
    Martial Law is declared only during extreme situations. If you have a legal gun, good for you stay inside or put it away out of site if you lose your gun that's entirely your fault and no one elses.
  20. 1 point
    I dont remeber where I find it but I have it in my old styff, very usefull for vanilla server. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Difficulty: Easy Author: MoNtEcRiStO© -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Add it in: mission.Altis/core/fn_survival.sqf [] spawn { private["_bp","_load","_cfg"]; while{true} do { waitUntil {backpack player != ""}; _bp = backpack player; _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload"); _load = round(_cfg / 8); life_maxWeight = life_maxWeight + _load; if(playerSide == west) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <---- Sac invisible chez les flics if(playerSide == independent) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <----- Sac Invisible chez les Medics waitUntil {backpack player != _bp}; if(backpack player == "") then { life_maxWeight = life_maxWeight; }; }; }; Done!
  21. 1 point
  22. 1 point
    core\functions\fn_keyHandler.sqf
  23. 1 point
    One question: why do cops have 'police' written on their asses?
  24. 1 point
    @Sgt. Duck I'm late to the party but you got roasted McToasted my man.
  25. 1 point
    Dear Arma Life Community. It's time. Time to release and build something remarkable, something that will set the bar and standard that will leave you speechless. After leaping around from one community to another I myself have come to an agreement with discussing with my fellow founders and managers. We are going to work on a Modded Arma Life server that will stand out. More About us: Prime Network is a newly formed community that focuses on Arma 3 Life and we insist on providing the best experience. It's the usual custom framework "handed down" but it really is not the case. We have worked on servers where we did not have a clear vision and weren't too sure about where we lie in the future. With gathering enough assets and resources we have decided to commence our long journey to success, even though its going to be a tough ride we are willing to risk everything! We currently use someones framework however we have implemented a ton of ideas, and features that I wont spoil it's something YOU need to find out! Where can you find us ?: https://www.facebook.com/Prime-Network-593417111034795 - Our community facebook https://www.prime-network.net - Our forums ts3.prime-network.net:9995 - Our Teamspeak 3 Server https://steamcommunity.com/groups/Prime-Network - Steam group Even though this is the beginning to something great our journey may lead us across steam. Help us out by sharing and registering onto our forums. Kindest Regards Management of Prime Network
  26. 1 point
    Their other server was Ben Harris' framework. This is probably just the same to be honest. CuStOm FrAmEwOrK bTw
  27. 1 point
    https://www.altisliferpg.com/topic/341-treasure/
  28. 1 point
    Rust All Over Again???
  29. 1 point
    It is good for mods but not for missons
  30. 1 point
    I would recommend upgrading but if you already have customised your 4.4 framework its not as easy as just dragging files over to the new 5.0.0 and hoping it will work, you would need to start again completely from scratch and redo any edits you have made to your 4.4 framework which can be annoying since you have already done it once and time consuming as you will already know, if you have the time upgrade, but if not just try to fix what you already have.
  31. 1 point
    There is an extremely high chance someone will add you to either: Rip your files Use your VPS for their own purposes Or fuck you over after a long time/short time Tread carefully
  32. 1 point
    I apologize for the inconvenience of this alert to any all viewers of this post. North Light Studios has officially been deactivated. I simply just don't have time for Arma Development anymore.
  33. 1 point
    Pls stop salt I hate salt on my French fries
  34. 1 point
    Thanks for your reply, the issue has been resolved. Inbound/ Outbound Port UDP was being restricted by Firewall.
  35. 1 point
    World-of-Roleplay Erzähle deine eigene Geschichte auf WoR Ab dem 22.06.2017 haben sich die Tore für world-of-roleplay geöffnet. Die Bürger konnten sich nun endlich auf der Insel Malden niederlassen und die neue Umgebung erkunden. Wir bauen den Server auf und legen viel Wert auf das Hardcore RP. Die Staatlichen Fraktionen - Polizei: Die Polizei ist bei uns auf Malden eine Mischung aus dem Deutschen und Amerikanischen Polizei System. Man arbeitet sich mit viel Training und Ausbildungen die Ränge hoch. Man muss sich immer an Roleplay halten. Was bietet die Polizei an: Die Patrol Unit ist wie der Name schon sagt für den ganzen Staat zuständen und die Patrol Unit ist für regulären Streifendienst zuständig - Sanitäter: Im Rettungsdienst werden immer erfahrene Mitarbeiter gesucht . Wer sich gut mit ACE3 beziehungsweise mit Atropin,Epinephrin und Morphin auskennt Sanitäter kümmern sich um verletzte Personen. - Feuerwehr: Die Feuerwehr kümmert sich um Häuserbrände wie auch um Autobrände. - Telefon/GPS: Beim Telefon script müsst ihr eure nummer an andere weitergeben damit die euch anrufen können das läuft über tfar oder eine sms schreiben es gibt verschiedene flats fürs handy und sim karte wie auch selfies kann man machen oder gps paar Bilder sehen sie gleich da unten Auf World-of-Roleplay findet ihr ein nie dagewesenes Roleplay Info: Realeistische preise Weiterentwickelte Script/Mods Skill und Exp System Neuartiges Waffenshop Viele neue Farmjobs Waffen Dealer als person Auto Dealer als person Frauen Gesichter,Kleidung Auto Handel(du kannst Autos an Spieler verkaufen) Dynamisches Markt system(nicht von ryan) Filialbank zum ausrauben Kompetentes Admin Team monatliche Community Besprechung Wir nehmen Leute auch mit Handycaps auf Wir sind ein Whitelist Server Telefon Script GPS System - Team: Projektleiter: Steven Stellv.Projektleiter: Jayden Manager: Ivan.K Stellv.Manager: Kelly Black - Kontaktdaten: Forum: http://world-of-roleplay.com Teamspeak³: world-of-roleplay.com Wiki: http://world-of-roleplay.com/wiki Whitelistung :https://www.formlets.com/forms/tNe2E1Dtaw2bhTr7/ Serverip: world-of-roleplay.com port:2302 Wir Freuen uns auf Dich Das WoR Team
  36. 1 point
    Has anyone managed to run in 5.0?
  37. 1 point
    I like that sentence
  38. 1 point
    Low effort post, 4 out of the 6 'features' aren't even features.
  39. 1 point
    (its a German Special Forces Van). Van
  40. 1 point
    yes but its a "feature" that takes .2 seconds to do.
  41. 1 point
    you know i thought everyone using the same scripts is bad BUT EVERYONE MAKING SERVERS USE THE BEN HARRIS FRAMEWORK NOWADAYS AUYDHASIDJNKASHBDASJNAAAAAAAAAAAAAAAAAAAAAAAAA
  42. 1 point
  43. 1 point
    Hello Guys, today Im going to show you the new Spawnscreen I made (exclusive only for ALRPG). As usal, you can use this script, but your are not allowed to post this Tutorial in any other Forum. Create a new file in the dialog folder called spawnSelection.hpp class life_spawn_selection { idd = 38500; name = "life_spawn_selection"; movingenable = 0; enablesimulation = 1; class controlsBackground { class BGha : Life_RscPicture { idc = 38531; colorbackground[] = {1,1,1,0}; text = "textures\spawnscreen.paa"; x = 0 * safezoneW + safezoneX; y = 0 * safezoneH + safezoneY; w = 1 * safezoneW; h = 1 * safezoneH; }; class MapView : Life_RscMapControl { idc = 38502; colorbackground[] = {1,1,1,0}; x = 0.622916666666667 * safezoneW + safezoneX; y = 0.113077679449361 * safezoneH + safezoneY; w = 0.192708333333333 * safezoneW; h = 0.438544739429695 * safezoneH; maxsatellitealpha = 0.75; alphafadestartscale = 1.15; alphafadeendscale = 1.29; coloroutside[] = {0,1,1,1}; colorsea[] = {0.392156862745098,0.584313725490196,0.929411764705882,1}; }; }; class controls { class SpawnPointList : Life_RscListNBox { idc = 38510; text = ""; sizeex = 0.041; coloumns[] = {0,0,0.9}; drawsidearrows = 0; idcleft = -1; idcright = -1; rowheight = 0.050; x = 0.477083333333333 * safezoneW + safezoneX; y = 0.114060963618486 * safezoneH + safezoneY; w = 0.145833333333333 * safezoneW; h = 0.363815142576205 * safezoneH; onlbselchanged = "_this call life_fnc_spawnPointSelected;"; }; class spawnButton : Life_RscButtonMenu { type = 1; style = "0x02"; colorbackground[] = {1,1,1,0}; text = "Neues Leben"; onbuttonclick = "[] call life_fnc_spawnConfirm"; x = 0.477083333333333 * safezoneW + safezoneX; y = 0.47984267453294 * safezoneH + safezoneY; w = 0.145833333333333 * safezoneW; h = 0.0707964601769911 * safezoneH; colorbackgroundactive[] = {1,1,1,0}; colorbackgrounddisabled[] = {0.95,0.95,0.95,0}; offsetx = 0.003; offsety = 0.003; offsetpressedx = 0.002; offsetpressedy = 0.002; colorshadow[] = {1,1,1,0}; colorborder[] = {0,0,0,0}; bordersize = 0.008; idc = 1000; colorbackgroundfocused[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; color[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; color2[] = {1,1,1,0}; colortext[] = {1,1,1,0}; }; }; }; Now you just need to add the .paa to your textures folder. Thats all. Pic of the whole stuff: spawnscreen.paa
  44. 1 point
    "You and your friends are known for putting communities down trying to find whatever you can to do this" No we aren't lol! But if you don't want to be found out, don't steal shit or do a better job at concealing it, it's pretty simple Don't forget you guys (Respawn, Reaper) wiped our old dedi box and locked us out of it, i have a legitimate reason to despise you and your little friends. I don't need to put you down, you guys do a great job of making yourselves look bad already. I liked the bar and was looking at how you did it.....i then saw the http link, and thought...that's a bit out of order, looked for the site it related to..and they looked identical. So let these guys know so they could contact you and get you to sort your shit out. Disabled right click on your site....hmmmmmmmmmmmmmmmmmmmmmmmmmmm.....you know you can cntrl+shift+c to inspect the element right? I see you changed it to "logo" now, it's a step in the right direction, good job. "In regards to the bar, it can be easily recreated by some simple code. " So why didn't you create it yourself then ??? Anyways, you guys must be busy trying to hide evidence so i'll leave you to crack on with that. Might want to get a legitimate IPS license and sort your Bohemia Monitization out whilst your at it https://www.youtube.com/watch?v=WcWM_1hBu_c
  45. 1 point
    Credit to Entity for his Spawnmenu. I used his dialog coordinates for my GPS Window Difficulty: Easy Author: Tonic modified by Walkero0 MyLifeVersion: 5.0.0 I used Tonics Spawnprocedure to create a GPS System ("Markerfinder") Image *Update* 30.12.2016: Fixed some bugs. Added SetGPS Point: Executes a Taskdestination on the given MapPosition. Add to the bottom of config\Config_Master.hpp: #include "Config_GPSPoints.hpp" add in dialog\Masterhandler.hpp: #include "gpsSelection.hpp" add in Functions.hpp: class GPS { file = "core\gps"; class gpsMenu {}; class gpsPointCfg {}; class gpsPointSelected {}; class setgpsPoint {}; }; Add in player_inv.hpp: class ButtonGPSMenu: Life_RscButtonMenu { idc = -1; text = "$STR_PM_GPSMenu"; onButtonClick = "[] spawn life_fnc_gpsMenu"; x = 0.1 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); y = 0.805; w = (6.25 / 40); h = (1 / 25); }; add to stringtable.xml: <Key ID="STR_PM_GPSMenu"> <Original>GPS Menu</Original> <Czech>Nabídka GPS</Czech> <Spanish>Menu GPS</Spanish> <Russian></Russian> <German>GPS Menü</German> <French>Menu GPS</French> <Italian>Menu GPS</Italian> <Portuguese>Menu GPS</Portuguese> <Polish>GPS Menu</Polish> </Key> <Key ID="STR_location_CSP"> <Original>Current GPS Point</Original> <Czech>Current GPS Point</Czech> <Spanish>Current GPS Point</Spanish> <Russian></Russian> <German>Aktueller GPSpunkt</German> <French>Current GPS Point</French> <Italian>Current GPS Point</Italian> <Portuguese>Current GPS Point</Portuguese> <Polish>Current GPS Point</Polish> </Key> <Key ID="STR_GPS_Title"> <Original>GPS Selection</Original> <Czech>GPS Selection</Czech> <Spanish>Selección de GPS</Spanish> <Russian></Russian> <German>GPS Auswahl</German> <French>Selection du GPS</French> <Italian>Selezione GPS</Italian> <Portuguese>Locais para Começar</Portuguese> <Polish>Wybierz punkt odrodzenia</Polish> </Key> <Key ID="STR_GPS_Finish"> <Original>You have arrived at your destination</Original> <Czech>Že jste přišel o svého cíle</Czech> <Spanish>Ha llegado un su objetivo</Spanish> <Russian></Russian> <German>Du bist an deinem Ziel angekommen!</German> <French>Vous êtes arrivé un votre objectif</French> <Italian>Sei arrivato un tuo obiettivo</Italian> <Portuguese>Você chegou a sua meta</Portuguese> <Polish>Po przyjeździe na swój cel</Polish> </Key> <Key ID="STR_Set_GPS"> <Original>set GPS Point</Original> <Czech>nastavit GPS bod</Czech> <Spanish>Establecer punto GPS</Spanish> <Russian></Russian> <German>Wegpunkt setzen</German> <French>Définir le point GPS</French> <Italian>set GPS Point</Italian> <Portuguese>Definir ponto GPS</Portuguese> <Polish>zadana GPS</Polish> </Key> <Key ID="STR_get_GPS"> <Original>Buy a GPS at Generalstore!</Original> <Czech>nastavit GPS bod</Czech> <Spanish>Comprar un GPS</Spanish> <Russian></Russian> <German>Kauf dir ein GPS</German> <French>Acheter un GPS</French> <Italian>Comprare un GPS</Italian> <Portuguese>Compre um GPS</Portuguese> <Polish>Kup GPS</Polish> </Key> Add these lines under /* Functions for everyone */ in your CfgRemoteExec.hpp F(BIS_fnc_settask,ANYONE) //GPS F(bis_fnc_deletetask,ANYONE) //GPS F(bis_fnc_settasklocal,ANYONE) //GPS Add this under Backend Variables in your configuration.sqf life_gps_point = ""; life_lastgps_point = ""; To delete the Task when you have arrived at the GPS Destination: add to missionfile\init.sqf: [] execVM "scripts\deletetask.sqf"; Add Files--> done. I really don't know if this is required: I added this to core\clientValidator to _vars: ,"life_lastgps_point","life_gps_point" Map Altis: If you use Altis Map change the class in config\Config_GPSPoints.hpp (line 13) to Altis: class Altis { and use this for every Side civ, cop, medic: class Kavala { displayName = "Kavala"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Athira { displayName = "Athira"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Pyrgos { displayName = "Pyrgos"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Sofia { displayName = "Sofia"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; instead of this: class Georgetown { displayName = "Georgetown"; gpsMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Balavu { displayName = "Balavu"; gpsMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Tuvanaka { displayName = "Tuvanaka"; gpsMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Lijnhaven { displayName = "Lijnhaven"; gpsMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; Please let me know if I made any mistakes. Have a look into the Config_GPSPoints.hpp to set your Markers correctly Files: GPS_system.rar
  46. 1 point
    Hey everyone, decided I'm going to start releasing assets I've made and or contributed to from Orion, here's the HUD: I won't go into too much detail on how to set it all up, just give the assets. Looks like this, + seatbelt icon in vehicle: hud_stats.hpp //--------------------------------- //By Repentz //--------------------------------- #define INFINITE 1e+1000 #define IDC_LIFE_BAR_FOOD 2200 #define IDC_LIFE_BAR_FOOD_RING 3200 #define IDC_LIFE_BAR_WATER 2201 #define IDC_LIFE_BAR_WATER_RING 3201 #define IDC_LIFE_BAR_HEALTH 2202 #define IDC_LIFE_BAR_HEALTH_RING 3202 //#define IDC_LIFE_BAR_POOP 4202 #define IDC_LIFE_BAR_Speaker 3007 #define IDC_LIFE_BAR_SeatBelt 4203 class playerHUD { idd = -1; duration = INFINITE; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { LIFE_BAR_FOOD_RING, LIFE_BAR_WATER_RING, LIFE_BAR_HEALTH_RING, LIFE_BAR_Speaker, LIFE_BAR_SeatBelt }; class LIFE_BAR_SeatBelt: Life_RscPicture { idc = IDC_LIFE_BAR_SeatBelt; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.574333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_Speaker: Life_RscPicture { idc = IDC_LIFE_BAR_Speaker; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.640333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_HEALTH_RING: Life_RscPicture { idc = IDC_LIFE_BAR_HEALTH_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.706333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_FOOD_RING: Life_RscPicture { idc = IDC_LIFE_BAR_FOOD_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.772333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_WATER_RING: Life_RscPicture { idc = IDC_LIFE_BAR_WATER_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.838333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; }; HudUpdate: #include "..\..\script_macros.hpp" //--------------------------------- //By Repentz //--------------------------------- #define INFINITE 1e+1000 #define IDC_LIFE_BAR_FOOD 2200 #define IDC_LIFE_BAR_FOOD_RING 3200 #define IDC_LIFE_BAR_WATER 2201 #define IDC_LIFE_BAR_WATER_RING 3201 #define IDC_LIFE_BAR_HEALTH 2202 #define IDC_LIFE_BAR_HEALTH_RING 3202 #define IDC_LIFE_BAR_Speaker 3007 #define IDC_LIFE_BAR_SeatBelt 4203 disableSerialization; if(isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; //[LIFE_ID_PlayerTags,"onEachFrame"] call BIS_fnc_removeStackedEventHandler; LIFE_ID_PlayerTags = ["LIFE_PlayerTags","onEachFrame","life_fnc_playerTags"] call BIS_fnc_addStackedEventHandler; if(!isNil "life_seatbelt") then { if ( vehicle player != player ) then { if(life_seatbelt) then { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText "VindicateAssets\images\textures\HUD\seatbeltOn.paa"; } else { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText "VindicateAssets\images\textures\HUD\seatbeltOff.paa"; }; } else { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText ""; }; }; if(!isNil "life_fadeSound") then { if(life_fadeSound) then { LIFEctrl(IDC_LIFE_BAR_Speaker) ctrlSetText "VindicateAssets\images\textures\HUD\earplugsY.paa"; } else { LIFEctrl(IDC_LIFE_BAR_Speaker) ctrlSetText "VindicateAssets\images\textures\HUD\earplugsN.paa"; }; }; if(!isNil "life_thirst") then { if (life_thirst <= 100) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water0.paa"; }; if (life_thirst <= 90) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water1.paa"; }; if (life_thirst <= 80) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water2.paa"; }; if (life_thirst <= 70) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water3.paa"; }; if (life_thirst <= 60) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water4.paa"; }; if (life_thirst <= 50) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water5.paa"; }; if (life_thirst <= 40) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water6.paa"; }; if (life_thirst <= 30) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water7.paa"; }; if (life_thirst <= 20) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water8.paa"; }; if (life_thirst <= 10) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water9.paa"; }; if (life_thirst <= 0) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water10.paa"; }; }; if (damage player >= 0) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health0.paa"; }; if (damage player >= 0.01) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health1.paa"; }; if (damage player >= 0.02) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health2.paa"; }; if (damage player >= 0.03) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health3.paa"; }; if (damage player >= 0.07) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health4.paa"; }; if (damage player >= 0.13) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health5.paa"; }; if (damage player >= 0.2) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health6.paa"; }; if (damage player >= 0.3) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health7.paa"; }; if (damage player >= 0.4) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health8.paa"; }; if (damage player >= 0.7) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health9.paa"; }; if (damage player >= 1) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health10.paa"; }; if(!isNil "life_hunger") then { if (life_hunger <= 100) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food0.paa"; }; if (life_hunger <= 90) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food1.paa"; }; if (life_hunger <= 80) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food2.paa"; }; if (life_hunger <= 70) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food3.paa"; }; if (life_hunger <= 60) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food4.paa"; }; if (life_hunger <= 50) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food5.paa"; }; if (life_hunger <= 40) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food6.paa"; }; if (life_hunger <= 30) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food7.paa"; }; if (life_hunger <= 20) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food8.paa"; }; if (life_hunger <= 10) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food9.paa"; }; if (life_hunger <= 0) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food1.paa"; }; }; hudSetup: #include "..\..\script_macros.hpp" disableSerialization; 2 cutRsc ["playerHUD","PLAIN"]; [] call life_fnc_hudUpdate; [] spawn { private["_dam"]; while {true} do { _dam = damage player; waitUntil {(damage player) != _dam}; [] call life_fnc_hudUpdate; }; }; setupActions for all life_actions pushBack (player addAction["<t color = '#009900'>Put on Seatbelt</t>",life_fnc_seatbelt,"",6,false,false,"",' !life_seatbelt && vehicle player != player ']); life_actions pushBack (player addAction["<t color = '#ff3300'>Remove Seatbelt</t>",life_fnc_seatbelt,"",6,false,false,"",' life_seatbelt && vehicle player != player ']); Assets included named HUD.rar HUD.rar
  47. 1 point
    Autor: Entity Replace the spawnSelection.hpp by that: class life_spawn_selection { idd = 38500; movingEnabled = 0; enableSimulation = 1; class controlsBackground { class life_RscTitleBackground: Life_RscText { idc = 1000; x = 0.0101577 * safezoneW + safezoneX; y = 0.0291999 * safezoneH + safezoneY; w = 0.170156 * safezoneW; h = 0.9438 * safezoneH; colorBackground[] = {0.294,0.286,0.286,0.8}; }; class Title: Life_RscText { idc = 1001; text = "Spawn Selection"; x = 0.0132501 * safezoneW + safezoneX; y = 0.0402 * safezoneH + safezoneY; w = 0.164999 * safezoneW; h = 0.0242 * safezoneH; }; class MapView: Life_RscMapControl { idc = 38502; x = 0.183407 * safezoneW + safezoneX; y = 0.0292 * safezoneH + safezoneY; w = 0.8085 * safezoneW; h = 0.9438 * safezoneH; maxSatelliteAlpha = 0.75; alphaFadeStartScale = 1.15; alphaFadeEndScale = 1.29; }; }; class controls { class spawnList: Life_RscListNbox { idc = 38510; x = 0.0153125 * safezoneW + safezoneX; y = 0.071 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.847 * safezoneH; text = ""; sizeEx = 0.041; coloumns[] = {0,0,0.9}; drawSideArrows = 1; idcLeft = -1; idcRight = -1; rowHeight = 0.050; onLBSelChanged = "_this call life_fnc_spawnPointSelected;"; }; class spawnButton: Life_RscButtonMenu { idc = -1; text = "Enter"; x = 0.0153125 * safezoneW + safezoneX; y = 0.9246 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.033 * safezoneH; style = "0x02"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; colorBackgroundActive[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1}; colorBackgroundDisabled[] = {0.95,0.95,0.95,0}; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = {0,0,0,1}; colorBorder[] = {0,0,0,0}; borderSize = 0.008; onButtonClick = "[] call life_fnc_spawnConfirm"; }; }; }; Screenshot:http://imgur.com/nrCSz9c Finish !
  48. 1 point
    This is a simple guide on how to add the feature of having new civilians spawn with hats, backpacks, vests, etc. It's extremely simple. 1. Go to fn_civLoadout.sqf 2. Open it, replace it with this, or view the code below and make changes where necessary: /* File: fn_civLoadout.sqf Author: Tobias 'Xetoxyc' Sittenauer Edited by Repentz to add custom clothing Description: Loads the civs out with the default gear, with randomized clothing / */ private ["_handle"]; _handle = [] spawn life_fnc_stripDownPlayer; waitUntil {scriptDone _handle}; _clothings = ["U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_stripped","U_C_Poloshirt_tricolour","U_C_Poloshirt_salmon","U_C_Poloshirt_redwhite","U_C_Commoner1_1"]; /* Start Repentz */ _repentzHat = ["H_Booniehat_dirty","H_Booniehat_grn","H_Cap_blu"]; _repentzBackpack = ["B_TacticalPack_blk","B_Kitbag_rgr"]; _repentzVest = ["V_Press_F","V_I_G_resistanceLeader_F"]; player addHeadgear (selectRandom _repentzHat); player addBackpack (selectRandom _repentzBackpack); player addVest (selectRandom _repentzVest); /* End Repentz */ player addUniform (selectRandom _clothings); /* ITEMS */ player linkItem "ItemMap"; player linkItem "ItemCompass"; [] call life_fnc_playerSkins; [] call life_fnc_saveGear; You can add as many classnames as you want to the variables for example ,"H_Cap_blu","new classname of hat"
  49. 1 point
  50. 1 point
    ======================================================================================================================================= [TUTORIAL] Adding Opening Song [4.4r3] Difficulty: Very Easy Publish by: Mr.Bananaman Source AltisLifeRPG.com cache *This is my first topic. ======================================================================================================================================= 1.Open your /Mission.Map/description.ext and add this code under "class CfgSounds" class CfgMusic { tracks[]={}; class Welcome { name = ""; sound[] = {"\sounds\welcome.ogg", db+0, 1.0}; }; }; Like this class CfgSounds { sounds[] = {}; class SirenLong { name = "SirenLong"; sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1}; titles[] = {}; }; class medicSiren { name = "medicSiren"; sound[] = {"\sounds\medic_siren.ogg", 1.0, 1}; titles[] = {}; }; class tazersound { name = "Tazersound"; sound[] = {"\sounds\tazer.ogg", 0.25, 1}; titles[] = {}; }; }; class CfgMusic //<<<<<<<<<<<<<<<<<<<<<<<<<<<< your code { tracks[]={}; class Welcome { name = ""; sound[] = {"\sounds\welcome.ogg", db+0, 1.0}; }; }; 2.Open yor /Mission.Map/dialog/function/fn_spawnConfirm.sqf and add this code on the end of the script playMusic "Welcome"; Like this if (life_firstSpawn) then { life_firstSpawn = false; [] call life_fnc_welcomeNotification; }; [] call life_fnc_playerSkins; [] call life_fnc_hudSetup; playMusic "Welcome"; //<<<<<<<<< your code 3.Find an opening song what you want in .mp3 and converter it to .ogg and place them in /Mission.Map/sounds/welcome.ogg DONE!! *This is my first topic *Sorry for my bad english, I am Thailand.