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 10/22/2017 in all areas

  1. 7 points
    Hello, I just wanted to release the fitting Interface for MatzeMedias Zmenu Template, since many requested this. This is my first Interface so you might be patient. You can get the MatzeMedia Template (im not allowed to Upload the Template, just the paa) https://native-network.net/downloads/file/202-free-inventory-template-psd/ You might have to change Something, so it fits for your Interface, and you have to change the Dynmarket Button, since there is no dynmarket in 5.0 life I replaced the Dynmarket Button with the Wantedlist Button. just replace your player_inv.hpp with this code (Main missionfile Dialog folder): ////Interface by Mediaforge/MatzeDesigns, GUI by Matthias Burns///// #include "player_sys.sqf" class playerSettings { idd = playersys_DIALOG; name = "playerSettings"; movingenable = 1; enablesimulation = 1; class controlsBackground { class MainBackground : Life_RscPicture { text = "textures\zmenu.paa"; idc = -1; x = 0.128125 * safezoneW + safezoneX; y = -0.126843657817109 * safezoneH + safezoneY; w = 0.7796875 * safezoneW; h = 1.40412979351032 * safezoneH; }; }; class controls { class itemList : Life_RscListBox { idc = item_list; sizeex = 0.030; x = 0.578125 * safezoneW + safezoneX; y = 0.44346116027532 * safezoneH + safezoneY; w = 0.2421875 * safezoneW; h = 0.32448377581121 * safezoneH; colorbackground[] = {1,1,1,0}; colortext[] = {1,1,1,1}; }; class moneyEdit : Life_RscEdit { idc = 2018; text = "1"; sizeex = 0.030; x = 0.3371875 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.071666666666667 * safezoneW; h = 0.0344149459193708 * safezoneH; colorbackground[] = {1,1,1,0}; colortext[] = {1,1,1,1}; }; class moneyStatusInfo : Life_RscStructuredText { idc = 2015; sizeex = 0.020; text = ""; x = 0.259895833333333 * safezoneW + safezoneX; y = 0.504424778761062 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.202556538839725 * safezoneH; }; class NearPlayers : Life_RscCombo { idc = 2022; x = 0.255208333333333 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.0807291666666667 * safezoneW; h = 0.0344149459193708 * safezoneH; colorselect[] = {0.141176470588235,0.133333333333333,0.133333333333333,1}; coloractive[] = {0.501960784313725,0.501960784313725,0.501960784313725,1}; color[] = {1,1,1,0}; }; class moneyDrop : Life_RscButtonMenu { idc = 2001; text = ""; onbuttonclick = "[] call life_fnc_giveMoney"; sizeex = 0.025; x = 0.184969065656565 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.068155934343435 * safezoneW; h = 0.0344149459193708 * safezoneH; colorbackground[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; colorbackgroundfocused[] = {1,1,1,0}; color[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; color2[] = {1,1,1,0}; colortext[] = {1,1,1,0}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; }; class itemEdit : Life_RscEdit { idc = 11369; text = "1"; sizeex = 0.030; x = 0.731770833333334 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.0203124999999998 * safezoneW; h = 0.0344149459193708 * safezoneH; colorbackground[] = {1,1,1,0}; colortext[] = {1,1,1,1}; }; class iNearPlayers : Life_RscCombo { idc = 2023; x = 0.647916666666667 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.0833333333333331 * safezoneW; h = 0.0344149459193708 * safezoneH; }; class DropButton : Life_RscButtonMenu { idc = 2002; text = ""; onbuttonclick = "[] call life_fnc_giveItem;"; x = 0.578125 * safezoneW + safezoneX; y = 0.771878072763028 * safezoneH + safezoneY; w = 0.0697916666666667 * safezoneW; h = 0.0344149459193708 * safezoneH; colorbackground[] = {1,1,1,0}; 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}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; }; class UseButton : Life_RscButtonMenu { text = ""; onbuttonclick = "[] call life_fnc_useItem;"; x = 0.578125 * safezoneW + safezoneX; y = 0.807276302851524 * safezoneH + safezoneY; w = 0.0697916666666667 * safezoneW; h = 0.0334316617502455 * safezoneH; idc = 1000; colorbackground[] = {1,1,1,0}; 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}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; }; class RemoveButton : Life_RscButtonMenu { text = ""; onbuttonclick = "[] call life_fnc_removeItem;"; x = 0.578125 * safezoneW + safezoneX; y = 0.843657817109145 * safezoneH + safezoneY; w = 0.0697916666666667 * safezoneW; h = 0.0363815142576204 * safezoneH; idc = 1000; colorbackground[] = {1,1,1,0}; 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}; tooltipcolortext[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolorshade[] = {1,1,1,0}; }; class ButtonClose : Life_RscButtonMenu { text = ""; onbuttonclick = "closeDialog 0;"; x = 0.838020833333333 * safezoneW + safezoneX; y = 0.0972664700098324 * safezoneH + safezoneY; w = 0.0532916666666668 * safezoneW; h = 0.0797246804326451 * safezoneH; idc = 1000; colorbackground[] = {1,1,1,0}; colorbackgroundfocused[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; color[] = {1,1,1,0}; colortext[] = {1,1,1,0}; color2[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; }; class ButtonSettings : Life_RscButtonMenu { text = ""; onbuttonclick = "[] call life_fnc_settingsMenu;"; x = 0.708854166666666 * safezoneW + safezoneX; y = 0.278269419862341 * safezoneH + safezoneY; w = 0.113020833333334 * safezoneW; h = 0.0471976401179945 * safezoneH; idc = 1000; colorbackground[] = {1,1,1,0}; 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}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; }; class ButtonMyGang : Life_RscButtonMenu { idc = 2011; text = ""; onbuttonclick = "if (isNil ""life_action_gangInUse"") then {if (isNil {(group player) getVariable ""gang_owner""}) then {createDialog ""Life_Create_Gang_Diag"";} else {[] spawn life_fnc_gangMenu;};};"; x = 0.447083333333333 * safezoneW + safezoneX; y = 0.278269419862341 * safezoneH + safezoneY; w = 0.111770833333334 * safezoneW; h = 0.0471976401179945 * safezoneH; colorbackground[] = {1,1,1,0}; 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}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; }; class Licenses_Menu : Life_RscControlsGroup { w = 0.111770833333334 * safezoneW; h = 0.32448377581121 * safezoneH; x = 0.447083333333333 * safezoneW + safezoneX; y = 0.44346116027532 * safezoneH + safezoneY; idc = 1000; class Controls { class Life_Licenses: Life_RscStructuredText { idc = 2014; sizeex = 0.020; text = ""; x = 0; y = 0; w = 0.27; h = 0.65; }; }; }; class ButtonGangList : Life_RscButtonMenu { idc = 2012; text = "$STR_PM_WantedList"; onbuttonclick = "[] call life_fnc_wantedMenu"; x = 0.578125 * safezoneW + safezoneX; y = 0.278269419862341 * safezoneH + safezoneY; w = 0.111979166666667 * safezoneW; h = 0.0471976401179945 * safezoneH; }; class ButtonKeys : Life_RscButtonMenu { idc = 2013; text = "$STR_PM_KeyChain"; onbuttonclick = "createDialog ""Life_key_management"";"; x = 0.317395833333333 * safezoneW + safezoneX; y = 0.278269419862341 * safezoneH + safezoneY; w = 0.110729166666667 * safezoneW; h = 0.0471976401179945 * safezoneH; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; color2[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; colortext[] = {1,1,1,0}; color[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; colorbackgroundfocused[] = {1,1,1,0}; colorbackground[] = {1,1,1,0}; colordisabled[] = {1,1,1,0}; }; class ButtonCell : Life_RscButtonMenu { idc = 2014; text = ""; onbuttonclick = "createDialog ""Life_cell_phone"";"; x = 0.184969065656565 * safezoneW + safezoneX; y = 0.278269419862341 * safezoneH + safezoneY; w = 0.111905934343435 * safezoneW; h = 0.0471976401179945 * safezoneH; colorbackground[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; color2[] = {1,1,1,0}; colorbackgroundfocused[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; color[] = {1,1,1,0}; colortext[] = {1,1,1,0}; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; }; class ButtonAdminMenu : Life_RscButtonMenu { idc = 2021; text = "$STR_PM_AdminMenu"; onbuttonclick = "closeDialog 0; createDialog ""life_admin_menu"";"; x = 0.578125 * safezoneW + safezoneX; y = 0.331366764995084 * safezoneH + safezoneY; w = 0.111979166666667 * safezoneW; h = 0.0471976401179945 * safezoneH; }; class ButtonSyncData : Life_RscButtonMenu { text = ""; onbuttonclick = "[] call SOCK_fnc_syncData;"; x = 0.827083333333333 * safezoneW + safezoneX; y = 0.827925270403147 * safezoneH + safezoneY; w = 0.08125 * safezoneW; h = 0.136002949852507 * safezoneH; idc = 1000; tooltipcolorshade[] = {1,1,1,0}; tooltipcolorbox[] = {1,1,1,0}; tooltipcolortext[] = {1,1,1,0}; colortext[] = {1,1,1,0}; color2[] = {1,1,1,0}; colorfocused[] = {1,1,1,0}; color[] = {1,1,1,0}; colorbackground2[] = {1,1,1,0}; colorbackgroundfocused[] = {1,1,1,0}; colorbackground[] = {1,1,1,0}; }; }; }; And the Just Upload the zmenu.paa to your Textures Folder Here is a pic of this Interface Ingame The paa is attached to this post Matze Medias Account (hes the Designer) : https://www.altisliferpg.com/profile/7482-matze-media/ Have fun zmenu.paa
  2. 4 points
    Hi So I had used this piece of script for a long time now and today I want to release it to your guys. Keep in mind, it will only be useful if you lock your pbo. Use for example https://armaservices.maverick-applications.com/Products/Obfuscator/ You can find the script here and the newest version if I change it. Feel free to customize it and change it to your needs. The rightful owner of this script have I forgot and if you are the person and you can proof it I would gladly put your credits in the code https://github.com/HappyDuckie/Arma-3---Protect-your-mission What the script does, is that when you spawn in as a player you are getting killed and kick out to the lobby. You can only use the mission if the server name is the same as the server name in the fn_stealmission.sqf. Duck out <3
  3. 4 points
    Tell us about yourself: I have worked and helped a large variety of servers with sqf support. I am gucci with big man Monté and he said to me one day that he always gets consent, good lad. What skills do you possess that you feel will help you do well as a helper? i am good with the sqf and have shown on the discord that i am more than capable of helping people to fly Have you ever been banned/kicked ( if yes please specify why )? technically yes but it was all a big old prank with big man Monté and has since been settled in the arena. Your date of birth: 23/10/1973 What's your experience with SQF and SQL languages, or other sorts of Arma related development? A lot, just ask my palls What is the first thing you would like to change about the forums(Nothing? then NA)? get rid of all the plebiscital scripts which cause bad performance Do you have any problems working with other staff members? nah as already stated am gucci with big man Monté Why do you want to be a Helper? because i like to halp and think that i can do good helps How would you deal with someone being rude towards members? tell them that they are not a roadman and should not act that way otherwise they might not like what happen If you were to become a helper, would a moderator position be appealing to you as well in the future? possible I also want to say that i am good at making arma skins specifically t-shirts see below In all seriousness though i know what i am doing, unlike some and those some i can help.
  4. 3 points
    Difficulty: Easy Publish by: Zippy Edited: Tonics Market script Known Issues: - Can buy the same license regardless. 1) Go Into: Config_Licenses.hpp and paste this into it: class LicensesShops { class DMV { name = "STR_Shops_DMV"; side = "civ"; conditions = ""; items[] = { "driver", "trucking", "taxi", "boat", "dive", "pilot", "gun", "home"}; }; }; 2) Core > Shops > create a new .sqf called "fn_licenses #include "..\..\script_macros.hpp" /* File: fn_licenses.sqf Author: Zippy Description: Open the licenses menu */ params [ ["_shopNPC", objNull, [objNull]], "", "", ["_shopType", "", [""]] ]; if (isNull _shopNPC || {_shopType isEqualTo ""}) exitWith {}; private _shopSide = M_CONFIG(getText,"LicensesShops",_shopType,"side"); life_shop_type = _shopType; life_shop_npc = _shopNPC; private _exit = false; if !(_shopSide isEqualTo "") then { private _flag = switch (playerSide) do {case west: {"cop"}; case independent: {"med"}; default {"civ"};}; if !(_flag isEqualTo _shopSide) then {_exit = true;}; }; if (_exit) exitWith {}; private _conditions = M_CONFIG(getText,"LicensesShops",_shopType,"conditions"); if !([_conditions] call life_fnc_levelCheck) exitWith {hint localize "STR_Shop_Veh_NotAllowed";}; createDialog "license_shop"; [] call life_fnc_licshop_update; /* _display = findDisplay 5546; if(isNull _display) exitWith {}; _listbox = _display displayCtrl 55126; _mylic = _display displayCtrl 55131; _struct = ""; */ 3) Go into "stringtable.xml" and add in these <Key ID="STR_MAR_DMV"> <Original>DMV</Original> </Key> <Package name="Licenses_Menu"> <Key ID="STR_Licenses_Title"> <Original>Licenses</Original> </Key> <Key ID="STR_My_Licenses"> <Original>Available</Original> </Key> <Key ID="STR_Show_Licenses"> <Original>My Licenses</Original> </Key> </Package> 4) Go into "MasterHandler.hpp" and paste this into it #include "license_shop.hpp" 5) Dialog > Create a new hpp called "license_shop.hpp" class license_shop { idd = 5546; name= "license_shop"; movingEnable = 0; enableSimulation = 1; //onLoad = "uiNamespace setVariable [""LicenseShop"", _this select 0];"; objects[] = { }; class controls { class RscTitleBackground : Life_RscText { 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])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; text = "$STR_Licenses_Title"; x = 0.1; y = 0.2; w = 0.775; h = 0.04; }; class Mainbackground : Life_RscText { colorBackground[] = {0,0,0,0.7}; idc = -1; x = 0.1; y = 0.244; w = 0.775; h = 0.52; }; class listbox: Life_RscListBox { idc = 55126; text = ""; sizeEx = 0.035; x = 0.1125; y = 0.3; w = 0.3125; h = 0.4; }; class ShowLicenseslistbox: Life_RscStructuredText { idc = 55131; text = ""; sizeEx = 0.035; x = 0.55; y = 0.3; w = 0.3125; h = 0.4; }; class MyLicenses : Life_RscText { idc = 55130; text = "$STR_My_Licenses"; x = 0.1875; y = 0.24; w = 0.1375; h = 0.04; }; class ShowLicenses : Life_RscText { idc = 55129; text = "$STR_Show_Licenses"; x = 0.65; y = 0.24; w = 0.1375; h = 0.04; }; class buybutton: Life_RscButtonMenu { idc = 55127; text = "$STR_Global_Buy"; x = 0.4125; y = 0.72; w = 0.15; h = 0.04; colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0.8}; action = "if( (lbData[55126,lbCurSel (55126)] != """") ) then { [false, false, false, lbData[55126,lbCurSel (55126)]] call life_fnc_buyLicense; closeDialog 0; };"; }; }; }; 6) core > shops > Create a new sqf called "fn_licshop_update.sqf" #include "..\..\script_macros.hpp" /* File: fn_licshop_update.sqf Author: Zippy Description: License shop Updater */ private["_buylic_list","_curlic_list","_shopLicenses","_name","_price","_struct","_side"]; disableSerialization; //Setup control vars. _buylic_list = CONTROL(5546,55126); _curlic_list = CONTROL(5546,55131); //Purge list lbClear _buylic_list; lbClear _curlic_list; //Buy Licenses if (!isClass(missionConfigFile >> "LicensesShops" >> life_shop_type)) exitWith {closeDialog 0; hint localize "STR_NOTF_ConfigDoesNotExist";}; //Make sure the entry exists.. ctrlSetText[2403,localize (M_CONFIG(getText,"LicensesShops",life_shop_type,"name"))]; _shopLicenses = M_CONFIG(getArray,"LicensesShops",life_shop_type,"items"); { _displayName = M_CONFIG(getText,"Licenses",_x,"displayName"); _price = M_CONFIG(getNumber,"Licenses",_x,"price"); if (!(_price isEqualTo -1)) then { _buylic_list lbAdd format["%1 (£%2)",(localize _displayName),[_price] call life_fnc_numberText]; _buylic_list lbSetData [(lbSize _buylic_list)-1,_x]; _buylic_list lbSetValue [(lbSize _buylic_list)-1,_price]; _icon = M_CONFIG(getText,"Licenses",_x,"icon"); if (!(_icon isEqualTo "")) then { _buylic_list lbSetPicture [(lbSize _buylic_list)-1,_icon]; }; }; } forEach _shopLicenses; //Show licenses _side = switch (playerSide) do {case west:{"cop"}; case civilian:{"civ"}; case independent:{"med"};}; _struct = ""; { _name = getText(_x >> "displayName"); if (LICENSE_VALUE(configName _x,_side)) then { _struct = _struct + format["%1<br/>",localize _name]; }; } forEach (format["getText(_x >> 'side') isEqualTo '%1'",_side] configClasses (missionConfigFile >> "Licenses")); if (_struct isEqualTo "") then { _struct = "No Licenses"; }; _curlic_list ctrlSetStructuredText parseText format ["<t size='0.8px'>%1</t>",_struct]; 7) paste this into your int on your License guy in Editor or in mission.sqm: this addAction[localize"STR_MAR_DMV",life_fnc_licenses,"DMV"]; 8) You're done
  5. 2 points
    Authors: Tonic (Didn't change enough within the files to put mine or anyone else's name as an author) Difficulty: Easy Version: Tested on 5.0 (Could work on 4.4) (Thank you @TaskForceTactical for the idea of this script) Description: Similar to the fed but instead of spawning gold bars when successful this will spawn randomized weapons and gear in a crate. NOTE: To the ungrateful copy paste kids who thinks it's cool to steal credit or try to sell the scripts me or any of my friends created for you guys, if it continues I will no longer help anyone or post scripts to for the community, the only reason why this was released was because it's a small rewrite of Tonic's files. MISSION EDITS: STEP 1: Find a place for your armory on the map and place a marker and name set federal_armory as the variable name. Now you will need to place a vault, a"CargoNet_01_box_F" works perfectly set the variable name to fed_armory and don't forget to set allowDamage to false, a vaulthouse, I use "Land_Research_house_V1_F" for example, and a dome big or small depends on how you want it. To make it easier I've used this compound within the top right area that's apart of the map all I did was place a vault: Step 2: There was a simpler way to do this but I didn't realize until after I made this both ways work the same so go into your fn_useItem.sqf replace "case (_item isEqualTo "blastingcharge"):" with: Step 3: Go into your fn_useItem.sqf replace "case (_item isEqualTo "boltcytter"):" with: Step 4: You will need to configure this so it's the correct coords to the vault & vaulthouse. Go into core >> items and create the file fn_blastingChargeArmory.sqf and paste this in: Step 5: You will need to configure this also with the same coords as you did in fn_blastingChargeArmory.sqf, create a new file in core >> items called fn_boltcutterarmory.sqf and paste this: Step 6: go into core >> civilian and create a file called fn_demoChargeTimerArmory.sqf and paste this: Step 7: Open you Functions.hpp and under "class Items {" add Under "class Civilian {" add Step 7.5: heres what mine looks like: Step 8: Open your CfgRemoteExec.hpp and add LIFE_SERVER EDITS: Step 1: This step locks your doors and prevents exploiting it will need configuring with the same coordinates as Step 5 and Step 4 of the mission edits. Open your init.sqf and add this above "/* Setup the federal reserve building(s) */": Step 2: Go into Functions >> Sytems and create a new file called "fn_handleBlastingChargeArmory.sqf" this is where all the magic happens you're free to edit whatever you paste this: Step 3: Last but not last open your config.cpp and add this under "class Systems {" under "class TON_System {" Step 3.5: here is what yours should look like
  6. 2 points
    Hello, Joel from Elkoy here. I am management on the server. We launched this server only 3 days ago. We currently have a playerbase around 10-20 people everyday. We have active police, medics and staff. We are looking for police/medics and a couple new staff members. I am also looking for some developers that could help me get this server up to it's proper potential. They will need to have a vast knowledge of mostly everything with altis life. We currently have 3 custom scripts from maverick applications, although they have not yet been installed. I will be getting to that within the next few days (We are aiming to buy atleast 2-3 scripts each month). We have our own police and medic skins already on the server. Scripts; Shipwrecks Towing Taxis Server Restart Events Indicators We're adding new ones every week!! We also have infiSTAR setup. I have currently purchased 2 years of two domains; one being my teamspeak and the other website. This shows how keen we are on getting this server up to it's best and populating it as much as possible. In order to be able to grow and get big is with your help. Our playerbase may be small but we are very welcoming to all and would love for you to come and join our community. If you've got down to this sentence, I'd love for you to join our community and thanks for reading. Website (Sticking with enjin till a bigger playerbase) www.elkoy.co.uk TeamSpeak ts.elkoy.net - Joel
  7. 2 points
    Hi there, If you look on the other coding snips, if (_veh isEqualTo "B_Heli_Transport_01_F") then { _vehicle removeMagazinesTurret ["2000Rnd_65x39_Belt_Tracer_Red",[1]]; _vehicle removeMagazinesTurret ["2000Rnd_65x39_Belt_Tracer_Red",[2]]; }; You need to put the vehicle name and after that the magazine you want to remove. You can not just put in the weapons name and remove the magazine.
  8. 2 points
    The issues I found was, In fn_blastingChargeArmory you load in modded weapons and I think its better to use a switch instead of ifs like this. And in fn_boltcutterArmory and fn_blastingChargeArmory this needs to be changed. And in fn_useItem we might still want to use the old boltcutter for the bank @[IL] KingCrazyHunter
  9. 2 points
    if you cannot afford that than you simply shouldn't be running a server
  10. 2 points
    Nice Panel used on a server, very nice and useful +1
  11. 2 points
    I assume your doing a server? How can you not afford it? Server's cost more then obfusqf...
  12. 2 points
    When will you people learn to stop quoting 50 line posts to ask irrelevant questions?
  13. 1 point
    Don't know if this will be helpful
  14. 1 point
    1 post. Must of been setup to reply on this. Looks bad dude, also you both replied 13 hours ago. Using fixed people to get your ratings up on an arma scripting help website is the low. Sorry but yeah.
  15. 1 point
  16. 1 point
  17. 1 point
    Maybe you try Shinjis Gui tool (just search for it) its much smarter ;D
  18. 1 point
    This is a good script and no it won't be very helpful if you don't lock the pbo , But as he stated " it will only be useful if you lock your pbo." so once the pbo is locked not only can they not edit it but they will have the script keep ending the mission..Great job @HappyDuckie
  19. 1 point
    initCop.sqf there is a variable that does this for you already player setVariable ["rank",(FETCH_CONST(life_coplevel)),true];
  20. 1 point
    Yeah I understand that but quite a few people are pretty damn generous with stuff like this.
  21. 1 point
  22. 1 point
  23. 1 point
    And if you edit the psd, you could easyly change it by yourself Or you just replace the Money and Bank icons with the from this design
  24. 1 point
    This is a medium - hard & a long tuto, so the risk of mistake is possible. Make a back up file and DB. If people is willing to improve it or fix it post the correction and I edit the topic. What you need: * Fresh framework * Fresh DB * Water bottle * Popcorn extra butter Be ready for the booggy boogy dance! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Difficulty: Medium - hard & long Author: Apocalyptos Source AltisLifeRPG.com and AltisDev collab : Link Translate, adapte and edit by: MoNtEcRiStO© -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Clientt side 1. mpmissions/Config_Master.hpp Find: bank_med = 6500; //Amount of cash on bank for new medics **Add under** bank_adac = 3000; //Amount of cash on bank for the adac Find: paycheck_med = 450; //Payment for medics **Same add under** paycheck_adac = 300; //Amount of cash on bank for the adac 2. mpmissions/core/init.sqf Find: case independent: { BANK = LIFE_SETTINGS(getNumber,"bank_med"); life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_med"); }; Add under: case east: { BANK = LIFE_SETTINGS(getNumber,"bank_adac"); life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_adac"); }; Find: case independent: { //Initialize Medics and blah _handle = [] spawn life_fnc_initMedic; waitUntil {scriptDone _handle}; }; Add under: case east: { //Initialize Adac and blah _handle = [] spawn life_fnc_initAdac; waitUntil {scriptDone _handle}; }; 3. mpmissions/core/shops/fn_atmMenu.sqf Find: case independent: {_type = "EMS"}; Add under: case east: {_type = "Adac"}; 4. mpmissions/core/session/**fn_updateRequest.sqf Find: _flag = switch(playerSide) do {case west: {“cop”}; case civilian: {“civ”}; case independent: {“med”};}; Replace by: _flag = switch(playerSide) do {case west: {"cop"}; case civilian: {"civ"}; case independent: {"med"}; case east: {"adac"};}; 5. mpmissions/core\session\**fn_requestReceived.sqf Find: case independent: { CONST(life_medicLevel, parseNumber(SEL(_this,7))); CONST(life_coplevel,0); if(EQUAL(LIFE_SETTINGS(getNumber,"save_playerStats"),1)) then { life_hunger = SEL(SEL(_this,9),0); life_thirst = SEL(SEL(_this,9),1); }; }; Replace by this: case east: { CONST(life_adaclevel, parseNumber(SEL(_this,7))); CONST(life_coplevel,0); if(EQUAL(LIFE_SETTINGS(getNumber,"save_playerStats"),1)) then { life_hunger = SEL(SEL(_this,9),0); life_thirst = SEL(SEL(_this,9),1); }; }; 6. mpmissions/core/session/fn_updatePartial.sqf Find: _flag = switch(playerSide) do {case west: {“cop”}; case civilian: {“civ”}; case independent: {“med”};}; Replace by: _flag = switch(playerSide) do {case west: {"cop"}; case civilian: {"civ"}; case independent: {"med"}; case east: {"adac"};}; 7. mpmissions/core/medical/fn_respawned.sqf Find: case independent: { _handle = [] spawn life_fnc_medicLoadout; }; Add under: case east: { _handle = [] spawn life_fnc_adacLoadout; }; 8. mpmissions/Functions.hpp Find: class Master_Directory { file = "core"; class setupActions {}; class setupEVH {}; class initCiv {}; class initCop {}; class initMedic {}; class survival {}; }; Replace by: class Master_Directory { file = "core"; class setupActions {}; class setupEVH {}; class initCiv {}; class initCop {}; class initMedic {}; class initAdac {}; class survival {}; }; And add under: class Adac { file = "core\adac"; class adacLoadout {}; class adacMarkers {}; }; 9. mpmissions/dialog/function/fn_spawnPointCfg.sqf Find: case independent: { _return = [ ["medic_spawn_1","Kavala Hospital","\a3\ui_f\data\map\MapControl\hospital_ca.paa"], ["medic_spawn_2","Athira Regional","\a3\ui_f\data\map\MapControl\hospital_ca.paa"], ["medic_spawn_3","Pygros Hospital","\a3\ui_f\data\map\MapControl\hospital_ca.paa"] ]; }; Add under: case east: { _return = [ ["adac_spawn_1","Adac Spawn","\a3\ui_f\data\map\MapControl\hospital_ca.paa"] ]; }; 10. mpmissions/core/functions/fn_keyHandler.sqf Find: _side = switch(playerSide) do {case west:{"cop"}; case civilian:{"civ"}; case independent:{"med"};}; Replace by: _side = switch(playerSide) do {case west:{“cop”}; case civilian:{“civ”}; case independent:{“med”}; case east:{“adac”};}; 12. mpmissions/core/functions/fn_playerSkins.sqf Find: switch(playerSide) do { case civilian: { if(EQUAL(LIFE_SETTINGS(getNumber,"civ_skins"),1)) then { if(uniform player == "U_C_Poloshirt_blue") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\mignons.jpg"]; }; if(uniform player == "U_C_Poloshirt_burgundy") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\fuck.jpg"]; }; if(uniform player == "U_C_Poloshirt_stripped") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\che.jpg"]; }; if(uniform player == "U_C_Poloshirt_tricolour") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\rebel.jpg"]; }; if(uniform player == "U_C_Poloshirt_salmon") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\weed.jpg"]; }; if(uniform player == "U_C_Poloshirt_redwhite") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\altis_life.jpg"]; }; }; }; Add under: case east: { if(EQUAL(LIFE_SETTINGS(getNumber,"civ_skins"),1)) then { if(uniform player == "U_C_Poloshirt_blue") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\mignons.jpg"]; }; if(uniform player == "U_C_Poloshirt_burgundy") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\fuck.jpg"]; }; if(uniform player == "U_C_Poloshirt_stripped") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\che.jpg"]; }; if(uniform player == "U_C_Poloshirt_tricolour") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\rebel.jpg"]; }; if(uniform player == "U_C_Poloshirt_salmon") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\weed.jpg"]; }; if(uniform player == "U_C_Poloshirt_redwhite") then { player setObjectTextureGlobal [0, "textures\Civil\Uniform\altis_life.jpg"]; }; }; }; 13. Creat fn_initAdac.sqf in “mpmissions/core/” #include "..\script_macros.hpp" /* File: fn_initAdac.sqf Auteur: Apocalyptos Description: Initialise le côté Adac (east). */ private["_end"]; player addRating 99999999; waitUntil {!(isNull (findDisplay 46))}; if(EQUAL(LIFE_SETTINGS(getNumber,"allow_medic_weapons"),0)) then { [] spawn { while {true} do { waitUntil {sleep 3; currentWeapon player != ""}; removeAllWeapons player; }; }; }; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)};//Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. 14. Creat a folder "adac" in "mpmissions/core/". 15. Creat the file "fn_adacLoadout.sqf" in "mpmissions/core/adac" and add this in: #include “…\script_macros.hpp” /* File: fn_adacLoadout.sqf Author: - */ 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”]; player addUniform (_clothings select (floor(random (count _clothings)))); /* ITEMS */ player addItem “ItemMap”; player assignItem “ItemMap”; player addItem “ItemCompass”; player assignItem “ItemCompass”; player addItem “ItemWatch”; player assignItem “ItemWatch”; [] call life_fnc_playerSkins; [] call life_fnc_saveGear; 16. Creat the file “fn_adacMarkers.sqf” in “mpmissions/core/adac” and add this in: /* File: fn_adacMarkers.sqf Author: - Description: Marks adac on the map for other adac. Only initializes when the actual map is open. */ private["_markers","_adac"]; _markers = []; _adac = []; sleep 0.5; if(visibleMap) then { {if(side _x == east) then {_adac pushBack _x;}} foreach playableUnits; //Fetch list of adac / opfor //Create markers { if(_x != player) then { _marker = createMarkerLocal [format["%1_marker",_x],visiblePosition _x]; _marker setMarkerColorLocal "ColorOPFOR"; _marker setMarkerTypeLocal "Mil_dot"; _marker setMarkerTextLocal format["%1", _x getVariable["realname",name _x]]; _markers pushBack [_marker,_x]; }; } foreach _adac; while {visibleMap} do { { private["_marker","_unit"]; _marker = _x select 0; _unit = _x select 1; if(!isNil "_unit" && !isNull _unit) then { _marker setMarkerPosLocal (visiblePosition _unit); }; } foreach _markers; if(!visibleMap) exitWith {}; sleep 0.02; }; {deleteMarkerLocal (_x select 0);} foreach _markers; _markers = []; _adac = []; }; OK server side now! 1. life_server/init.sqf Find: life_radio_indep = radioChannelCreate [[0, 0.95, 1, 0.8], “Side Channel”, “%UNIT_NAME”, []]; and add under: life_radio_east = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; 2. life_server/Functions/MYSQL/fn_insertRequest.sqf Find: //Prepare the query statement.. _query = format ["INSERT INTO players (playerid, name, cash, bankacc, aliases, cop_licenses, med_licenses, civ_licenses, civ_gear, cop_gear, med_gear) VALUES('%1', '%2', '%3', '%4', '%5','""[]""','""[]""','""[]""','""[]""','""[]""','""[]""')", _uid, _name, _money, _bank, _alias ]; Replace by: //Prepare the query statement.. _query = format["INSERT INTO players (playerid, name, cash, bankacc, aliases, cop_licenses, med_licenses, civ_licenses, civ_gear, cop_gear, med_gear, adac_gear, adac_licenses) VALUES('%1', '%2', '%3', '%4', '%5','""[]""','""[]""','""[]""','""[]""','""[]""','""[]""','""[]""','""[]""')", _uid, _name, _money, _bank, _alias ]; 3. life_server/Functions/MYSQL/fn_queryRequest.sqf Find: case independent: {_returnCount = 10; format["SELECT playerid, name, cash, bankacc, adminlevel, donatorlvl, med_licenses, mediclevel, med_gear, med_stats FROM players WHERE playerid='%1'",_uid];}; Add under: case east: {_returnCount = 10; format["SELECT playerid, name, cash, bankacc, adminlevel, donatorlvl, adac_licenses, adaclevel, adac_gear, adac_stats FROM players WHERE playerid='%1'",_uid];}; Find: case independent: { //Parse Stats _new = [(_queryResult select 9)] call DB_fnc_mresToArray; if(typeName _new == "STRING") then {_new = call compile format["%1", _new];}; _queryResult set[9,_new]; }; Add under: case east: { //Parse Stats _new = [(_queryResult select 9)] call DB_fnc_mresToArray; if(typeName _new == "STRING") then {_new = call compile format["%1", _new];}; _queryResult set[9,_new]; }; 4. life_server/Functions/MYSQL/fn_updateRequest.sqf Find: case independent: {_query = format["UPDATE players SET name='%1', cash='%2', bankacc='%3', med_licenses='%4', med_gear='%5', med_stats='%6' WHERE playerid='%7'",_name,_cash,_bank,_licenses,_gear,_stats,_uid];}; Add under: case east: {_query = format["UPDATE players SET name='%1', cash='%2', bankacc='%3', adac_licenses='%4', adac_gear='%5', adac_stats='%6' WHERE playerid='%7'",_name,_cash,_bank,_licenses,_gear,_stats,_uid];}; 5. life_server/Functions/MYSQL/fn_updatePartial.sqf Find: case independent: {_query = format["UPDATE players SET med_licenses='%1' WHERE playerid='%2'",_value,_uid];}; Add under: case east: {_query = format["UPDATE players SET adac_licenses='%1' WHERE playerid='%2'",_value,_uid];}; Find: case independent: {_query = format["UPDATE players SET med_gear='%1' WHERE playerid='%2'",_value,_uid];}; `` Add under: case east: {_query = format["UPDATE players SET adac_gear='%1' WHERE playerid='%2'",_value,_uid];}; 6. life_server/Functions/Systems/fn_getVehicles.sqf Find: case independent: {"med"}; Add under: case east: {"adac"}; 7. life_server/Functions/Systems/fn_vehicleCreate.sqf Find: case independent: {"med"}; Add under: case east: {"adac"}; 8. life_server/Functions/Systems/fn_spawnVehicle.sqf Find: if(EQUAL(SEL(_vInfo,1),"med") && EQUAL(SEL(_vInfo,2),"C_Offroad_01_F")) then { [_vehicle,"med_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; Add under: if(EQUAL(SEL(_vInfo,1),“adac”) && EQUAL(SEL(_vInfo,2),“C_Offroad_01_F”)) then { [_vehicle,“adac_offroad”,true] remoteExecCall [“life_fnc_vehicleAnimate”,_unit]; }; Mapping step: Creat a marker for the ADAC spawn, you can name it ”adac_spawn_1” as you wich. Now creat a soldier and name it ”adac_1”, need to be in playable mode. In the init put: removeBackpack this; removeAllWeapons this; Now ***very important*** open the mission.SQM, I recommend to use Noteapd ++ :). replace all the “O_Soldier_F” for “B_medic_F”. In the DB inject that request. ALTER TABLE `players` ADD (`adac_licenses` TEXT NOT NULL); ALTER TABLE `players` ADD (`adac_gear` TEXT NOT NULL); ALTER TABLE `players` ADD (`adaclevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0'); ALTER TABLE `players` ADD (`adac_stats` VARCHAR(11) NOT NULL DEFAULT '"[100,100]"'); Are you ok? DONE!
  25. 1 point
    this is a joke its like call of duty lol
  26. 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
  27. 1 point
    Hello here's all my Ivory Police Vehicles I've reskinned and i'm currently still updating this pack so stay tuned ivory_evox - coming soon ivory_isf - coming soon ivory_m3 - Released ivory_rs4 - Released ivory_suburban - Released ivory_wrx - In Progress Ivory Police.rar
  28. 1 point
    Hi, I have been scripting for my server for a few months and I have a basic understanding of how to make custom scrips but I have never really fully understood how to communicate with my scripts and the database. I am wanting to further extend my understanding on some of the functions that can be used. (I am currently using extDB3) Some of the things I would like to know is how to retrieve and update information and variables from the database. If anyone is able to tell me or link me to a tutorial or basics guide, that would be great! (I am by no means an expert so apologize in advance for any incorrect terms) This is a current example of how I would like to use this information. A recent task that I'm trying to complete is saved jail times where you can disconnect from the server and reconnect and the time will continue from where you left off. From what I understand, I need to make a new column in my database and when the player disconnects, it updates the column with the current time they have left. When they reconnect, the jail script will retrieve the time and they will continue from when they left. Also, i would like to mention that many people learn best in different ways, for me personally I learn best from examples. Once again, thanks to anyone taking the time to help me improve my skills and I am extremely thankful.
  29. 1 point
    FIXED I HAD TO ADD ARMA3SERVER X64 IN THE FIREWALL !!!!
  30. 1 point
    Honestly man i have no clue what's going wrong, everything looks fine to me, maybe try running a fresh server and test it with 1 other
  31. 1 point
    Back in Summer 2017 I were one a server, where they had striders, which spray water our of their mgs. Wouldnt it be possible to just attach the water to the mg?I think the server still exists, so I will visit them tomorrow, and then I share my solution here.
  32. 1 point
    Nothing has been edited that much to take credit so i'l leave it with good old Bryan "Tonic" Boardwine Whats it do for people who cant tell already? Gives whitelisted admins an icon next to their name depending on what rank they are in the database, This can also be done for donators using life_donorlevel Head into your init cop / init medic / init civ add : player setVariable["adminrank",(FETCH_CONST(life_adminlevel)),true]; then replace your player tags with this below and add icons (can use 16x16 like ts icons) And edit the cop/ems icons to yours again.
  33. 1 point
    Ok thanks @Deadlesszombie much appreciated and will do. If you need to chat we have an open discord https://discord.gg/a4v5a4 Once again really appreciate it man.
  34. 1 point
    Close the game and go outside.
  35. 1 point
    You take it as we are all idiots. I can guarantee you everyone in this thread knows Spawn and the If function. The problem arises with the extinguishing function.
  36. 1 point
    Pretty easy you just have to edit; fn_process Config_Process and the gang control script and then add in a few lines to call the gang then either transfer it too either One of the gangs members or the gangs bank. You could also place down a Circle through the gang control script through a few lines so people know the radius of the controlled area. Also make it detect if its done at one of the processing in the gang control area.
  37. 1 point
  38. 1 point
    Thank you all for your feedback!
  39. 1 point
    No, it uses the base query structure (for SQL) used for RPFramework (Because they are so goddamn fast) but other than that it is an entirely custom framework.
  40. 1 point
    My name is Andrew James and I'm here to show you a new and exciting roleplay community. Red Roleplay is a up and coming roleplay community based in Jackson County, also known as Lakeside. You may be thinking, oh great just another toxic RP server, but we are far from that. We are a serious roleplay server that offers players a variety of things to do and provides players with an enjoyable roleplay experience. The community has custom vehicles, custom player and vehicle textures. Active staff, constant updates and much much more. In Red Roleplay, you can do what your heart desires. If you want to protect the citizens of Jackson County, join the Sheriff's Office! Or do you want help people while they are having a medical emergency? If so, Jackson County EMS is the place for you! You may be asking yourself, what if i don't want to do any of that? There is much more to do! You can do what your heart desires. Want to run your own Drug Cartel? That's possible! How about closing a rural road to host your weekly drag racing competition? You can do that, just don't get caught by Deputies! The possibilities are endless at Red Roleplay! Red Roleplay has a talented team of staff and developers who are constantly working to make your roleplay experience the best out there. At Red Roleplay, we want you to feel comfortable and like you belong here. We are constantly taking in suggestions to better the community and actually listen to the players out there. Now you may be eager to join the game and start roleplaying with the best of the best, but before you do you must fill out one of the easiest Civilian Applications out there. The community information is below. Website: http://redroleplay.com/forums/ Teamspeak: ts.redroleplay.com Still not sold? Look at our promo! https://www.youtube.com/watch?v=e6_qtwkXuik Once again, my name is Andrew James and welcome to Red Roleplay, where you can make your dreams a reality! Hope to see you there!
  41. 1 point
    Will help when I am back to home if no one helped yet.
  42. 1 point
    Hey everyone, we have just completed working on a few major updates to the website, they include: A marketplace, where you can buy and sell scripts, please refer to this page for more details: https://www.altisliferpg.com/topic/3781-what-is-the-marketplace/ New Ranks, including Management, Administrator, and Marketplace Verified New rank icons for each rank New levels to post counts; Dedicated member, Devoted member, accomplished member We will be working on these features and more to improve your experience, thanks everyone.
  43. 1 point
    It's a highly stupid idea but wouldnt it just be removing this line? if (!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])) then { if ((FETCH_CONST(life_coplevel) isEqualTo 0) && (FETCH_CONST(life_adminlevel) isEqualTo 0)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; };
  44. 1 point
    Not the greatest skin there's a few issues here and there mostly with the doors not aligning up with the side panels. If you wish to adjust it and fix it just let me know and i'll share the PSD Ingame: Texture: nhs_van.paa
  45. 1 point
    Post the issue you're having in Scripting Help Desk , and we'll help.
  46. 1 point
    Hi, first of all can you not highlight your sentences with white, I can still read I'm not that dyslexic. You need to actually re-do the steps of the seatbelt script because you didn't add in a hud update where you should've
  47. 1 point
    You do have the files - check the below location 0 assuming you have extracted the PBO. Check the script carefully and make sure you extract the HUD files into your textures folder and point the scripts to the new location LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water0.paa"; to this LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "\Altis_Life.Altis\textures\HUD\water0.paa"; files location: \Altis_Life.Altis\dialog\hud_stats.hpp \Altis_Life.Altis\core\functions\fn_hudUpdate.sqf \Altis_Life.Altis\core\functions\fn_hudSetup.sqf If you do not have speakers and seatbelts scripts then do the below //#define IDC_LIFE_BAR_Speaker 3007 //#define IDC_LIFE_BAR_SeatBelt 4203
  48. 1 point
    UPDATE (16/11/2017) GREEN ISLAND IS COMING.
  49. 1 point
    Hello, Here is a tutorial on how to add intro text to your server. Location of changes: Mission.Map (Eg. AltisLife.Altis or TanoaLife.Tanoa) Difficulty: Easy Publish: HellsGate Notes: In this tutorial, root refers Mission.Map _____________________________________________________________________________________________________________________________________ 1. Navigate to your core folder and create a folder called intro, then create a file called fn_introtext.sqf and paste inside the following: /* File: fn_introtext.sqf Description: Adds some text as the player loads in. */ _onScreenTime = 5; sleep 2; //Wait in seconds before the credits start after player is in-game _role1 = "Welcome to Altis Life"; _role1names = ["A Framework by Tonic"]; _role2 = "Improved upon"; _role2names = ["By The ArmA RPG Life Team"]; _role3 = "Visit Our Website at"; _role3names = ["www.yourwebsite.com"]; _role4 = "Join Our Teamspeak at"; _role4names = ["ts.yourwebsite.com"]; _role5 = "Please enjoy your stay"; _role5names = [profileName]; { sleep 2; _memberFunction = _x select 0; _memberNames = _x select 1; _finalText = format ["<t size='0.55' color='#c500ff' align='right'>%1<br /></t>", _memberFunction]; _finalText = _finalText + "<t size='0.70' color='#ffffff' align='right'>"; {_finalText = _finalText + format ["%1<br />", _x]} forEach _memberNames; _finalText = _finalText + "</t>"; _onScreenTime + (((count _memberNames) - 1) * 0.9); [ _finalText, [safezoneX + safezoneW - 0.8,0.50], //DEFAULT: 0.5,0.35 [safezoneY + safezoneH - 0.8,0.7], //DEFAULT: 0.8,0.7 _onScreenTime, 0.5 ] spawn BIS_fnc_dynamicText; sleep (_onScreenTime); } forEach [ //The list below should have exactly the same amount of roles as the list above [_role1, _role1names], [_role2, _role2names], [_role3, _role3names], [_role4, _role4names], [_role5, _role5names] ]; 2. Go back to your root directory and enter the dialog folder then the function folder. Once in the function folder, open fn_spawnConfirm.sqf and at the bottom underneath [] call life_fnc_welcomeNotification; 2.5. Add the following: [] execVM "core\intro\fn_introtext.sqf "; It should now look like this: if (life_firstSpawn) then { life_firstSpawn = false; [] call life_fnc_welcomeNotification; [] execVM "core\intro\fn_introtext.sqf"; };
  50. 1 point
    ********************************************************************************************* Hey Guys, today i want to share my trunk with all of u and how to install it ********************************************************************************************* to start things of here are some information about it: The trunk has 2 new buttons one to take all (as much as possible) one to store all ( as much as possible) it has ha new layout, and yea, it is not the best but yea go with it, design is not my strongest It will look like this: ********************************************************************************************* Tested in versions: 5.0.0 4.4.1 ********************************************************************************************* first we need to Edit the menu so go to dialog/trunk.hpp and replace everythin with my code that done we go to our functions.hpp / functions.h in the root directory nad add unter class vehicle the following: class vehTakeAllItem {}; class vehStoreAllItem {}; so it should look like this next of we go in the directory core/vehicle and create 2 new sqf files the first one: fn_vehStoreAllItem.sqf: and fn_vehTakeAllItem.sqf: so with this done it should work, if i forgot something please let me know below