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AngryHerring ッ ®™

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About AngryHerring ッ ®™

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  1. Quick summary of the script: It shows you on the map the whereabouts of your teammates (it is set to allUnits currently), but easier just for testing. It automatically discovered what vehicle you're in, and sets the marker type accordingly. The problem: Upon having more than 1 player in a vehicle, it has multiple icons of that vehicle, when it really should just be one. Also, the names should be stringed together, (ie: Dyna4, Passenger1, Passenger 2, etc). Instead, they each get treated by themselves, acting like the vehicle is not just 1 unit, but several. Picture of the map: https://imgur.com/a/FQ2Zpkj The script: fn_playerMarkers.sqf I know the code is weird having only text for the crew, but It works if its a player as well (https://imgur.com/a/tZ6GbgL). Anyone willing to help out, is an absolute champ!
  2. Great! Just tested this (AL 5.0), and it works! I believe some things needs to be cleared up though. In step 8, I believe you mean in the fn_keyHandler.sqf, and NOT the handeDamage? (i put it there, and it works). While downed, you are still able to interact with stuff (player menu, etc). Maybe a life_interrupted = true; needs to be put in place? Medic distance doesn't work yet, still says "Script". After forcing a respawn, you are still in the "Killed" animation (I've checked my rpt's, and followed the tutorial to the letter, nothing wrong here). However, if you wait for to bleed out, it doesn't happen 😀 Also, the dialog are not in the correct order. It looks like the progress bar is behind the background. See picture for reference: https://imgur.com/a/DRe0waf
  3. @Aura Try this: ["Title", format ["%1 just ran over %2!", name _driver, name player]] remoteExecCall ["UPM_fnc_showNotification", 0];
  4. I dont want to reinstall a whole new framework just to see if its any good. Good day
  5. Explanation of this script: I've dropped a map, radio and a GPS. These items will then to go into players inventory by executing this script: _stuff = nearestObjects[player,["GroundWeaponHolder"],5]; { player additem _x; } forEach _stuff; However, it doesn't work I've checked that my character has enough space. I've also tested the script by using deletevehicle _x, and the items get removed. So why would using "player additem _x //(and assignitem)" work aswell?
  6. How do we make it persistent. IE: player disconnects and reconnects but will still have the NLR?
  7. You sure you’re not supposed to use life_fnc_showNotification? You said it in a previous comment
  8. @xTheRealWebix try this: [“Information”,format [localize "STR_NOTF_NE_1",[_price] call life_fnc_numberText,localize _displayName]] call UPM_fnc_showNotification;
  9. Is there a way to push the upcoming message down, so it does not "replace" the old one? Could be very useful Good find!
  10. If you’re using x64bit make sure you create a BEserver_x64.cfg with the same port etc. Also when connecting the rcon, make sure the game server is online
  11. Personally the hint timer is not so pretty, and you can use the old one with ease! To do this, go inside core/civilian/fn_jailMe.sqf and replace this: with this: Important: Change the sleep = 1; to sleep = 0.1; for a smoother countdown (same file).
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