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AngryHerring ッ ®™

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  1. Inside the case(Blah): format, have something like this: // -- Line of code <img image='icons\playerIcon.paa'/> // -- Example: case (side _x isEqualTo west && {!isNil {_x getVariable "rank"}}): { format ["<img image='icons\playerIcon.paa'/><t font='PuristaLight'>%1</t>",_x getVariable ["realname",name _x]] }; Btw, change the location to where you have the icon in your mission.
  2. Something like this? This is the police statement inside fn_playerTags.sqf. // -- fn_playerTags.sqf (West statement). case (side _x isEqualTo west && {!isNil {_x getVariable "rank"}}): { // -- Police only. format ["<img image='%1'/><t font='PuristaLight'>%2 %3</t>", // -- Icon, rank, name. switch (_x getVariable "rank") do { // -- Get rank icon. case 2: {"\a3\ui_f\data\gui\cfg\Ranks\corporal_gs.paa"}; case 3: {"\a3\ui_f\data\gui\cfg\Ranks\sergeant_gs.paa"}; case 4: {"\a3\ui_f\data\gui\cfg\Ranks\lieutenant_gs.paa"}; case 5: {"\a3\ui_f\data\gui\cfg\Ranks\captain_gs.paa"}; case 6: {"\a3\ui_f\data\gui\cfg\Ranks\major_gs.paa"}; case 7: {"\a3\ui_f\data\gui\cfg\Ranks\colonel_gs.paa"}; case 8: {"\a3\ui_f\data\gui\cfg\Ranks\general_gs.paa"}; default {"\a3\ui_f\data\gui\cfg\Ranks\private_gs.paa"}; }, switch (_x getVariable "rank") do { // -- Get rank name. case 2: {"Corporal"}; case 3: {"Sergeant"}; case 4: {"Liteutenat"}; case 5: {"Captain"}; case 6: {"Major"}; case 7: {"Colonel"}; case 8: {"General"}; default {"Private"}; },_x getVariable ["realname",name _x]] };
  3. It’s and old post, and you’ve probably figured this out by now: config_gather.hpp:
  4. I think this is the reason why! if ((backpack player) == "B_Carryall_cbr&quot then { // -- BIG OOPSIE HERE! (unitbackpack player) setObjectTextureGlobal [0,""]; }; };
  5. you can try fiddeling with eventhandler, onTake (or something like that), then retrieve the uniform's texture and apply it.
  6. @Shane1041 Same issue. There is some major bugs /unfinished work with this release. I would strongly suggest that you try to create your own, as it is not that hard. Much easier to de-bug aswell
  7. Oh I am sorry. I misunderstood. Try something like this for a change: Straight from Arma 3's wiki page: Wiki This code will fix unit to 100% health after self-use of medpack: player addEventHandler ["HandleHeal", { _this spawn { params ["_injured","_healer"]; _damage = damage _injured; if (_injured == _healer) then { waitUntil {damage _injured != _damage}; if (damage _injured < _damage) then { _injured setDamage 0; }; }; }; }]; This only checks for first aid iirc, but it can also check if unit has the MedKit (big one), with a simple line of code. if ("Medikit" in (items player)) then { ...};
  8. Check your masterHandler.hpp Change these two to 1 to allow cops & civs to revive - revive_civ - revive_cops code from actionKeyHandler //Check if it's a dead body. if (_curObject isKindOf "CAManBase" && {!alive _curObject}) exitWith { //Hotfix code by ins0 if ((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || {(playerSide isEqualTo civilian && {(LIFE_SETTINGS(getNumber,"revive_civ") isEqualTo 1)})} || {(playerSide isEqualTo east && {(LIFE_SETTINGS(getNumber,"revive_east") isEqualTo 1)})} || {playerSide isEqualTo independent}) then { if (life_inv_defibrillator > 0) then { [_curObject] call life_fnc_revivePlayer; }; }; };
  9. Life_server init.sqf: /* Set the amount of gold in the federal reserve at mission start */ fed_bank setVariable ["safe",count playableUnits,true]; [] spawn TON_fnc_federalUpdate; fn_federalUpdate.sqf _funds = fed_bank getVariable ["safe",0]; fed_bank setVariable ["safe",round(_funds+((count playableUnits)/2)),true];
  10. _startAsNormal = this will require you to type !admin in chat, to access the infistar features.
  11. I really don't want to be spoon feeding. There is literally a file called fn_wantedBounty.sqf which does 99.999999% of the job for you! Oh well... I recommend that you use this link to clear any unwanted characters when copying and pasting: http://arma.imthatguyhere.com/bom/ ALSO BACKUP your shit, please. When finished, you can retrieve your life_myWantedBounty, which can be put in dialog's and such NB: this is not automatically updated. But you can run it several times when a wanted record gets added Create a file in your life_server/functions/systems, and name it "fn_checkWanted.sqf". In your config.cpp (still life_server, should be its main folder), add this under class Systems { class checkWanted {}; it should look something like this: Now its time to go over to your client side. Create a file in core\civilian and name it fn_isWanted.sqf Then open your functions.hpp (main directory of client side), and add this under class civilian: class isWanted {}; like such: Now open CfgRemoteExec.hpp, and add this under /* Functions for everyone */ /* Wanted Bounty */ F(TON_fnc_checkWanted,ANYONE) F(life_fnc_isWanted,ANYONE) like such ( at the bottom) add this to your init.sqf (inside core) at the *VERY* bottom [player] remoteExecCall ["TON_fnc_checkWanted",RSERV]; And lastly add this in your configuration.sqf (under life_variables) life_myWantedBounty = 0;
  12. Inside your fn_p_openMenu.sqf, there is a lot of checks if side is west, civ etc.. I believe this is the correct one. Just remove it if you want civs to have it case civilian: { ctrlShow[2012,false]; // this one disables the wanted menu for civs
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