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AngryHerring ッ ®™

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  1. Oof, the addaction command is missplaced, you need to move the addAction before the last "; init="this enableSimulation false; this allowDamage false; this addAction[localize""STR_MAR_Station_Shop"",life_fnc_weaponShopMenu,""f_station_store""];this addAction[localize""STR_Shop_Station_Coffee"",life_fnc_virt_menu,""f_station_coffee""];"; this addAction["Rob the Gas Station",life_fnc_robstore];
  2. Great, you just need to replicate this once more some lines further down (after line 187). Just add the same code underneath _btn7
  3. @Eddie Lopezadd sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1); Inside each of the controls' entries you would like the text to be adjusted. Changing the value "1" will (in/de)crease the text size
  4. fn_houseMenu.sqf Added another button to the dialog. This should be all you need. Don't be afraid to try something out, scripting is basically doing something, and debugging after. My thought process was to find where the garagemenu was called (from pressing windowsKey). I checked my fn_actionKeyHandler.sqf (handles basically every press of the windowskey and checks stuff). Inside it I found where it checks for a house (garage counts too). Inside houseMenu I looked for anything that handles the buttons for garage actions. I copied the existing button for normal garages, and changed CAR to TANK
  5. Ahhh, might be a wrong spawnpoint in your mission.sqm. Go check if both match up (car and tank) (the addAction command for car and tank i think item82 (addaction tank) has the wrong spawnpoint
  6. Show me your fn_vehicleCreate.sqf you might need to add: case (_vehicle isKindOf "Tank"): {"Tank"}; Under the case for ships after this, try purchasing and storing a tank, then open the garage
  7. Not gonna give up this easy., we'll get this to work. Inside your database, vehicle tab (data), what is the type (for the tank)? type should be number 5 on that row.
  8. class Item82 { dataType="Object"; class PositionInfo { position[]={14473.48,19.166288,17753.941}; angles[]={6.2765183,2.6579969,0.022654373}; }; side="Civilian"; flags=4; class Attributes { skill=0.60000002; init="this enableSimulation false; this allowDamage false; this addAction[localize""STR_Garage_Title"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Car""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_3""; },"""",1.5,true,true,"""",""true"",5]; this addAction[localize""STR_MAR_Store_vehicle_in_Garage"",life_fnc_storeVehicle,"""",0,false,false,"""",'!life_garage_store',5]; this addAction[""Tank Garage"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Tank""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5];"; disableSimulation=1; }; id=1027; type="C_man_1"; class CustomAttributes { class Attribute0 { property="allowDamage"; expression="_this allowdamage _value;"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; class Attribute1 { property="speaker"; expression="_this setspeaker _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value="Male01GRE"; }; }; }; class Attribute2 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0.95999998; }; }; }; nAttributes=3; }; }; class Item83 { dataType="Object"; class PositionInfo { position[]={3739.4629,12.758859,13267.433}; angles[]={0.022654373,0.90746647,6.2618575}; }; side="Civilian"; flags=4; class Attributes { skill=0.60000002; init="this enableSimulation false; this allowDamage false; this addAction[localize""STR_Garage_Title"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Car""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5]; this addAction[localize""STR_MAR_Store_vehicle_in_Garage"",life_fnc_storeVehicle,"""",0,false,false,"""",'!life_garage_store',5]; this addAction[""Tank Garage"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Tank""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5];"; disableSimulation=1; }; id=1028; type="C_man_1"; atlOffset=-1.9073486e-006; class CustomAttributes { class Attribute0 { property="allowDamage"; expression="_this allowdamage _value;"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; class Attribute1 { property="speaker"; expression="_this setspeaker _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value="Male02GRE"; }; }; }; class Attribute2 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1.02; }; }; }; nAttributes=3; }; };
  9. Okay, you need another eventhandler for when taking damage (I think its called handleDammage). Add a check; if you are inside the zone, ignore damage (use getdammage player or something).
  10. PS: It is easier to do this in the editor than in the mission.sqm by code. Caution: This edit will only happen on this NPC (at cords 3839, 13267), and you will have to replicate this on other garages if you want the ability to open the garage for tanks there as well. Editing the existing INIT is the way to go, (you dont need to add a whole new entry). That will make a lot of fuss. Also, if you replace the existing addAction (from "CAR" to tank) the garage will be overridden (it will now only load tanks into the list). Another separate addAction for the TANKS' garage is needed. We will do this by copying the very same command for normal garages, and place it in the same init line, within the quotes (") and make a few modifications. Step-by-step: I've added a separate addAction command (named Tank garage) in the init = "...";. class Item83 { dataType="Object"; class PositionInfo { position[]={3739.4629,12.758859,13267.433}; angles[]={0.022654373,0.90746647,6.2618575}; }; side="Civilian"; flags=4; class Attributes { skill=0.60000002; init="this enableSimulation false; this allowDamage false; this addAction[localize""STR_Garage_Title"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Car"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Car""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5]; this addAction[localize""STR_MAR_Store_vehicle_in_Garage"",life_fnc_storeVehicle,"""",0,false,false,"""",'!life_garage_store',5]; this addAction[""Tank Garage"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Tank""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5];"; disableSimulation=1; }; id=1028; type="C_man_1"; atlOffset=-1.9073486e-006; class CustomAttributes { class Attribute0 { property="allowDamage"; expression="_this allowdamage _value;"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; class Attribute1 { property="speaker"; expression="_this setspeaker _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value="Male02GRE"; }; }; }; class Attribute2 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1.02; }; }; }; nAttributes=3; }; }; Here is the standalone code: this addAction[""Tank Garage"", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""HC_fnc_getVehicles"",HC_Life]; } else { [getPlayerUID player,playerSide,""Tank"",player] remoteExecCall [""TON_fnc_getVehicles"",2];}; life_garage_type = ""Tank""; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""car_g_1""; },"""",1.5,true,true,"""",""true"",5]; When replicating this command to other garages placed on the map, it is important to change life_garage_sp (the spawn point for the car). Quck tip for this: use the existing SP for normal garages. How would this look in game? when you scroll on a garage you will have two options, one for Garage, and one for Tank Garage. hope this works. Useful link: addAction command (Bohemia wiki)
  11. In your mission.sqm (in the editor, on the "shops/npc's", called attributes).
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