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[IL] KingCrazyHunter

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Everything posted by [IL] KingCrazyHunter

  1. [IL] KingCrazyHunter

    WORKING FEDERAL ARMORY (NATO WEAPONS RESERVE)

    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
  2. [IL] KingCrazyHunter

    [TUTORIAL] Repetitive Cleanup Script

    Author: aeroson Difficulty: Easy Version: All Description: (Customizable) Cleans up dead bodies, blown up vehicles, damaged vehicles, dropped weapons, explosives, and smokes & chemlights First, go into your main mission directory and create a folder called scripts if you do not have one already and put in the following file: repetitive_cleanup.sqf go back into your main mission directory and open your init.sqf and paste this on the last line [ 8*60, // seconds to delete dead bodies (0 means don't delete) 5*60, // seconds to delete dead vehicles (0 means don't delete) 10*60, // seconds to delete immobile vehicles (0 means don't delete) 5*60, // seconds to delete dropped weapons (0 means don't delete) 20*60, // seconds to deleted planted explosives (0 means don't delete) 5*60 // seconds to delete dropped smokes/chemlights (0 means don't delete) ] execVM 'scripts\repetitive_cleanup.sqf'; To edit, change the first number (You can change the second number I just find it easier just to change the first number), To disable one just do 0*0 Examples: 420*60 = 420 minutes 30*60 = 30 minutes
  3. [IL] KingCrazyHunter

    [TUTORIAL] Teargas (Fixed)

    This is an update of the original: by Jokahghost Author: Blackd0g, updated by Jokahghost Difficulty: Easy Version: All MISSION FILE EDITS: 1. Go into your init.sqf in the main mission directory and add this: [] execVM "scripts\teargas.sqf"; 2. Go into your main mission directory and create a scripts folder if you don't have one already and create a file called teargas.sqf and paste this: /* File: fn_teargas.sqf Author: Blackd0g, Updated by Jokahghost Description: Fucks their shit up */ playerNearGas=false; [] spawn { while {true} do { if ( (((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 20)) or (((nearestObject [getpos player, "G_40mm_SmokeYellow"]) distance player < 15)) ) then { playerNearGas=true; } else { playerNearGas=false; }; uiSleep 3; }; }; [] spawn { while {true} do { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 15; // time it takes to normal resetCamShake; // resets the shake 20 fadeSound 1; //fades the sound back to normal waituntil {playerNearGas}; // Wait till a Gas Grenade is near player if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit if (antidote1 == 2583) then { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [20]; // intensity of blur "dynamicBlur" ppEffectCommit 3; // time till vision is fully blurred enableCamShake false; // enables camera shake addCamShake [10, 45, 10]; // sets shakevalues player setFatigue 1; // sets the fatigue to 100% 5 fadeSound 0.1; // fades the sound to 10% in 5 seconds }; uiSleep 1; }; }; 2.5 To edit what helmet prevents the teargas from effecting you change this: if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no gas mask if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player has a gas mask 4. Then go back into your main mission directory -> config and open up your config_weapons.hpp and paste this in the shop you wish: { "SmokeShellYellow", "Tear Gas", 500, -1, "" },
  4. Navigate into your mission folder and open up your description.ext and replace the first line of code with this: //--- Control Chat - Format: {channelID<number>, disableChat<bool>, disableVoice<bool>} disableChannels[] = { {0, true, true}, //--- Global Chat {1, true, true}, //--- Side Chat {2, true, true}, //--- Command Chat {3, false, false}, //--- Group Chat {4, false, false}, //--- Vehicle Chat {5, false, false}, //--- Direct Chat {6, true, true} //--- System Chat };
  5. [IL] KingCrazyHunter

    WORKING FEDERAL ARMORY (NATO WEAPONS RESERVE)

    No reason >.> I heard you revived c8, If you ever need help with anything my discord is Jookie#1096 I'll always respond other than that I'm barely on forums
  6. [IL] KingCrazyHunter

    WORKING FEDERAL ARMORY (NATO WEAPONS RESERVE)

    Funny seeing you here 👀
  7. [IL] KingCrazyHunter

    [5.0] SCROLL WHEEL RUBBER BULLETS (Like Asylum & Olympus)

    Authors: Skalicon, Mahribar, Edward Cullen & Jokahghost Updated by: Jokahghost Difficulty: Easy Version: Tested on 5.0 (Could work on 4.4) (special thanks to @Josh for sharing the tazedRubber.sqf) STEP 1: Go to into Core >> Civilian and create file called fn_tazedRubber.sqf and paste this inside the file: STEP 2: Open your Functions.hpp inside your main mission directory and paste this in Class Civilian It should look like this: STEP: 3 Go into your core >> functions folder then open up your handle damage and replace with this: Here's what it looks like if you have seatbelt/anti VDM STEP 4: Go into the core folder and open up fn_initCop.sqf and add this to the very bottom STEP 5: Still in the core folder open up configuration.sqf and add this under life_istazed = false; STEP 6 Open up setup actions in the core folder and add this to the west class STEP 7 Go to your stringtable.xml and add To change what weapons can be used with the script just open handleDamage.sqf and change the line like so: 1 2 3 1 2 3 ["arifle_MXM_Black_F","WEAPON CLASSNAME HERE","WEAPON CLASSNAME HERE"] && (_source getVariable ["nonLethals",true]) && _projectile in ["B_65x39_Caseless","BULLET CLASSNAME HERE","BULLET CLASSNAME HERE"] ITS BULLET/AMMO CLASSNAMES NOT MAGAZINE TO FIND BULLET/AMMO CLASSNAMES GO HERE UNDER THE AMMO COLUMN: https://docs.google.com/spreadsheets/d/1w2LK46k9qXPlFOB7d_-N3AI_WAbvCMUY7RYqGBqkVMI/edit#gid=12
  8. 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.
  9. [IL] KingCrazyHunter

    Declare Terroism Barebones

    Could do without the toxicity
  10. [IL] KingCrazyHunter

    [TUTORIAL] Yelp / Multiple Siren Script

    This is a copy paste from @Madrox's post full credit goes to him (or wherever he got it from). I am just posting this so everyone can see and stop asking for it... Difficulty: Easy! Source: Under Core > Cop create a sqf called fn_copSiren2.sqf Inside that file paste #include "..\..\script_macros.hpp" private["_vehicle"]; _vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; if(isNull _vehicle) exitWith {}; if(isNil {_vehicle getVariable "siren2"}) exitWith {}; For "_i" from 0 to 1 step 0 do { if(!(_vehicle getVariable "siren2")) exitWith {}; if(count (crew (_vehicle)) isEqualTo 0) then {_vehicle setVariable["siren2",false,true]}; if(!alive _vehicle) exitWith {}; if(isNull _vehicle) exitWith {}; _vehicle say3D "Yelp"; sleep 2.0; if(!(_vehicle getVariable "siren2")) exitWith {}; }; Now open Core > functions > fn_keyHandler.sqf Replace //F Key (Yelp & Sirens) case 33: { if(_shift) then { if(playerSide in [west] && {vehicle player != player} && {!life_siren2_active} && {((driver vehicle player) == player)}) then { [] spawn { life_siren2_active = true; sleep 1.2; life_siren2_active = false; }; _veh = vehicle player; if (isNil {_veh getVariable "siren2"}) then {_veh setVariable ["siren2",false,true];}; if ((_veh getVariable "siren2")) then { titleText ["Yelp Off","PLAIN"]; _veh setVariable["siren2",false,true]; } else { titleText ["Yelp On","PLAIN"]; _veh setVariable["siren2",true,true]; [_veh] remoteExec ["life_fnc_copsiren2",RCLIENT]; }; }; }; }; With this //F Key (Yelp & Sirens) case 33: { if(_shift) then { if(playerSide in [west] && {vehicle player != player} && {!life_siren2_active} && {((driver vehicle player) == player)}) then { [] spawn { life_siren2_active = true; sleep 1.2; life_siren2_active = false; }; _veh = vehicle player; if (isNil {_veh getVariable "siren2"}) then {_veh setVariable ["siren2",false,true];}; if ((_veh getVariable "siren2")) then { titleText ["Yelp Off","PLAIN"]; _veh setVariable["siren2",false,true]; } else { titleText ["Yelp On","PLAIN"]; _veh setVariable["siren2",true,true]; [_veh] remoteExec ["life_fnc_copsiren2",RCLIENT]; }; }; }; if (!_shift) then { if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then { [] spawn { life_siren_active = true; sleep 4.7; life_siren_active = false; }; _veh = vehicle player; if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];}; if ((_veh getVariable "siren")) then { titleText [localize "STR_MISC_SirensOFF","PLAIN"]; _veh setVariable ["siren",false,true]; } else { titleText [localize "STR_MISC_SirensON","PLAIN"]; _veh setVariable ["siren",true,true]; if(playerSide isEqualTo west) then { [_veh] remoteExec ["life_fnc_copSiren",RCLIENT]; } else { [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT]; }; }; }; }; }; Now open Core > configuration and under the backend variables add life_siren2_active = false; Now open your sounds folder, download and drop in the attached file Yelp.ogg Now open CfgRemoteExec and add under Client only functions F(life_fnc_copSiren2,CLIENT) Now open description.ext and add under class CfgSounds class Yelp { name = "yelp"; sound[] = {"\sounds\Yelp.ogg", 1.0, 1}; titles[] = {}; }; Now open Functions.hpp and under class Cop add class copSiren2 {}; And you are done
  11. [IL] KingCrazyHunter

    Difficult to Custom

    TADST is terrible for custom profiles...
  12. [IL] KingCrazyHunter

    [TUTORIAL] Teargas (Fixed)

    ich ben inglish
  13. [IL] KingCrazyHunter

    What would you guys like?

    Idk
  14. [IL] KingCrazyHunter

    What would you guys like?

    Malden is a good base map if you have under 50 people in your community, There's not alot of room for improvement and adding structures tho
  15. [IL] KingCrazyHunter

    Vest Texture

    Are you able to texture them in the chocolate game?
  16. [IL] KingCrazyHunter

    Are you a good ArmA developer?

    You think you got the skills to join the KKK (Kool Kids Klub)? One of the best clubs of scripting developers such as AlaskaVet, RIB SOSAY, and TwistedCinemaHD We are masters of scripting, only the elite devs may join Requirements: Know how to copy and paste Know how to steal scripts and change the authors' name Ddos skids who you don't like on your server Thought of making a pay-to-win "roleplay" server Call your dedicated box for your server a "dedi" Banned from ALRPG Discord Edit custom eden editor Join:
  17. [IL] KingCrazyHunter

    Are you a good ArmA developer?

    LOL yea sure
  18. [IL] KingCrazyHunter

    Learning to Script?

    for only $99.99 you can get my booklet on ArmA scripting just call 1-800-273-8255, that's 1-800-273-8255, if you call within the next 5 minutes we will grant you a bonus booklet for a friend + our arma scripting starter pack In all seriousness, these are the 4 links of how I taught myself to script: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 https://github.com/AsYetUntitled/Framework/wiki http://killzonekid.com/category/games/arma-3/ https://www.google.com/
  19. [IL] KingCrazyHunter

    The best thing ever

    You know what I like? Communities that take their rankings way too seriously, treating it like a company and they have ranks for literally everything. Founder CEO Owner Co-Owner Director of Communications Director of Development Director of Operations Director of Administration Director of Support Community Advisor Community Manager Project Lead Senior Developer Developer Staff Manager Head Administrator Senior Administrator Administrator Trial Administrator Moderator Trial Staff Head of Support Support Team These are ranks for a "roleplay" game mode within a military simulator game, all the ranks a community needs: Owner - owns the server Co-Owner - co-owns the s Community Manager - organize events for the community, make sure server is running properly, manage social media pages (if you have any) Staff Manager - manages the staff duh Admin - everyone knows what an admin does Moderator - everyone knows what a moderator does Trial Staff - little rank with no perms but can move people in Teamspeak to answer questions ecks dee Head-Developer - manages developers, organizes projects Developer - everyone knows what a developer does
  20. [IL] KingCrazyHunter

    Custom Phone / Y-Menu by Kevin Winchester

    Honestly idk for something like this I would say general discussion or introductions
  21. [IL] KingCrazyHunter

    Malden Service Station pos's.

    You could easily make this into a tutorial and slap it into the universal section, it's up to you
  22. [IL] KingCrazyHunter

    Custom Phone / Y-Menu by Kevin Winchester

    Just a reminder this is a section for releases, anyways your dialogs look decent they seem alittle small and squished (the menu with all the apps for example) if someone wanted to add more buttons there's only space for one, the wanted list is missing the part where you would add charges to someone. Since you seem new and this is your first post don't forget to read the forum rules
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