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one

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Everything posted by one

  1. one

    [Tutorial] Seatbelts

    I understand what you want. You could just try a longer sound and see how it works.
  2. one

    [Tutorial] Seatbelts

    Can you make a long .ogg? Like 20 minutes long, so it keeps playing until you put it on?
  3. From your link; smokeGenMaxDist = 500; // for more info see "Changes dependent on distance" hmmm less distance maybe?
  4. It uses a smoke Grenade, so to change the amount of smoke It produces. you would have to use something else or change the amount of smoke all the smoke grenades produce in the game itself.
  5. https://pastebin.com/91UJz6Ka Check this out. I had three working on oil rigs. I wont be back until sunday night to look at the rest of my files. I cant open them on my iphone.
  6. Got what you’re asking. I will look through it later and show, you now that I understand the question. You can look too. It’s under distance to flag, or something, while capturing.
  7. These are out of order. “ the mission.sqm cords are "6779.028,79.167816,3537.756". ( I have tried both Z cords with no luck) “
  8. Yes, just make sure you have all 3 right
  9. Just a suggestion, your way is the better way of course.
  10. How about adding a pause or a time out at the end of the script. To keep it from being ran to fast a second time, once the first robbery has started. 🤔
  11. one

    [Tutorial] Seatbelts

    Yes it definitely works perfectly on v5.0.
  12. one

    [Tutorial] Seatbelts

    Read through the thread before you post .
  13. You can try to work this into your script. if(_cops < 2) exitWith { hint "You cant capture this area, there aren't enough police on. There needs to be 2 police on."; }; if(_allPs < 10) exitWith { hint "You cant capture this area, there aren't enough civilians on. There needs to be 10 or more civilians on."; };
  14. This "impound.hpp" worked on v5.0 https://pastebin.com/vjCTXWum
  15. I completely understand what you mean, I just would never do it that way. Look at some scripts that have triggers when you get close to an area.
  16. Read the thread. I know I posted exactly how to do this, as I did this in my server.
  17. I think this is the movement. Your mission file\core\medical\fn_revivePlayer.sqf //Lets reuse the same thing! for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1"] remoteExecCall ["life_fnc_animSync",RCLIENT]; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; sleep .15; _cP = _cP + .01; _progressBar progressSetPosition _cP; _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title]; if (_cP >= 1 || !alive player) exitWith {}; if (life_istazed) exitWith {}; //Tazed if (life_isknocked) exitWith {}; //Knocked if (life_interrupted) exitWith {}; if (player getVariable ["restrained",false]) exitWith {}; if (player distance _target > 4) exitWith {_badDistance = true;}; if (_target getVariable ["Revive",false]) exitWith {}; if (_target getVariable ["Reviving",objNull] != player) exitWith {}; }; I am pretty sure this makes the medic bobble around. But I like the way this script is set up as is, because you defend it as you try to take territory. The current gang needs to actively defend, or any one can take there turf as soon as they leave. Good luck
  18. So what it sounds like is, you tried to install the custom jail timer script. That requires you to modify your database. That got screwed up. Thats what stores the players location on the map. When you look at every players "data" you can see there x,y, and x. It also stores there various health states, alive, dead, food, water. YOU did a number on your server. These guys that make these scripts know what they are doing. This site only lets stuff that works on here. Trust me, its me, its you, not these guys that actually know how to write scripts. Again, figure out what YOU did to your server, and work back from there. Good luck
  19. Look at the radius number in the beginning, I set mine to 10 (10 meters ), I think it’s at 50. You can add the medic animation from the medic script. You would need to set up a line for a time out in seconds at the end of the script.
  20. The title of the script you quoted says “combat logging “. That’s what you are talking about. That script should be what you are looking for. You might need to modify it to fit what you need, but that is it.
  21. I'm pretty sure, yes. There is no test in the options in the editor.
  22. one

    [Tutorial] Seatbelts

    Are you sure you put this in the rite spot? Next, let's go into core/setupActions.sqf, place this at the very bottom to enable for all sides: life_actions pushBack (player addAction["<t color = '#D660D6'>Put on Seatbelt</t>",life_fnc_seatbelt,"",7,false,false,"",' !life_seatbelt && vehicle player != player ']); life_actions pushBack (player addAction["<t color = '#D660D6'>Remove Seatbelt</t>",life_fnc_seatbelt,"",7,false,false,"",' life_seatbelt && vehicle player != player ']); Like ; /* File: fn_setupActions.sqf Author: Description: Master addAction file handler for all client-based actions. */ switch (playerSide) do { case civilian: { //Drop fishing net life_actions = [player addAction[localize "STR_pAct_DropFishingNet",life_fnc_dropFishingNet,"",0,false,false,"",' (surfaceisWater (getPos vehicle player)) && (vehicle player isKindOf "Ship") && life_carryWeight < life_maxWeight && speed (vehicle player) < 2 && speed (vehicle player) > -1 && !life_net_dropped ']]; //Rob person life_actions = life_actions + [player addAction[localize "STR_pAct_RobPerson",life_fnc_robAction,"",0,false,false,"",' !isNull cursorObject && player distance cursorObject < 3.5 && isPlayer cursorObject && animationState cursorObject == "Incapacitated" && !(cursorObject getVariable ["robbed",false]) ']]; //Gang life_actions = life_actions + [player addAction["<t color='#FF0000'>Capture Gang Location</t>",life_fnc_areaCapture,"",0,false,false,"",' ((typeOf cursorTarget) == "Flag_Red_F") ']]; //Seatbelt life_actions pushBack (player addAction["<t color = '#D660D6'>Put on Seatbelt</t>",life_fnc_seatbelt,"",7,false,false,"",' !life_seatbelt && vehicle player != player ']); life_actions pushBack (player addAction["<t color = '#D660D6'>Remove Seatbelt</t>",life_fnc_seatbelt,"",7,false,false,"",' life_seatbelt && vehicle player != player ']); }; };
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