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Fawks last won the day on September 30

Fawks had the most liked content!

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About Fawks

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  1. What have you recently changed or added to your server?
  2. That (in my opinion) is the worst thing he could do. How is he going to learn if he just pays someone else to do it for him. He should start by finding all the files with "jail" in their name and looking at them. It is quite easy to see where in the script it pays the officer. @john_65wadwada654 @DieOlle
  3. Start with looking at how it pays the jailer
  4. There are a few things wrong with the code. There is no "If" before your _inArea checks. If there was all of the hints would go off because you set _inArea to false, in the first "if" you check if it is false (which it is) then you set _inArea to true, in the third you check if it's true (it is) then you set it to false, etc, etc, etc. Your hints are not formatted correctly. Take a look at the links in the bottom to get an idea on how it should be written. You don't need to run four checks, one would be fine. Put the if statement out side of the switch so everyone gets the message. Links https://community.bistudio.com/wiki/hint https://community.bistudio.com/wiki/parseText https://community.bistudio.com/wiki/format https://community.bistudio.com/wiki/Structured_Text Sample code for your if-statements and hints. _inArea = true; if (_inArea) then{ hint parseText format ["<t color='#FF0000' size='2' align='center'>Warning</t><br/><br/> <t align='center' size='1' color='#ffffff'>You are logged in to the safe zone!</t>"]; }else{ hint parseText format ["<t color='#FF0000' size='2' align='center'>Warning</t><br/><br/> <t align='center' size='1' color='#ffffff'>You left the safe zone</t>"]; };
  5. Replace the titleText with the first hint, then on exit (deactivation) put the second.
  6. in the civilian case outside of "player addEventHandler" put titleText [MESSAGE, "PLAIN", 3]; like this: switch (playerSide) do { case civilian: { titleText [MESSAGE, "PLAIN", 3]; player addEventHandler ["Fired", { if ({(_this select 0) distance getMarkerPos (_x select 0) < _x select 1} count SAFETY_ZONES > 0) then { deleteVehicle (_this select 6); titleText [MESSAGE, "PLAIN", 3]; }; }]; }; };
  7. fn_initCop.sqf gives them the loadout, fn_playerSkins.sqf sets the texture.
  8. It will let any civ with a donator level greater than 0 in. To make it only 1 you would replace the "isEqualTo 0" with "isEqualTo 1". The code I posted only whitelists civ slots 1-4. If you want to add more follow the example I gave below it.
  9. Just edited it, sorry I pressed submit to quick.
  10. Try this: if ((str(player) in ["civ_1","civ_2","civ_3","civ_4"])) then { if ((FETCH_CONST(life_donorlevel) isEqualTo 0))then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; To add more slots add them into the array like this: ["civ_1", "civ_2", "civ_3", "civ_4", "civ_5", "civ_6", etc]
  11. @R. Wolf Replace "civ_1", "civ_2, etc with the name of the civilian slot you with to be whitelist only. if ((str(player) in ["civ_1","civ_2","civ_3","civ_4"])) then { if ((FETCH_CONST(life_donorlevel) isEqualTo 0) && (FETCH_CONST(life_adminlevel) isEqualTo 0)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; Replace the code in the tutorial with the above code*
  12. That is already built in. https://github.com/AsYetUntitled/Framework/blob/6df95a31aa6e4e79b258005faf5f9b203f0aa1b1/Altis_Life.Altis/core/medical/fn_respawned.sqf#L64-L74
  13. It should be in the "Independant" case of fn_playerTags.sqf
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