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Daniel Stewart

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  1. Daniel Stewart

    Classic Roleplay

    ok cool, but I would suggest not pushing out a server too fast. I can tell you from experience it's not great. you need to fix duping, bugs that come with scripts etc. in saying that I hope all goes well Good Luck! also, I can't seem to find your server.
  2. Daniel Stewart

    Classic Roleplay

    hmm so why would you release an unfinished server?
  3. a great script. I thought the script was going to be like a wannabe cop but either way great. Thanks @!TS JORDAN. I did have problems because of 5.0 but fixed them. fn_onPlayerKilled.sqf fn_removelicenses.sqf and the init on the NPC other than that everything else worked here are the sqfs and init for 5.0 fn_onPlayerKilled.sqf #include "..\..\script_macros.hpp" /* File: fn_onPlayerKilled.sqf Author: Bryan "Tonic" Boardwine Description: When the player dies collect various information about that player and pull up the death dialog / camera functionality. */ params [ ["_unit",objNull,[objNull]], ["_killer",objNull,[objNull]] ]; disableSerialization; if !((vehicle _unit) isEqualTo _unit) then { UnAssignVehicle _unit; _unit action ["getOut", vehicle _unit]; _unit setPosATL [(getPosATL _unit select 0) + 3, (getPosATL _unit select 1) + 1, 0]; }; //Set some vars _unit setVariable ["Revive",true,true]; _unit setVariable ["name",profileName,true]; //Set my name so they can say my name. _unit setVariable ["restrained",false,true]; _unit setVariable ["Escorting",false,true]; _unit setVariable ["transporting",false,true]; _unit setVariable ["playerSurrender",false,true]; _unit setVariable ["steam64id",(getPlayerUID player),true]; //Set the UID. private _BountyPeeps = []; { if (license_civ_bountyH) then {_BountyPeeps pushBack _x}; } forEach playableUnits; //close the esc dialog if (dialog) then { closeDialog 0; }; //Setup our camera view life_deathCamera = "CAMERA" camCreate (getPosATL _unit); showCinemaBorder true; life_deathCamera cameraEffect ["Internal","Back"]; createDialog "DeathScreen"; life_deathCamera camSetTarget _unit; life_deathCamera camSetRelPos [0,3.5,4.5]; life_deathCamera camSetFOV .5; life_deathCamera camSetFocus [50,0]; life_deathCamera camCommit 0; (findDisplay 7300) displaySetEventHandler ["KeyDown","if ((_this select 1) isEqualTo 1) then {true}"]; //Block the ESC menu //Create a thread for something? _unit spawn { private ["_maxTime","_RespawnBtn","_Timer"]; disableSerialization; _RespawnBtn = ((findDisplay 7300) displayCtrl 7302); _Timer = ((findDisplay 7300) displayCtrl 7301); if (LIFE_SETTINGS(getNumber,"respawn_timer") < 5) then { _maxTime = time + 5; } else { _maxTime = time + LIFE_SETTINGS(getNumber,"respawn_timer"); }; _RespawnBtn ctrlEnable false; waitUntil {_Timer ctrlSetText format [localize "STR_Medic_Respawn",[(_maxTime - time),"MM:SS"] call BIS_fnc_secondsToString]; round(_maxTime - time) <= 0 || isNull _this}; _RespawnBtn ctrlEnable true; _Timer ctrlSetText localize "STR_Medic_Respawn_2"; }; _unit spawn { private ["_requestBtn","_requestTime"]; disableSerialization; _requestBtn = ((findDisplay 7300) displayCtrl 7303); _requestBtn ctrlEnable false; _requestTime = time + 5; waitUntil {round(_requestTime - time) <= 0 || isNull _this}; _requestBtn ctrlEnable true; }; [] spawn life_fnc_deathScreen; //Create a thread to follow with some what precision view of the corpse. [_unit] spawn { private ["_unit"]; _unit = _this select 0; waitUntil {if (speed _unit isEqualTo 0) exitWith {true}; life_deathCamera camSetTarget _unit; life_deathCamera camSetRelPos [0,3.5,4.5]; life_deathCamera camCommit 0;}; }; //Make the killer wanted if (!isNull _killer && {!(_killer isEqualTo _unit)} && {!(side _killer isEqualTo west)} && {alive _killer}) then { if (vehicle _killer isKindOf "LandVehicle") then { if (life_HC_isActive) then { [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life]; } else { [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["life_fnc_wantedAdd",RSERV]; }; //Get rid of this if you don't want automatic vehicle license removal. if (!local _killer) then { [2] remoteExecCall ["life_fnc_removeLicenses",_killer]; }; } else { if (life_HC_isActive) then { [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life]; } else { [getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["life_fnc_wantedAdd",RSERV]; }; if (!local _killer) then { [3] remoteExecCall ["life_fnc_removeLicenses",_killer]; }; }; }; life_save_gear = [player] call life_fnc_fetchDeadGear; if (LIFE_SETTINGS(getNumber,"drop_weapons_onDeath") isEqualTo 0) then { _unit removeWeapon (primaryWeapon _unit); _unit removeWeapon (handgunWeapon _unit); _unit removeWeapon (secondaryWeapon _unit); }; //Killed by cop stuff... if (side _killer isEqualTo west && !(playerSide isEqualTo west)) then { life_copRecieve = _killer; //Did I rob the federal reserve? if (!life_use_atm && {CASH > 0}) then { [format [localize "STR_Cop_RobberDead",[CASH] call life_fnc_numberText]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; CASH = 0; }; }; if (side _killer isEqualTo civilian && {_killer != _unit}) then { if (_killer in _BountyPeeps) then { life_bountyHunter = _killer; }; }; if (!isNull _killer) then { life_removeBounty = true; }; if (!isNull _killer && {!(_killer isEqualTo _unit)}) then { life_removeWanted = true; }; [_unit] call life_fnc_dropItems; life_action_inUse = false; life_hunger = 100; life_thirst = 100; life_carryWeight = 0; CASH = 0; life_is_alive = false; [] call life_fnc_hudUpdate; //Get our HUD updated. [player,life_settings_enableSidechannel,playerSide] remoteExecCall ["TON_fnc_manageSC",RSERV]; [0] call SOCK_fnc_updatePartial; [3] call SOCK_fnc_updatePartial; if (playerSide isEqualTo civilian) then { [4] call SOCK_fnc_updatePartial; }; fn_removeLicenses.sqf #include "..\..\script_macros.hpp" /* File: fn_removeLicenses.sqf Author: Bryan "Tonic" Boardwine Description: Used for stripping certain licenses off of civilians as punishment. */ private "_state"; _state = param [0,1,[0]]; switch (_state) do { //Death while being wanted case 0: { missionNamespace setVariable [LICENSE_VARNAME("rebel","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("driver","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("heroin","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("marijuana","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("cocaine","civ"),false]; }; //Jail licenses case 1: { missionNamespace setVariable [LICENSE_VARNAME("gun","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("driver","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("rebel","civ"),false]; }; //Remove motor vehicle licenses case 2: { if (missionNamespace getVariable LICENSE_VARNAME("driver","civ") || missionNamespace getVariable LICENSE_VARNAME("pilot","civ") || missionNamespace getVariable LICENSE_VARNAME("trucking","civ") || missionNamespace getVariable LICENSE_VARNAME("boat","civ")) then { missionNamespace setVariable [LICENSE_VARNAME("pilot","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("driver","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("trucking","civ"),false]; missionNamespace setVariable [LICENSE_VARNAME("boat","civ"),false]; hint localize "STR_Civ_LicenseRemove_1"; }; }; //Killing someone while owning a gun license case 3: { if (missionNamespace getVariable LICENSE_VARNAME("gun","civ")) then { missionNamespace setVariable [LICENSE_VARNAME("gun","civ"),false]; hint localize "STR_Civ_LicenseRemove_2"; }; }; //Adds the bountyH license to civs case 100: { missionNamespace setVariable [LICENSE_VARNAME("bountyH","civ"),true]; }; }; NPC init: init="this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""bountyH"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""bountyH"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""bountyH"",0,false,false,"""",' !license_civ_bountyH && playerSide isEqualTo civilian ']; this addAction[""<t color = '#D660D6'>Bounty Add</t>"",life_fnc_bountyAddMenu,"""",0,FALSE,FALSE,"""",'']; this addAction[""<t color = '#E6F402'>Bounty List</t>"",life_fnc_bountyMenu,"""",0,FALSE,FALSE,"""",''];"; **extra** for new people developing. if you would like to add a bounty list button to your y menu. Like this here it is. Alits_Life.Alits\dialog\player_inv.hpp under class ButtonAdminMenu: Life_RscButtonMenu { idc = 2021; text = "$STR_PM_AdminMenu"; onButtonClick = "closeDialog 0; createDialog ""life_admin_menu"";"; x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); y = 0.805; w = (6.25 / 40); h = (1 / 25); }; add class ButtonBountyList: Life_RscButtonMenu { idc = 2022; text = "$STR_PM_BountyList"; onButtonClick = "[] call life_fnc_bountyMenu"; x = 0.1 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); y = 0.805; w = (6.25 / 40); h = (1 / 25); }; Alits_Life.Alits\stringtable.xml under <Key ID="STR_PM_AdminMenu"> <Original>Admin Menu</Original> <Czech>Nabídka admin</Czech> <Spanish>Menu Admin</Spanish> <Russian></Russian> <German>Admin Menü</German> <French>Menu Admin</French> <Italian>Menu Admin</Italian> <Portuguese>Menu Admin</Portuguese> <Polish>Admin Menu</Polish> </Key> add <Key ID="STR_PM_BountyList"> <Original>BountyList</Original> </Key> then you're done.
  4. Daniel Stewart

    [Tutorial] Altis Central Bank - Second Fed!

    Error context »¿ Warning Message: File mpmissions\Altis_Life.Altis\dialog\federalReserve.hpp, line 28: '/Federal_Safe/controlsBackground/RscTitleText.': 'ï' encountered instead of '=' Warning Message: Config : some input after EndOfFile. Class Life_RscText destroyed with lock count 2 Class Life_RscTitle destroyed with lock count 1 I have read throw all 7 pages trying to find someone with the same issue one only one was VanquishedCookie well here is my file/rpt FederalReserve.hpp Rpt Log **Fixed this** it was 4 am when doing this I couldn't see that was wrong but i fixed. works for 5.0 class Federal_Safe { idd = 3500; name = "Federal_Safe"; movingEnable = 0; enableSimulation = 1; class controlsBackground { class RscTitleBackground: Life_RscText { colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; x = 0.1; y = 0.2; w = 0.33; h = (1 / 25); }; class RscBackground: Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; y = 0.2 + (11 / 250); w = 0.33; h = 0.7 - (22 / 250); }; class RscTitleText: Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 3501; text = ""; x = 0.1; y = 0.2; w = 0.33; h = (1 / 25); }; class VehicleWeight : RscTitleText { idc = 3504; style = 1; text = ""; }; class RscTrunkText: Life_RscText { idc = -1; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; text = "$STR_Trunk_TInventory"; sizeEx = 0.04; x = 0.11; y = 0.25; w = 0.3; h = 0.04; }; }; class Controls { class TrunkGear: Life_RscListBox { idc = 3502; text = ""; sizeEx = 0.030; x = 0.11; y = 0.29; w = 0.3; h = 0.42; }; class TrunkEdit: Life_RscEdit { idc = 3505; text = "1"; sizeEx = 0.030; x = 0.11; y = 0.72; w = 0.3; h = 0.03; }; class TakeItem: Life_RscButtonMenu { idc = -1; text = "$STR_Trunk_Take"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; onButtonClick = "[] call life_fnc_safeTake;"; x = 0.19; y = 0.78; w = (6.25 / 40); h = (1 / 25); }; class ButtonClose: Life_RscButtonMenu { idc = -1; //shortcuts[] = {0x00050000 + 2}; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = 0.1; y = 0.9 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; }; }; class Federal_Safe_1 { idd = 6666; name = "Federal_Safe_1"; movingEnable = 0; enableSimulation = 1; class controlsBackground { class RscTitleBackground: Life_RscText { colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; x = 0.1; y = 0.2; w = 0.33; h = (1 / 25); }; class RscBackground: Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; y = 0.2 + (11 / 250); w = 0.33; h = 0.7 - (22 / 250); }; class RscTitleText: Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 3501; text = ""; x = 0.1; y = 0.2; w = 0.33; h = (1 / 25); }; class VehicleWeight : RscTitleText { idc = 3504; style = 1; text = ""; }; class RscTrunkText: Life_RscText { idc = -1; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; text = "$STR_Trunk_TInventory"; sizeEx = 0.04; x = 0.11; y = 0.25; w = 0.3; h = 0.04; }; }; class Controls { class TrunkGear: Life_RscListBox { idc = 6669; text = ""; sizeEx = 0.030; x = 0.11; y = 0.29; w = 0.3; h = 0.42; }; class TrunkEdit: Life_RscEdit { idc = 6662; text = "1"; sizeEx = 0.030; x = 0.11; y = 0.72; w = 0.3; h = 0.03; }; class TakeItem: Life_RscButtonMenu { idc = -1; text = "$STR_Trunk_Take"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; onButtonClick = "[] call life_fnc_safeTakeBank;"; x = 0.19; y = 0.78; w = (6.25 / 40); h = (1 / 25); }; class ButtonClose: Life_RscButtonMenu { idc = -1; //shortcuts[] = {0x00050000 + 2}; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = 0.1; y = 0.9 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; }; };
  5. Daniel Stewart

    [TUTORIAL] New Clothing Dialog

    @Pasta_Bake GREAT !
  6. Daniel Stewart

    [TUTORIAL] New Clothing Dialog

    I like it simple and clean. Could you add a market and weapons menu that would be great
  7. Daniel Stewart

    [Tutorial] Gang Capturable Areas

    DW
  8. #include "..\..\script_macros.hpp" /* File: fn_adminOnOffDuty.sqf Author: Josh L Description: Saves the players gear then gives them the staff loadout. Loads the players old gear then gives it back to them. */ _suit = [ "U_O_Protagonist_VR", "U_B_Protagonist_VR", "U_I_Protagonist_VR" ]; if(FETCH_CONST(life_adminlevel) < 2) exitWith {closeDialog 0; hint "You do not have acccess to this";}; if(admin_onDuty == 1) then { admin_onDuty = 0; player setVariable["onDuty",0,true]; systemChat "Loading previous gear..."; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; player forceAddUniform life_oldUniform; _count = (count life_oldUniformItems) - 1; for "_x" from 0 to _count do { _item = life_oldUniformItems select _x; player addItemToUniform _item; }; player addVest life_oldVest; _count = (count life_oldVestItems) - 1; for "_x" from 0 to _count do { _item = life_oldVestItems select _x; player addItemToVest _item; }; player addBackpack life_oldBackpack; _count = (count life_oldBackpackItems) - 1; for "_x" from 0 to _count do { _item = life_oldBackpackItems select _x; player addItemToBackpack _item; }; player addHeadgear life_oldHeadgear; player addGoggles life_oldGoggles; [] call life_fnc_playerSkins; player addWeapon life_oldPWeapon; player addWeapon life_oldSWeapon; player addMagazine life_oldPWeaponMag; player addMagazine life_oldSWeaponMag; { player addPrimaryWeaponItem _x; } forEach life_oldPWeaponItems; { player addHandgunItem _x; } forEach life_oldSWeaponItems; player allowDamage true; systemChat "Loaded previous gear!"; hint "You are now off duty!"; } else { admin_onDuty = 1; player setVariable["onDuty",1,true]; systemChat "Saving previous gear..."; life_oldUniformItems = uniformItems player; life_oldVestItems = vestItems player; life_oldBackpackItems = backpackItems player; life_oldPWeapon = primaryWeapon player; life_oldSWeapon = handgunWeapon player; life_oldPWeaponMag = (getarray (configFile >> "CFGWeapons" >> life_oldPWeapon >> "magazines") select 0); life_oldSWeaponMag = (getarray (configFile >> "CFGWeapons" >> life_oldSWeapon >> "magazines") select 0); life_oldPWeaponItems = primaryWeaponItems player; life_oldSWeaponItems = handgunItems player; life_oldUniform = uniform player; life_oldVest = vest player; life_oldBackpack = backpack player; life_oldHeadgear = headgear player; life_oldGoggles = goggles player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; removeAllWeapons player; if(FETCH_CONST(life_adminlevel) isEqualTo 1) then { _uniform = "U_O_Protagonist_VR"; }; if(FETCH_CONST(life_adminlevel) isEqualTo 2) then { _uniform = "U_O_Protagonist_VR"; }; if(FETCH_CONST(life_adminlevel) isEqualTo 3) then { _uniform = "U_C_Protagonist_VR"; }; if(FETCH_CONST(life_adminlevel) isEqualTo 4) then { _uniform = "U_I_Protagonist_VR"; }; if(FETCH_CONST(life_adminlevel) isEqualTo 5) then { _uniform = "U_B_Protagonist_VR"; }; player forceAddUniform _uniform; player addGoggles "G_Bandanna_aviator"; player addHeadgear "H_CrewHelmetHeli_B"; player addVest "V_PlateCarrier1_blk"; player addBackpack "B_ViperLightHarness_blk_F"; player addItem "ItemMap"; player assignItem "ItemMap"; player addItem "ItemCompass"; player assignItem "ItemCompass"; player addItem "ItemWatch"; player assignItem "ItemWatch"; player addItem "ItemGPS"; player assignItem "ItemGPS"; player allowDamage false; [] call life_fnc_playerSkins; systemChat "Saving previous gear!"; hint "You are now on duty!"; }; @Deadlesszombie there is no error but doesn't give me a VR-suit
  9. #include "..\..\script_macros.hpp" /* File: fn_adminOnOffDuty.sqf Author: Josh L Description: Saves the players gear then gives them the staff loadout. Loads the players old gear then gives it back to them. */ _suit = [ "U_O_Protagonist_VR", "U_B_Protagonist_VR", "U_I_Protagonist_VR" ]; _random = selectRandom _suit; if(FETCH_CONST(life_adminlevel) < 2) exitWith {closeDialog 0; hint "You do not have acccess to this";}; if(admin_onDuty == 1) then { admin_onDuty = 0; player setVariable["onDuty",0,true]; systemChat "Loading previous gear..."; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; player forceAddUniform life_oldUniform; _count = (count life_oldUniformItems) - 1; for "_x" from 0 to _count do { _item = life_oldUniformItems select _x; player addItemToUniform _item; }; player addVest life_oldVest; _count = (count life_oldVestItems) - 1; for "_x" from 0 to _count do { _item = life_oldVestItems select _x; player addItemToVest _item; }; player addBackpack life_oldBackpack; _count = (count life_oldBackpackItems) - 1; for "_x" from 0 to _count do { _item = life_oldBackpackItems select _x; player addItemToBackpack _item; }; player addHeadgear life_oldHeadgear; player addGoggles life_oldGoggles; [] call life_fnc_playerSkins; player addWeapon life_oldPWeapon; player addWeapon life_oldSWeapon; player addMagazine life_oldPWeaponMag; player addMagazine life_oldSWeaponMag; { player addPrimaryWeaponItem _x; } forEach life_oldPWeaponItems; { player addHandgunItem _x; } forEach life_oldSWeaponItems; player allowDamage true; systemChat "Loaded previous gear!"; hint "You are now off duty!"; } else { admin_onDuty = 1; player setVariable["onDuty",1,true]; systemChat "Saving previous gear..."; life_oldUniformItems = uniformItems player; life_oldVestItems = vestItems player; life_oldBackpackItems = backpackItems player; life_oldPWeapon = primaryWeapon player; life_oldSWeapon = handgunWeapon player; life_oldPWeaponMag = (getarray (configFile >> "CFGWeapons" >> life_oldPWeapon >> "magazines") select 0); life_oldSWeaponMag = (getarray (configFile >> "CFGWeapons" >> life_oldSWeapon >> "magazines") select 0); life_oldPWeaponItems = primaryWeaponItems player; life_oldSWeaponItems = handgunItems player; life_oldUniform = uniform player; life_oldVest = vest player; life_oldBackpack = backpack player; life_oldHeadgear = headgear player; life_oldGoggles = goggles player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; removeAllWeapons player; player forceAddUniform _random; player addGoggles "G_Bandanna_aviator"; player addHeadgear "H_CrewHelmetHeli_B"; player addVest "V_PlateCarrier1_blk"; player addBackpack "B_ViperLightHarness_blk_F"; player addItem "ItemMap"; player assignItem "ItemMap"; player addItem "ItemCompass"; player assignItem "ItemCompass"; player addItem "ItemWatch"; player assignItem "ItemWatch"; player addItem "ItemGPS"; player assignItem "ItemGPS"; player allowDamage false; [] call life_fnc_playerSkins; systemChat "Saving previous gear!"; hint "You are now on duty!"; }; @Deadlesszombie where do i put it then ??
  10. it does work it doesn't give me the suit
  11. is there a way I can make it so the VR suit is different depending on your admin level ??
  12. when I go in game it doesn't do anything and the RTP log does not show an error ??? https://pastebin.com/Di9nwDuT I have changed //Shift + F1 - On/Off Duty case 59: { if(_shift) then { [] spawn life_fnc_adminOnOffDuty; }; }; i have tried it with the Shift + 0 and its the same
  13. Daniel Stewart

    Professional Looking HUD

    @Deadlesszombie dw I am dumb I mix the files up. lol
  14. Daniel Stewart

    Professional Looking HUD

    Yeah @Deadlesszombie
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