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DaBombGamer

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Everything posted by DaBombGamer

  1. Is it a texture or an actual vehicle? If it's a texture, you need to add it to the texture spot of the corresponding vehicle class. If it's new vehicles entirely, you're now in modded territory, and need to add the mods to your server, along with CBA_A3. Keep in mind that these players will have to download the mods as well before they are able to join.
  2. Might be a silly question but did you select the police texture? Also, the suv doesn't have a lightbar, you just press Shift+L to turn on the lights.
  3. I know this is an old thread, but I do also concur you are using a cracked infistar version. Your RPT log shows that the version you are using is from 2017.
  4. Tell us about yourself: I'm Alex, I'm 17 and I've been in the Arma 3 RP scene since 2015. I've ran, owned, or moderated a variety of servers on a variety of games including, Arma 3, Escape from Tarkov, Garry's Mod, GTA 4, GTA V, and Rust. What skills do you possess that you feel will help you do well as a helper? I think the biggest skill I've obtained is the fact I was a previous moderator for the popular game Escape from Tarkov (can provide proof if necessary). As well as owning servers, and some basic scripting experience I feel like I bring a well-rounded set of skills to the table. Have you ever been banned/kicked ( if yes please specify why )? No Your date of birth: 05/20/2003/ (if I need to wait an additional month until I turn 18 that's fine.) What's your experience with SQF and SQL languages, or other sorts of Arma related development? I have basic skills when it comes to scripting. While I can't make a complete script from scratch quite yet, I'm familiar enough to notice an error in a script, formatting issues, or missing components from the script. What is the first thing you would like to change about the forums(Nothing? then NA)? Not specifically the forums, but Altis Life in general. Reviving it. It has slowly started to die and I'm on a mission to help support the community and help revive Altis Life to it's former glory. Do you have Discord? Yes Do you have any problems working with other staff members? Absolutely not. Teamwork is going to make the dream work. Why do you want to be a Helper? With the forums slowly becoming more inactive I just want to be an active face in the community and help people where I can and ensure that everyone get's along. How would you deal with someone being rude towards members? I would deal with it via a tiered structure based on the person's history or if it's a chronic issue. This is also how we dealt with it over at Escape from Tarkov. 1. A verbal warning 2. A direct warning 3. Content Moderation for x amount of time (if helpers even get access to that feature) 4. Content Posting Restrictions 5. Temp Ban 6. Perm Ban. If you were to become a helper, would a moderator position be appealing to you as well in the future? Absolutely
  5. Hey everyone! If you've recently played Arma 3 Altis Life or any A3 RP server, you may notice that a lot of them are dying or there are fewer servers then there used to be. It's a shame because personally I've played GTA 4 RP, FiveM, Arma 3 RP, Garry's Mod RP, and a few others, but no other experience has beaten Arma 3 to this day. I'm asking anyone viewing this post if you haven't started up Altis Life or joined an RP Server in a while, to give it another go and to help revive this great experience. Here's what I propose: If you're a normal person: Give an Altis Life/RP Server another go Ask old friends you used to play with to join you If you really like a server, help get the name out there through friends If you're a content creator: Stream an Altis Life or an RP server Help out your viewers if they're lost or have questions If you're a server owner: Advertise your server, get your name out there on any platform you can. (Reddit, these forums, Youtube, Twitch, Steam, etc) Make sure that your server is something you're proud of Give Credit to script creators where it is due. Respect your community and playerbase Don't Admin Abuse I believe that we can truly make Altis Life a thriving community again, it just requires a little bit of work. If anyone else is like me, I had just simply forgotten about Arma RP in general until I decided to boot the game up again. If we help bring people back then I believe we can revive a "golden age" of gaming. If you have any other ideas leave them below. This is no doubt a community effort but I believe we can make it possible.
  6. First 50 people that sign up on the website get a 10k starting bonus!!
  7. Good question! I'm not pointing fingers with the scripts I have. There's definitely nothing wrong with having those scripts in a server. The point I was making there, was letting people know we wouldn't implement any scripts that would make the roleplay "unrealistic"
  8. Crimson Network Arma 3 Life Crimson Network Arma 3 Life has just launched today! We are a community all about Hardcore Role-play. Map: Kelley's Island Remastered Website: Crimsonetwork.net Teamspeak: cn.ts.nfoservers.com Why join us? Frequent Server Updates - We are currently doing daily server updates fixing bugs, adding features, and general server changes! Staff/Faction Leaders with 1000's of hours worth of experience in both ArmA, and Role-playing Hardcore RP - A lot of Server's lack when it comes to proper role-play, we focus on Person to Person interaction more than anything else. Realism - A lot of communities have scripts that don't go together, or just are plain and simple not realistic. We only enable scripts that further the RP experience No Admin Abuse - Whilst we have infistar on our server, no staff has access to any of it's "abuse-able commands" A Place to Grow - We want to hear what you have to say. There are multiple places on the forums to put recommendations, advice, etc. and we listen. Realistic Economy - We base our prices off what they would be IRL so it gives an added feeling of Realism No Pay-to-win - While we accept donations, there is absolutely no pay-to-win or features handed out for donators. What are we currently looking for? We are currently looking for: Developers Staff Police EMS Gang's Civilian's What is currently in the Server? Completely Modded Vehicles, Shops, and Weapons Completely Manual DOC System Police Panic Button Police Radar Pat-Down for Police Zipties Gag's & Blindfolds Store Robbery Realistic Economy Seatbelts Morphine & Bandages Task Force Radio Enhanced Movement + More What is planned for the Server? Dynamic Economy Revocable Licenses Place-able Object's for Police Custom Bank Robberies Civilian Towing Job Civilian Bounty Hunters + More
  9. THIS SERVER IS CURRENTLY IN DEVELOPMENT!! Crimson Network Arma 3 Life Website: Crimsonetwork.com Teamspeak: crimson.ts.nfoservers.com Planned Server Release Date: 11/11/2018 - 11/14/2018 Game Server is not up yet. Thread will be updated. Download the Mods to get a jump-start when the server goes up! Pictures: At Crimson Network, we want to give users a serious, fun, in-depth, and realistic approach at roleplay. We believe in more than just the PVP, but also in human interactions, and at a civil life-style. On the civilian side of things, there are multiple ways of approaching how you live your life-style. You can either be a: Law Abiding Citizen, where you focus on player interaction, diverse role-play, and exploring everything the server has to offer, or you can become a: Rebel, where all of your interactions are highly intense, very unpredictable, and gives you a big rush of adrenaline. Taking this path is the best way to have great amounts of fun, however, going this route requires a significant amount more of grinding, farming, etc. Our Server Values: Honesty: At Crimson, we believe in honest members, cops, medics, and staff alike. To ensure this, any Staff that is reported, in the support area, will be dragged in, and treated as a standard member. Staff will not handle cases that they are apart of as that would cause serious amount of bias. Fairness: To ensure fairness in the community, abusing exploits are not tolerated (knowingly using a feature in a way it's not meant to be used). Staff Members will not have access to any infistar commands that can be abused for an in-game advantage. Any staff that has elevated infistar powers activated will have "[ADMIN]" by their name, and they will not engage in any rp scenarios. Loyalty: Player loyalty on a lot of other communities often goes unnoticed, but at Crimson, we reward dedicated players with various perks. Not so fast.. nothing pay to win will be given out. Server Features Dynamic Markets Diverse Vehicle Shops Police Radar Zipties Blindfolds Seatbelts Pat-Down Script for Cops Panic Button for Cops Custom HUD's Gambling Store Robbery Physical Cell Phone Hardcore Economy +More! Planned Server Features ACE Intergration Tow Truck Script Premium Gangs (non-PTW) Physical Farming Automated Government. Any More Ideas? Feel free to post them on the forums!
  10. First impressions.. I'm loving the looks of it, looks like a great server. I would recommend getting a new forum such as one from Invision Community, and I would recommend getting new police cars as well. I wish you the best of luck with this man! Off to a great start.
  11. This is a good reference for people who don't know how to add the player init. Adding to main post + credits to you for the source!
  12. I don't need it, I was just letting you know
  13. That's a problem, you need their notification system too.
  14. My input, even with servers like takistan, it doesn't go to that extent. In taki, you may have an armed technical, but not a gunship. Lmao.
  15. Any reason you told us to put _geticon when there isn't such a file? Causes errors Edit: After not being able to solve errors, I decided to remove the script, and I still get fn_Dynmarket_geticon.sqf not found wtf. Please enlighten me. Edit: Still no luck after 3 hrs of trying. I even went as far as to put a fresh functions.hpp in. This is getting confusing and annoying. All rpt says is "Warning Message: Script core\DynMarket\fn_DYNMARKET_getIcon.sqf not found" so doesn't help much. Edit: Figured it out. Isn't TADST great? Told it to run one mission file, but it ran another +1 lmao
  16. Original Author: PapaBear Reupload: DaBombGamer Source: My Google Drive Coding Knowledge: Moderate Works on 4.0. Haven't tested 4.4 This is a barebones script. I am not including the Functions.hpp etc. If someone wants to put effort and do that, i'll happily add it to the main post Similar to @Repentz repost, but this is blackjack, and that... well it's slots. Sorry it's not a full release. Currently 4AM and don't feel like doing much coding. May add it in at a later time. CREDITS TO DEADLESSZOMBIE FOR THIS SOURCE. IF YOU DON'T KNOW HOW TO ADD THE REST IN: https://altisdev.com/topic/766/tuto-ajoutez-le-black-jack-d Next four files are in core\shops Create a file named fn_BJbet.sqf /* File: fn_BJbet.sqf Description: Blackjack Created by Blacklistgaming.org Coder: PapaBear */ private ["_betamt"]; _betamt = [_this,0,1,[0]] call BIS_fnc_param; disableSerialization; _display = findDisplay 5980; if(life_cash < _betamt) exitWith {hint format["You don't have enough money to play (%1$)",_betamt];}; life_cash = life_cash - _betamt; _Pcard1 = _display displayCtrl 5992; _Pcard2 = _display displayCtrl 5993; _Pcard3 = _display displayCtrl 5994; _Pcard4 = _display displayCtrl 5997; _Pcard5 = _display displayCtrl 5998; _Dcard1 = _display displayCtrl 5990; _Dcard2 = _display displayCtrl 5991; _Dcard3 = _display displayCtrl 5995; _Dcard4 = _display displayCtrl 5996; _bet1 = _display displayCtrl 5984; _bet2 = _display displayCtrl 5985; _bet3 = _display displayCtrl 5986; _bet4 = _display displayCtrl 5987; _Stay = _display displayCtrl 5982; _Hit = _display displayCtrl 5983; _TOTALTXT = _display displayCtrl 6007; _Pcard1 ctrlSetText ""; _Pcard2 ctrlSetText ""; _Pcard3 ctrlSetText ""; _Pcard4 ctrlSetText ""; _Pcard5 ctrlSetText ""; _Dcard1 ctrlSetText ""; _Dcard2 ctrlSetText ""; _Dcard3 ctrlSetText ""; _Dcard4 ctrlSetText ""; _TOTALTXT ctrlSetText "Total: "; _bet2KTEXT = _display displayCtrl 6003; _bet4KTEXT = _display displayCtrl 6004; _bet6KTEXT = _display displayCtrl 6005; _bet8KTEXT = _display displayCtrl 6006; _total = 0; _bet1 ctrlEnable false; _bet2 ctrlEnable false; _bet3 ctrlEnable false; _bet4 ctrlEnable false; _Hit ctrlEnable false; _Stay ctrlEnable false; switch ( _betamt ) do { case 2000: { _bet4KTEXT ctrlSetText ""; _bet6KTEXT ctrlSetText ""; _bet8KTEXT ctrlSetText ""; }; case 4000: { _bet2KTEXT ctrlSetText ""; _bet6KTEXT ctrlSetText ""; _bet8KTEXT ctrlSetText ""; }; case 6000: { _bet4KTEXT ctrlSetText ""; _bet2KTEXT ctrlSetText ""; _bet8KTEXT ctrlSetText ""; }; case 8000: { _bet4KTEXT ctrlSetText ""; _bet6KTEXT ctrlSetText ""; _bet2KTEXT ctrlSetText ""; }; default { _bet4KTEXT ctrlSetText ""; _bet6KTEXT ctrlSetText ""; _bet8KTEXT ctrlSetText ""; } }; // give dealer 1 card, other is XX // give player 2 cards _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; } else { if( _number == 13 ) then { _number = "ACE"; }; }; _Pcard1 ctrlSetText format["%1",_number]; sleep 0.5; _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; } else { if( _number == 13 ) then { _number = "ACE"; }; }; _Dcard1 ctrlSetText format["%1",_number]; sleep 0.5; _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; } else { if( _number == 13 ) then { _number = "ACE"; }; }; _Pcard2 ctrlSetText format["%1",_number]; _P1 = ctrlText _Pcard1; _P2 = ctrlText _Pcard2; _D1 = ctrlText _Dcard1; sleep 0.5; _winnings = _display displayCtrl 6001; _total = 0; if( _P1 == "ACE" ) then { if( _P2 == "10" ) then { _total = 21; }else { if( _P2 == "ACE" ) then { _total = 12; } else { _total = 11 + (parseNumber _P2); }; }; } else { if( _P2 == "ACE" ) then { if( _P1 == "10" ) then { _total = 21; } else { if( _P1 == "ACE" ) then { _total = 12; } else { _total = 11 + (parseNumber _P1); }; }; } else { _total = (parseNumber _P1) + (parseNumber _P2); }; }; _TOTALTXT ctrlSetText format["%1",_total]; if( _total == 21 ) then { _win = 4 * _betamt; life_cash = life_cash + _win; _winnings ctrlSetText format["%1",_win]; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; } else { _number = ceil(random 11); _number = _number + 2; //check if dealer got ace and then a 10. //10 then ace? if( _number == 13 ) then { _number = "ACE"; if( _D1 == "10" ) then { _Dcard2 ctrlSetText format["%1",_number]; _winnings = _display displayCtrl 6001; _winnings ctrlSetText "You Lose"; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; } else { _Dcard2 ctrlSetText "XX"; }; } else { if( _D1 == "ACE" ) then { if( _number == 10 ) then { _Dcard2 ctrlSetText format["%1",_number]; _winnings = _display displayCtrl 6001; _winnings ctrlSetText "You Lose"; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; } else { _Dcard2 ctrlSetText "XX"; }; } else { _Dcard2 ctrlSetText "XX"; }; }; _Hit ctrlEnable true; _Stay ctrlEnable true; }; Now in the same folder create fn_BJhit.sqf /* File: fn_BJhit.sqf Description: Blackjack Created by Blacklistgaming.org Coder: PapaBear */ //hit phase //check value of cards //stop if bust //if 5th hit and still good win disableSerialization; _display = findDisplay 5980; //setup variables _Pcard1 = _display displayCtrl 5992; _Pcard2 = _display displayCtrl 5993; _Pcard3 = _display displayCtrl 5994; _Pcard4 = _display displayCtrl 5997; _Pcard5 = _display displayCtrl 5998; _TOTALTXT = _display displayCtrl 6007; _bet2KTEXT = _display displayCtrl 6003; _bet4KTEXT = _display displayCtrl 6004; _bet6KTEXT = _display displayCtrl 6005; _bet8KTEXT = _display displayCtrl 6006; _betamt = 0; if( (ctrlText _bet2KText) != "" ) then { _betamt = 2000; } else { if( (ctrlText _bet4KText) != "" ) then { _betamt = 4000; } else { if( (ctrlText _bet6KText) != "" ) then { _betamt = 6000; } else { _betamt = 8000; }; }; }; _gameover = false; _bet1 = _display displayCtrl 5984; _bet2 = _display displayCtrl 5985; _bet3 = _display displayCtrl 5986; _bet4 = _display displayCtrl 5987; _Stay = _display displayCtrl 5982; _Hit = _display displayCtrl 5983; _winnings = _display displayCtrl 6001; _bet1 ctrlEnable false; _bet2 ctrlEnable false; _bet3 ctrlEnable false; _bet4 ctrlEnable false; _Hit ctrlEnable false; _Stay ctrlEnable false; _P1T = ctrlText _Pcard1; _P2T = ctrlText _Pcard2; _P3T = ctrlText _Pcard3; _P4T = ctrlText _Pcard4; _P5T = ctrlText _Pcard5; _ACES = false; _ACE1 = 0; _ACE2 = 0; _ACE3 = 0; _ACE4 = 0; _total = 0; _win = 0; _cash = 0; //figure out which card is next to be dealt _NextCard = 0; if(_P3T != "" ) then { if(_P4T != "" ) then { _NextCard = 5; } else { _NextCard = 4; }; } else { _NextCard = 3; }; //deal next card _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; } else { if( _number == 13 ) then { _number = "ACE"; }; }; //assign card to its place switch ( _NextCard ) do { case 3: { _Pcard3 ctrlSetText format["%1",_number]; _P3T = ctrlText _Pcard3; }; case 4: { _Pcard4 ctrlSetText format["%1",_number]; _P4T = ctrlText _Pcard4; }; case 5: { _Pcard5 ctrlSetText format["%1",_number]; _P5T = ctrlText _Pcard5; }; default { _Pcard3 ctrlSetText format["%1",_number]; _P3T = ctrlText _Pcard3; } }; _totalAces = 0; //check if there are any aces //and where they are if( _P1T == "ACE" ) then { _ACES = true; _ACE1 = 1; _totalAces = 1; }; if( _P2T == "ACE" ) then { _ACES = true; if( _ACE1 == 0 ) then { _ACE1 = 2; _totalAces = 1; } else { _ACE2 = 2; _totalAces = 2; }; }; if( _P3T == "ACE" ) then { _ACES = true; if( _ACE1 == 0 ) then { _ACE1 = 3; _totalAces = 1; } else { if( _ACE2 == 0 ) then { _ACE2 = 3; _totalAces = 2; } else { _ACE3 = 3; _totalAces = 3; }; }; }; if( _P4T == "ACE" ) then { _ACES = true; if( _ACE1 == 0 ) then { _ACE1 = 4; _totalAces = 1; } else { if( _ACE2 == 0 ) then { _ACE2 = 4; _totalAces = 2; } else { if( _ACE3 == 0 ) then { _ACE3 = 4; _totalAces = 3; } else { _ACE4 = 4; _totalAces = 4; }; }; }; }; if( _P5T == "ACE" ) then { _ACES = true; if( _ACE1 == 0 ) then { _ACE1 = 5; _totalAces = 1; } else { if( _ACE2 == 0 ) then { _ACE2 = 5; _totalAces = 2; } else { if( _ACE3 == 0 ) then { _ACE3 = 5; _totalAces = 3; } else { _ACE4 = 5; _totalAces = 4; }; }; }; }; _temp1 = 0; _temp2 = 0; //aces check complete. //now we need total the players cards //if there are aces we need to compare // 11 vs 1 totals // the total values of whether is 21 or under if( _ACES ) then { if( _ACE4 != 5 OR _ACE3 != 5 OR _ACE2 != 5 OR _ACE1 != 5 ) then { _total = _total + (parseNumber _P5T); }; if( _ACE4 != 4 OR _ACE3 != 4 OR _ACE2 != 4 OR _ACE1 != 4 ) then { _total = _total + (parseNumber _P4T); }; if( _ACE3 != 3 OR _ACE2 != 3 OR _ACE1 != 3 ) then { _total = _total + (parseNumber _P3T); }; if( _ACE2 != 2 OR _ACE1 != 2 ) then { _total = _total + (parseNumber _P2T); }; if( _ACE1 != 1 ) then { _total = _total + (parseNumber _P1T); }; switch ( _totalAces ) do { case 4: { //11,1,1,1 _temp1 = 14; //1,1,1,1 _temp2 = 4; }; case 3: { //11,1,1 _temp1 = 13; //1,1,1 _temp2 = 3; }; case 2: { //11,1 _temp1 = 12; //1,1 _temp2 = 2; }; case 1: { //11 _temp1 = 11; //1 _temp2 = 1; }; default {_temp1 = 0; _temp2 = 0;} }; _totalTemp = _total + _temp2; _total = _total + _temp1; //if player hit 21 then he wins 4X if( _total == 21 ) then { _TOTALTXT ctrlSetText format["%1",_total]; _win = 4; } else { //player didnt hit 21 //now check if he went bust using the 11 //if he didnt then can keep playing if( _total > 21 ) then { //using 11 he went over 21 //lets check if he is still over using a 1 instead //if over 21 he loses, else keeps playing if( _totalTemp > 21 ) then { _TOTALTXT ctrlSetText format["%1",_totalTemp]; _gameover = true; } else { //if using 1 in total and still under 21 //while using 5 cards, player wins 3X if( _NextCard == 5 ) then { _win = 4; } else { _TOTALTXT ctrlSetText format["%1",_totalTemp]; }; }; } else { _TOTALTXT ctrlSetText format["%1",_total]; }; }; } else { // NO ACES!!!! Total all cards _total = (parseNumber _P1T) + (parseNumber _P2T) + (parseNumber _P3T) + (parseNumber _P4T) + (parseNumber _P5T); _TOTALTXT ctrlSetText format["%1",_total]; //if hit 21, win if( _total == 21 ) then { _win = 4; _gameover = true; } else { if( _total > 21 ) then { _gameover = true; }; }; }; //last check to see if they lose, win,still playing if( _gameover ) then { if( _win != 0 ) then { _cash = _betamt * _win; life_cash = life_cash + _cash; _winnings ctrlSetText format["%1",_cash]; //you win, give money //set text //free up bet buttons } else { _winnings ctrlSetText "You lose. BUST"; //you lose //set text //free up bet buttons }; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; _bet2KTEXT ctrlSetText "BET"; _bet4KTEXT ctrlSetText "BET"; _bet6KTEXT ctrlSetText "BET"; _bet8KTEXT ctrlSetText "BET"; _Hit ctrlEnable false; _Stay ctrlEnable false; } else { //below 21, can still play //free up hit/stay buttons. _Hit ctrlEnable true; _Stay ctrlEnable true; }; In the same folder (again lol) create fn_BJstay.sqf /* File: fn_BJstay.sqf Description: Blackjack Created by Blacklistgaming.org Coder: PapaBear */ //stay //calculate value of player //reveal dealer //if dealer higher, lose //if dealer lower, dealer hit. //check dealer value, win/lose hits. disableSerialization; _display = findDisplay 5980; //setup variables _Pcard1 = _display displayCtrl 5992; _Pcard2 = _display displayCtrl 5993; _Pcard3 = _display displayCtrl 5994; _Pcard4 = _display displayCtrl 5997; _Dcard1 = _display displayCtrl 5990; _Dcard2 = _display displayCtrl 5991; _Dcard3 = _display displayCtrl 5995; _Dcard4 = _display displayCtrl 5996; _TOTALTXT = _display displayCtrl 6007; _bet2KTEXT = _display displayCtrl 6003; _bet4KTEXT = _display displayCtrl 6004; _bet6KTEXT = _display displayCtrl 6005; _bet8KTEXT = _display displayCtrl 6006; _betamt = 0; if( (ctrlText _bet2KText) != "" ) then { _betamt = 2000; } else { if( (ctrlText _bet4KText) != "" ) then { _betamt = 4000; } else { if( (ctrlText _bet6KText) != "" ) then { _betamt = 6000; } else { _betamt = 8000; }; }; }; _bet1 = _display displayCtrl 5984; _bet2 = _display displayCtrl 5985; _bet3 = _display displayCtrl 5986; _bet4 = _display displayCtrl 5987; _Stay = _display displayCtrl 5982; _Hit = _display displayCtrl 5983; _winnings = _display displayCtrl 6001; _bet1 ctrlEnable false; _bet2 ctrlEnable false; _bet3 ctrlEnable false; _bet4 ctrlEnable false; _Hit ctrlEnable false; _Stay ctrlEnable false; _P1T = ctrlText _Pcard1; _P2T = ctrlText _Pcard2; _P3T = ctrlText _Pcard3; _P4T = ctrlText _Pcard4; _D1T = ctrlText _Dcard1; _gameover = false; _totalPlayer = 0; _totalDealer = 0; _totalDealer2 = 0; _totalDealer3 = 0; _totalDealer4 = 0; _totalPlayer = ctrlText _TOTALTXT; _totalPlayer = parseNumber _totalPlayer; _totalDealer = 0; _win = 0; _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; } else { if( _number == 13 ) then { _number = 10; }; }; _Dcard2 ctrlSetText format["%1",_number]; if( _D1T == "ACE" ) then { if( _number == 10 ) then { _totalDealer = 21; } else { _totalDealer = 11 + _number; }; } else { _totalDealer = _number + (parseNumber _D1T); }; if( _totalDealer > _totalPlayer ) then { //dealer beat player //dealer wins //no money for player _gameover = true; } else { if( _totalDealer == _totalPlayer ) then { //tie, betamt won back _win = 1; _gameover = true; } else { _gameover = false; }; }; if( !_gameover ) then { _number = ceil(random 11); _number = _number + 2; if ( _number == 11 OR _number == 12 ) then { _number = 10; _Dcard3 ctrlSetText format["%1",_number]; } else { if( _number == 13 ) then { _Dcard3 ctrlSetText "ACE"; } else { _Dcard3 ctrlSetText format["%1",_number]; }; }; if( _number == 13 ) then { _totalTemp = _totalDealer + 11; _totalTemp2 = _totalDealer + 1; if( _totalTemp == 21 OR _totalTemp2 == 21 ) then { _gameover = true; } else { if( _totalTemp > 21 AND _totalTemp2 > 21 ) then { _gameover = true; _win = 2; }; }; if( !_gameover ) then { if( _totalTemp > _totalPlayer ) then { if( _totalTemp < 21 ) then { _gameover = true; }; } else { if( _totalTemp2 > _totalPlayer ) then { if( _totalTemp2 < 21 ) then { _gameover = true; }; }; }; }; } else { //should check for aces... but ya _totalDealer = _totalDealer + _number; if( _totalDealer > 21 ) then { //player wins //dealer bust _gameover = true; _win = 2; } else { if( _totalDealer > _totalPlayer ) then { //dealer beats player _gameover = true; } else { if( _totalDealer == _totalPlayer ) then { _gameover = true; _win = 1; } else { _gameover = false; }; }; }; }; }; //draw another card for dealer... card 4. fuck this shit.... if( !_gameover ) then { _win = 2; }; //last check to see if they lose, win,still playing if( _win != 0 ) then { _cash = _betamt * _win; life_cash = life_cash + _cash; _winnings ctrlSetText format["%1",_cash]; //you win, give money //set text //free up bet buttons } else { _winnings ctrlSetText "You lose. Dealer Wins."; //you lose //set text //free up bet buttons }; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; _bet2KTEXT ctrlSetText "BET"; _bet4KTEXT ctrlSetText "BET"; _bet6KTEXT ctrlSetText "BET"; _bet8KTEXT ctrlSetText "BET"; Again in the same folder lmao, create fn_blackjack.sqf /* File: fn_blackjack.sqf Description: Blackjack Created by Blacklistgaming.org Coder: PapaBear */ if(!dialog) then { createDialog "BlackjackGUI"; }; disableSerialization; _display = findDisplay 5980; _Hit = _display displayCtrl 5983; _Stay = _display displayCtrl 5982; _Hit ctrlEnable false; _Stay ctrlEnable false; _bet1 = _display displayCtrl 5984; _bet2 = _display displayCtrl 5985; _bet3 = _display displayCtrl 5986; _bet4 = _display displayCtrl 5987; _bet1 ctrlEnable true; _bet2 ctrlEnable true; _bet3 ctrlEnable true; _bet4 ctrlEnable true; Now, go to your dialog folder and create blackjack.hpp /*Created by Blacklistgaming.org Coder: PapaBear */ #define GUI_GRID_X (0) #define GUI_GRID_Y (0) #define GUI_GRID_W (0.025) #define GUI_GRID_H (0.04) #define GUI_GRID_WAbs (1) #define GUI_GRID_HAbs (1) class BlackjackGUI { idd = 5980; name="black_jack"; movingEnabled = 0; enableSimulation = 1; onLoad = ""; class controlsBackground { class RscFrame_1800: life_RscText { idc = 5981; colorBackground[] = {0,0,0,0.7}; x = 3 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 31 * GUI_GRID_W; h = 20.5 * GUI_GRID_H; }; class RscText_1000: life_RscText { idc = 5988; text = "Dealer"; //--- ToDo: Localize; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 3 * GUI_GRID_H + GUI_GRID_Y; w = 5 * GUI_GRID_W; h = 2 * GUI_GRID_H; }; class RscText_1001: life_RscText { idc = 5989; text = "Player"; //--- ToDo: Localize; x = 20 * GUI_GRID_W + GUI_GRID_X; y = 3 * GUI_GRID_H + GUI_GRID_Y; w = 6 * GUI_GRID_W; h = 2 * GUI_GRID_H; }; class RscText_1012: life_RscText { idc = 5999; text = "BLACKJACK"; //--- ToDo: Localize; x = 9 * GUI_GRID_W + GUI_GRID_X; y = 1 * GUI_GRID_H + GUI_GRID_Y; w = 18.5 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; sizeEx = 3 * GUI_GRID_H; }; class RscText_1013: life_RscText { idc = 6000; text = "Winnings: $"; //--- ToDo: Localize; x = 5.5 * GUI_GRID_W + GUI_GRID_X; y = 15 * GUI_GRID_H + GUI_GRID_Y; w = 5 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; }; class controls { class STAY_BTN: life_RscButtonMenu { idc = 5982; text = "Stay"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[] spawn life_fnc_BJstay;"; x = 20 * GUI_GRID_W + GUI_GRID_X; y = 14.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class HIT_BTN: life_RscButtonMenu { idc = 5983; text = "Hit"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[] spawn life_fnc_BJhit;"; x = 27 * GUI_GRID_W + GUI_GRID_X; y = 14.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class TOTAL: life_RscText { idc = 6007; text = "Total: "; //--- ToDo: Localize; x = 28 * GUI_GRID_W + GUI_GRID_X; y = 10.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class BET_5K: life_RscButtonMenu { idc = 5984; text = "2K"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[2000] spawn life_fnc_BJbet;"; x = 6 * GUI_GRID_W + GUI_GRID_X; y = 19 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class BET_10K: life_RscButtonMenu { idc = 5985; text = "4K"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[4000] spawn life_fnc_BJbet;"; x = 13 * GUI_GRID_W + GUI_GRID_X; y = 19 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class BET_25K: life_RscButtonMenu { idc = 5986; text = "6K"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[6000] spawn life_fnc_BJbet;"; x = 20 * GUI_GRID_W + GUI_GRID_X; y = 19 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class BET_50K: life_RscButtonMenu { idc = 5987; text = "8K"; //--- ToDo: Localize; //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}; colorBackground[] = {0.2,0.3,0.9,0.7}; onButtonClick = "[8000] spawn life_fnc_BJbet;"; x = 27 * GUI_GRID_W + GUI_GRID_X; y = 19 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Dealer_Card_1: life_RscText { idc = 5990; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Dealer_Card_2: life_RscText { idc = 5991; x = 9.5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Player_Card_1: life_RscText { idc = 5992; x = 20.5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Player_Card_2: life_RscText { idc = 5993; x = 24.5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Player_Card_3: life_RscText { idc = 5994; x = 28.5 * GUI_GRID_W + GUI_GRID_X; y = 5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Dealer_Card_4: life_RscText { idc = 5995; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Dealer_Card_5: life_RscText { idc = 5996; x = 9.5 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Player_Card_4: life_RscText { idc = 5997; x = 20.5 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Player_Card_5: life_RscText { idc = 5998; x = 24.5 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Winnings: life_RscText { idc = 6001; x = 11 * GUI_GRID_W + GUI_GRID_X; y = 15 * GUI_GRID_H + GUI_GRID_Y; w = 5 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class EXIT_BTN: life_RscButtonMenu { idc = 6002; text = "EXIT"; //--- ToDo: Localize; 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 = "closeDialog 0;"; x = 30 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscText_1015: life_RscText { idc = 6003; text = "BET"; //--- ToDo: Localize; x = 7 * GUI_GRID_W + GUI_GRID_X; y = 18 * GUI_GRID_H + GUI_GRID_Y; w = 2 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscText_1016: life_RscText { idc = 6004; text = "BET"; //--- ToDo: Localize; x = 14 * GUI_GRID_W + GUI_GRID_X; y = 18 * GUI_GRID_H + GUI_GRID_Y; w = 2 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscText_1017: life_RscText { idc = 6005; text = "BET"; //--- ToDo: Localize; x = 21 * GUI_GRID_W + GUI_GRID_X; y = 18 * GUI_GRID_H + GUI_GRID_Y; w = 2 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; class RscText_1018: life_RscText { idc = 6006; text = "BET"; //--- ToDo: Localize; x = 28 * GUI_GRID_W + GUI_GRID_X; y = 18 * GUI_GRID_H + GUI_GRID_Y; w = 2 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; }; }; That's the base script. Enjoy!
  17. Seems interesting. Not something i'm interested in because my division of the server focuses on PVP. But still, thanks for another release to help make the life community better
  18. This is a rough idea on how a Deadman would work. (This won't work) if(vest player = "V_HarnessOGL_gry") then _player addAction ["Deadman Switch", "fn_deadman.sqf"] _player=_this select 0; if (!alive player) then life_isSuiciding = true If it's in high demand, (with the owners permission of course) I may be able to make a Deadman in a few work hours.
  19. Sorry for late reply. Darkaresgaming.net They are running version 3.1.4.8
  20. Can't give you the name of the person but I can give a community. Dark Ares Gaming. This is the pat down script they run: http://pastebin.com/FUbyB3cV It says a guy named "Scotty" made it
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