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artur_op

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Everything posted by artur_op

  1. Thanks for the answer. I'll test and notice as soon as I have an answer!
  2. Does it work in 5.0? Will this appear for any administrator level? (I saw that it has only two levels, but what level? 1,2 and 3?
  3. I already own the Federal Reserve Script. Is it possible to make the second point for the armament reserve? Or do I need to create a totally separate script?
  4. The assault is working normally. The only problem is when a second assault occurs, only the first assault is marked on the map. After finishing the first round, the next round is marked. But it does not occur simultaneously.
  5. _markername = createMarker [format ["shop_%1", (str (random 99999))], _pos]; _markername setMarkerColor "ColorRed"; _markername setMarkerText "!ATTENTION! robbery !ATTENTION!"; _markername setMarkerType "mil_warning"; Regarding this random markup did not work for me, there just is not any markup on the map during the assault. Do you have any other way to do this? For it is only marking the first assault on the map, if two or more simultaneous assaults occur, only the first one is marked. This is the current model: _marker = createMarker ["Marker200", _Pos]; //by ehno: Place a Maker on the map "Marker200" setMarkerColor "ColorRed"; "Marker200" setMarkerText "!ATENÇAO! ASSALTO EM ANDAMENTO"; "Marker200" setMarkerType "mil_warning"; If anyone could help me, I would be very grateful.
  6. Hehehe... But thanks, at least I tried.
  7. I still can not figure it out. Can you help me with this variable?
  8. Thanks for your feedback. I checked all the comments and did not find the "problem 1" solution. Of the second simultaneous robbery that does not receive a marker on the map. As for the time variable of "problem 2", can you help me with this? I do not have much creative experience.
  9. Hello! I have two problems. In fact they are two improvements. Problem 1: When the robbery is happening a marking appears on the map. But when more than one assault occurs simultaneously only the first assault is displayed on the map. The other robberies are not marked. What do I do to solve this? Problem 2: How do I add time for players not to be able to assault second place after 30 minutes of the first round? For they are assaulting posts in distant places, making it difficult for the police to travel. I want the second round to start only after 30 minutes of the first round, and so on. Can someone help me with this please?
  10. Thank you, it worked perfectly for me! V5.0
  11. Hello! How to return a rebel license if the player escapes from prison?
  12. Thanks for the help, I'll try to sort it out somehow.
  13. How to remove money from the imprisoned player? I want to remove only the money in his hand. I do not want to remove the money from the bank.
  14. I wish it was not available for the police. Only a good citizen can use a passport. How do I do that?
  15. I got it, thanks for the help !!
  16. Wonderful!!! It worked perfectly in 5.x! Can I add a license for this? The civilian only shows if he has bought. Do you know how I can do this?
  17. Can I put two layers of texture? As? Would you just put one layer as 0 and the other layer 1?
  18. The clothes I want to apply to the skin is the "U_B_survival_uniform". But the shirt does not look like the custom color, so I added the "basicbody_green_co" outfit just to test if it would work. Of the current form only the pants are in the custom color, but the shirt remains with the original color. I need to put the two skins in a suit. Skins: [0, "textures \ clothing \ med \ clothing1_co.jpg"] and [0, "textures \ clothing \ med \ basicbody_green_co.jpg"] Correct clothing: "U_B_survival_uniform"
  19. Hello! I'm having trouble inserting a doctor skin. I put the .paa or .jpg files in the textures folder. I add the path in fn_playerSkins.sqf anyway it does not work. Does anyone know where the problem is? The clothes I want to wear is this: "basicbody_green_co". Other skins work normally ("U_Rangemaster", "U_B_Wetsuit", "U_B_CombatUniform_mcam"). This is fn_playerSkins.sqf: case independent: { if (uniform player isEqualTo "U_Rangemaster") then { player setObjectTextureGlobal [0, "textures\roupa\med\uniforme_med.jpg"]; }; if (uniform player isEqualTo "U_B_Wetsuit") then { player setObjectTextureGlobal [0, "textures\roupa\med\diver_suit_nato_co.jpg"]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\roupa\med\clothing1_co.jpg"]; }; if (uniform player isEqualTo "U_B_survival_uniform") then { player setObjectTextureGlobal [0, "textures\roupa\med\clothing1_co.jpg"]; }; if (uniform player isEqualTo "basicbody_green_co") then { player setObjectTextureGlobal [0, "textures\roupa\med\basicbody_green_co.jpg"]; }; Thank you in advance for your help.
  20. Hello! How to solve this? Any help will be welcome.
  21. Eu gostaria de ajudar a adicionar algumas casas que as gangues podem comprar e usar como "esconderijo". Por exemplo: o dono da gangue compra uma casa para a gangue e todos os membros da gangue podem usar a casa como se eles a possuíssem. O proprietário pode adicionar algumas caixas de suprimentos para todos usarem e armazenarem seus pertences, como se fossem outras casas, mas compartilhadas entre os membros de gangues. Eu quero adicionar esse recurso para os galpões brancos Altis "Land_i_Shed_Ind_F". Eu já pude incluir esses galpões para compra em Config_Houring.hpp, há apenas limitação para gangues. Alguém pode me ajudar com isso? Meu conhecimento em scripts deve ser de 3/10. Tudo o que aprendi foi pesquisar e implantar no meu servidor. Mas estou procurando algo novo e sem nenhum custo. Se alguém puder me ajudar, serei extremamente grato. Summer 5.x
  22. Thanks, I'm going to test in 5.x and then notice if it's ok.
  23. Does it work in 5.x? It will show the image and the player identification information, correct?
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