Jump to content

IceEagle132

Members
  • Posts

    376
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by IceEagle132

  1. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Difficulty: Easy Publish by: AlaskaVet Source AltisLifeRPG.com cache -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Script: barrier menu for Cops / Medics AL4.0 + Version: Altis Life 4.0+ (! 3.1.4.8 not compatible tested in 4.4r3) Author: Maximum ~ Barrier menu for Cops / Medics ~ Expandable with additional barriers ~ Behalf of the barriers easily adaptable instructions: Open your Functions.hpp and inserts under the following class Placeables { file = "core\functions\placeables"; class placeablesInit {}; class medicPlaceablesInit {}; class placeablesMenu {}; class placeablesRemoveAll {}; class placeablePlace {}; class placeableCancel {}; class placeablesPlaceComplete {}; }; Open your configuration.sqf (found in the core folder) and adds the following one /* ************************************** ****** Placeables Variables ***** ************************************** */ life_definePlaceables = //Array aller Absperrungen (Cop + Medic) [ "RoadCone_F", "RoadCone_L_F", "RoadBarrier_F", "RoadBarrier_small_F", "PlasticBarrier_03_orange_F", "Land_CncBarrier_stripes_F", "Land_PortableLight_single_F", "Land_PortableLight_double_F" ]; life_bar_limit = 100; //Maximale Anzahl Absperrungen pro Person Open your fn_keyHandler.sqf (found in the folder core / functions) and replaces your case 57 , case 39 and case 211 (if available, otherwise reinsert) here by: //Space key for Jumping case 57: { if (!_shift && life_barrier_active) then { 0 spawn life_fnc_placeablesPlaceComplete; }; if (isNil "jumpActionTime") then {jumpActionTime = 0;}; if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then { if (life_barrier_active) then { [true] call life_fnc_placeableCancel; }; jumpActionTime = time; //Update the time. [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution _handled = true; }; }; //Ö-Key case 39: { if ({isNull(findDisplay 20000)} && {playerSide in [west,independent]}) then { 0 spawn life_fnc_placeablesMenu; _handled = true; }; _handled = true; }; //ENTF-Key case 211: { if ({playerSide in [west,independent]} && {(typeOf cursorTarget) in life_definePlaceables}) then { deleteVehicle cursorTarget; hintSilent "Die Absperrung wurde entfernt"; }; }; Opens the files fn_initCop.sqf and fn_initMedic.sqf and inserts at the end of the following fn_initCop.sqf: [] spawn life_fnc_placeablesInit; fn_initMedic.sqf: [] spawn life_fnc_medicPlaceablesInit; Open your MasterHandler.hpp (found in the dialog-folder) and adds its following #include "placeables.hpp" Creates a new file placeables.hpp in dialog-folder with the following content class Life_Menu_Placeables { idd = 20000; name= "life_menu_placeables"; movingEnable = false; enableSimulation = true; onLoad = ""; class controlsBackground { class Life_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 = 0.6; h = (1 / 25); }; class MainBackground: Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; y = 0.2 + (11 / 250); w = 0.6; h = 0.6 - (22 / 250); }; }; class controls { class Title : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = -1; text = "Available placeables"; x = 0.1; y = 0.2; w = 0.6; h = (1 / 25); }; class PlaceablesList : Life_RscListBox { idc = 20001; text = ""; sizeEx = 0.035; x = 0.12; y = 0.26; w = 0.56; h = 0.370; }; class CloseButtonKey : Life_RscButtonMenu { idc = -1; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); y = 0.8 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; class RemoveAll : life_RscButtonMenu { idc = -1; text = "Remove all"; onButtonClick = "[] call life_fnc_placeablesRemoveAll"; x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); y = 0.8 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; class Place : Life_RscButtonMenu { idc = -1; text = "Place"; 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 = "[] spawn life_fnc_placeablePlace;"; x = 0.32; y = 0.69; w = (6.25 / 40); h = (1 / 25); }; }; }; Adds the "placeables" folder of the file attached to your functions-folder placeables.rar
  2. So what I would do is go back and review it do it step by step again and see if that fixes anything.
  3. I installed this on fresh 4.5 server and had no issues. Did you follow everything?
  4. Okay guys lets keep it on topic. suffer4rea Please update your main post with fixed code or fix it your self and update it.
  5. open your : functions.h and remove: class DYNMARKET_getIcon {};
  6. Or you could do this: //VDM Report And ADD if ((isPlayer _source) && (vehicle _source != _source)) then { if(_part == "body" && (player getVariable["limit",true]) && (side _source == civilian)) then { player setVariable ["limit",false]; [_source] spawn { _driver = _this select 0; [0,format["%1 just ran over %2!", name _driver, name player]] remoteExec ["life_fnc_broadcast",0]; sleep(10); player setVariable ["limit",true]; }; }; _damage = getDammage player; }; This way to tells you in chat who ran over who. Kinda handy to see if someone is trying to run people over. You could also just log it. or just hint it to the player that got ran over.
  7. That's whats so hard about coding is people claim others work. I made the the post on the Altis Life site before the hackers got in.
  8. LMAO did you not read the post. It was referring to me. Even linked to my plays.tv account
  9. Hello, Here is a tutorial on how to add intro text to your server. Location of changes: Mission.Map (Eg. AltisLife.Altis or TanoaLife.Tanoa) Difficulty: Easy Publish: HellsGate Notes: In this tutorial, root refers Mission.Map _____________________________________________________________________________________________________________________________________ 1. Navigate to your core folder and create a folder called intro, then create a file called fn_introtext.sqf and paste inside the following: /* File: fn_introtext.sqf Description: Adds some text as the player loads in. */ _onScreenTime = 5; sleep 2; //Wait in seconds before the credits start after player is in-game _role1 = "Welcome to Altis Life"; _role1names = ["A Framework by Tonic"]; _role2 = "Improved upon"; _role2names = ["By The ArmA RPG Life Team"]; _role3 = "Visit Our Website at"; _role3names = ["www.yourwebsite.com"]; _role4 = "Join Our Teamspeak at"; _role4names = ["ts.yourwebsite.com"]; _role5 = "Please enjoy your stay"; _role5names = [profileName]; { sleep 2; _memberFunction = _x select 0; _memberNames = _x select 1; _finalText = format ["<t size='0.55' color='#c500ff' align='right'>%1<br /></t>", _memberFunction]; _finalText = _finalText + "<t size='0.70' color='#ffffff' align='right'>"; {_finalText = _finalText + format ["%1<br />", _x]} forEach _memberNames; _finalText = _finalText + "</t>"; _onScreenTime + (((count _memberNames) - 1) * 0.9); [ _finalText, [safezoneX + safezoneW - 0.8,0.50], //DEFAULT: 0.5,0.35 [safezoneY + safezoneH - 0.8,0.7], //DEFAULT: 0.8,0.7 _onScreenTime, 0.5 ] spawn BIS_fnc_dynamicText; sleep (_onScreenTime); } forEach [ //The list below should have exactly the same amount of roles as the list above [_role1, _role1names], [_role2, _role2names], [_role3, _role3names], [_role4, _role4names], [_role5, _role5names] ]; 2. Go back to your root directory and enter the dialog folder then the function folder. Once in the function folder, open fn_spawnConfirm.sqf and at the bottom underneath [] call life_fnc_welcomeNotification; 2.5. Add the following: [] execVM "core\intro\fn_introtext.sqf "; It should now look like this: if (life_firstSpawn) then { life_firstSpawn = false; [] call life_fnc_welcomeNotification; [] execVM "core\intro\fn_introtext.sqf"; };
  10. Your jail_time.hpp is broken. Here is the fixed version: class jail_time { idd = 26500; name = "jail_time"; movingEnabled = false; enableSimulation = true; class controlsBackground { class Life_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 = 0.3; y = 0.2; w = 0.47; h = (1 / 25); }; class MainBackground:Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.3; y = 0.2 + (11 / 250); w = 0.47; h = 0.3 - (22 / 250); }; }; class controls { class Title: Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 2651; text = "Put in Jail"; x = 0.3; y = 0.2; w = 0.6; h = (1 / 25); }; class InfoMsg: Life_RscText { idc = 2601; text = "Time in minutes:"; x = 0.3; y = 0.163 + (11 / 250); w = 0.45; h = 0.12; }; class Textedit: Life_RscEdit { idc = 1400; text = "15"; sizeEx = 0.030; x = 0.40; y = 0.30; w = 0.25; h = 0.03; }; class payTicket: Life_RscButtonMenu { idc = 2402; text = "Ok"; 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="[] spawn life_fnc_arrestDialog_Arrest;"; x = 0.45; y = 0.35; w = (6.25 / 40); h = (1 / 25); }; class CloseButtonKey : Life_RscButtonMenu { idc = 2400; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = 0.45; y = 0.40; w = (6.25 / 40); h = (1 / 25); }; }; };
  11. /* Repentz for Psychos Insane Asylum */ waitUntil { { if(agent _x isKindOf "Snake_random_F") then {deleteVehicle agent _x}; } forEach agents; sleep 10; false; };
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.