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AmaZiinG

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  1. Cool script, i saw on your github page this here: https://github.com/XaLaForo/AltisLife-OneSlotFactionSystem do you can make a tutorial for this ? It would be fantastic
  2. It isnt from A3L. You must download the E76 Roads. If you have a another Map you must change the corridates.
  3. It is good for mods but not for missons
  4. Author: Unknown ALL STEP FOR THE LIFE_SERVER 1. Creat a new .sqf file and named it "trafficLights.sqf" and copy following in the file: /* File: trafficLights.sqf */ _1a1 = nearestObject [[8538.83,6580.55,0.0999994], "Land_E76_trafficlight02a"]; _1a2 = nearestObject [[8564.94,6599.19,0.0999994], "Land_E76_trafficlight02a"]; _1b1 = nearestObject [[8560.69,6576.75,0.0999994], "Land_E76_trafficlight02a"]; _1b2 = nearestObject [[8542.31,6603.25,0.0999994], "Land_E76_trafficlight02a"]; _2a1 = nearestObject [[8559.91,6702.75,0.0999994], "Land_E76_trafficlight02a"]; _2a2 = nearestObject [[8584.66,6711.34,0.0999994], "Land_E76_trafficlight02a"]; _2b1 = nearestObject [[8582.81,6698.59,0.0999994], "Land_E76_trafficlight03a"]; _2b2 = nearestObject [[8561.75,6715.16,0.0999994], "Land_E76_trafficlight03a"]; _3a1 = nearestObject [[8633.36,6689.42,0.0999994], "Land_E76_trafficlight02a"]; _3a2 = nearestObject [[8658.5,6698.38,0.0999994], "Land_E76_trafficlight02a"]; _3b1 = nearestObject [[8635.84,6702.06,0.0999994], "Land_E76_trafficlight03a"]; _3b2 = nearestObject [[8656.66,6685.59,0.0999994], "Land_E76_trafficlight03a"]; _4a1 = nearestObject [[8654.06,6808.72,0.0999994], "Land_E76_trafficlight02a"]; _4a2 = nearestObject [[8681.03,6826.94,0.0999994], "Land_E76_trafficlight02a"]; _4b1 = nearestObject [[8677.22,6803.5,0.0999994], "Land_E76_trafficlight02a"]; _4b2 = nearestObject [[8659.03,6830.69,0.0999994], "Land_E76_trafficlight02a"]; _5a1 = nearestObject [[3566.718,7536.303,0.0999994], "Land_E76_trafficlight02a"]; _5a2 = nearestObject [[3549.829,7560.835,0.0999994], "Land_E76_trafficlight02a"]; _5b1 = nearestObject [[3566.718,7536.303,0.0999994], "Land_E76_trafficlight02a"]; _5b2 = nearestObject [[3549.829,7560.835,0.0999994], "Land_E76_trafficlight02a"]; _6a1 = nearestObject [[3474.609,7607.043,0.0999994], "Land_E76_trafficlight02a"]; _6a2 = nearestObject [[3466.915,7628.361,0.0999994], "Land_E76_trafficlight02a"]; _6b1 = nearestObject [[3479.372,7630.38,0.0999994], "Land_E76_trafficlight02a"]; _6b2 = nearestObject [[3459.278,7609.513,0.0999994], "Land_E76_trafficlight02a"]; _7a1 = nearestObject [[8300.073,6360.755,0.0999994], "Land_E76_trafficlight02a"]; _7a2 = nearestObject [[8320.945,6368.557,0.0999994], "Land_E76_trafficlight02a"]; _7b1 = nearestObject [[8315.313,6356.344,0.0999994], "Land_E76_trafficlight02a"]; _7b2 = nearestObject [[8306.522,6375.654,0.0999994], "Land_E76_trafficlight02a"]; as = [_1a1,_1a2,_2a1,_2a2,_3a1,_3a2,_4a1,_4a2,_5a1,_5a2,_6a1,_6a2,_7a1,_7a2];//as on same bs = [_1b1,_1b2,_2b1,_2b2,_3b1,_3b2,_4b1,_4b2,_5b1,_5b2,_6b1,_6b2,_7b1,_7b2];//bs on same //beim start auf rot setzen bs { _x animate ["switchred",0]; } foreach bs; active = as; lightSwitch = true; counter = 0; _lightLoop = { if(counter == 0) exitWith { { _x animate ["switchgreen",0]; } foreach active; { _x animate ["switchred",1]; } foreach active; counter = 3; }; if(counter < 17 && {counter > 0}) exitWith { counter = counter + 3; }; if(counter == 18) exitWith { { _x animate ["switchgreen",1]; } foreach active; { _x animate ["switchyellow",0]; } foreach active; counter = 21; }; if(counter < 23 && {counter > 17}) exitWith { counter = counter + 3; }; if(counter == 24) exitWith { { _x animate ["switchyellow",1]; } foreach active; { _x animate ["switchred",0]; } foreach active; counter = 27; }; if(lightSwitch) then { active = bs; lightSwitch = false; } else { active = as; lightSwitch = true; }; if(counter == 27) then { counter = 0; }; if(isServer && {life_loopExit}) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; as = nil; bs = nil; active = nil; lightSwitch = nil; counter = nil; [] remoteExecCall ["TON_fnc_trafficLights",hc_1]; }; if(isServer && {!isNil "hc_1"} && {!isNil "life_HC_isActive"} && {life_HC_isActive}) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; life_loopExit = true; as = nil; bs = nil; active = nil; lightSwitch = nil; counter = nil; [] remoteExecCall ["TON_fnc_trafficLights",hc_1]; }; }; [_lightLoop, 3, []] call CBA_fnc_addPerFrameHandler; 2. Now open the init.sqf and past on the bottom of the file following: [] execVM "\life_server\trafficLights.sqf"; Finish !
  5. POP ripped mods from other people or games like gta 5
  6. It works on the 5.0 sent your rpt logs and we can help you
  7. i get this Error 2017/06/23, 18:14:05 "[MARKET] marketChange called." 2017/06/23, 18:14:05 Error in expression < _modifier = (_amount * (_arr_resource select 4)); _price = _price - _modifie> 2017/06/23, 18:14:05 Error position: <select 4)); _price = _price - _modifie> 2017/06/23, 18:14:05 Error Zero divisor 2017/06/23, 18:14:05 File core\market\fn_marketSell.sqf [life_fnc_marketSell], line 22 2017/06/23, 18:14:05 Error in expression < _modifier = (_amount * (_arr_resource select 4)); _price = _price - _modifie> 2017/06/23, 18:14:05 Error position: <select 4)); _price = _price - _modifie> 2017/06/23, 18:14:05 Error Zero divisor 2017/06/23, 18:14:05 File core\market\fn_marketSell.sqf [life_fnc_marketSell], line 22
  8. Autor: Nijanu / Yves 1. Creat a new sqf file and named it fn_verbluten.sqf // Author: Nijanu / Yves / aufgeräumt von Cherdenko // Version: 1.1 // Beschreibung: Legt den Schadenswert fest wenn ein Spieler von einem Projektil getroffen wird / ein Blutungseffekt // Infos: Ihr könnt das Script nach euren Wünschen anpassen dies Gilt nur als eine Grundlage für ein Verbluten nach Beschuss Script // Abfragen: private["_bleedoutmsgshwn", "_dmg", "_dmgPerTick", "_timeToDeath", "_dmgTickSec", "_ticksToDeath"]; // Angaben: _timeToDeath = (12 * 60); _dmgTickSec = 5; // alle x Sekunden wird schaden Hinzugefügt in dem Fall alle 5 Sekunden _ticksToDeath = _timeToDeath / _dmgTickSec; _dmgPerTick = 0.76 / _ticksToDeath; // Absprungbasis 0.8, entspricht kleinerer verletzung _bleedoutmsgshwn = false; // Weitere Abfragen: while{true} do { waitUntil { damage player > 0.5 && damage player < 1.0 && (independent countSide playableUnits >= 2) }; while{(alive player && damage player >0.5)} do { life_max_health = 0.80; _dmg = damage player; if (_dmg > 0.76) then { player setDamage (_dmg + _dmgPerTick / 2); } // Kurz vor dem Sterben nimmt die Blutung etwas zu. else {player setDamage (_dmg + _dmgPerTick); }; If (!_bleedoutmsgshwn) then { hint "Achtung! Sie scheinen zu verbluten! Gehen sie umgehend in ein Krankenhaus oder benutzen sie Schmerzmittel!"; _bleedoutmsgshwn = true; }; if (_dmg >= 0.75) then { // Jetzt sieht man Verschwommen ... "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 1; }; sleep _dmgTickSec; }; "dynamicBlur" ppEffectEnable false; }; 2. In the functions.hpp add: (If you dont have a scripts folder make one !!!) class scripts { file = "scripts"; class verbluten {}; }; 3. Go in your fn_survival.sqf and add this: [] spawn life_fnc_verbluten; at the bottom Finish !
  9. Pls sent your client logs maybe i can find a error
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