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KillerAussie

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Everything posted by KillerAussie

  1. https://www.altisliferpg.com/topic/5183-tutorial-better-safezones/
  2. No problem mate @SuperDudeplayer What do you mean by the "form"? Do you mean the shape and colour? That can be done with setMarkerType and setMarkerColor "westClosed" setMarkerType "hd_warning" // This will set the marker to a exclamation mark. The different marker classes can be found at the bottom of this page: https://community.bistudio.com/wiki/cfgMarkers Alternatively you can find them by going into editor and hovering over the individual markers, the classname will be the bottom text on the tooltip. It should be of similar syntax to "mil_dot" or "hd_dot". "westClosed" setMarkerColor "ColorRed";// Will change the new exclamation mark to red The different colours that are available can be found by going into editor >> place a marker >> enter properties of marker >> expand marker colour drop down.(Found at bottom of properties) Some of them are as simple as: "ColorGreen", "ColorRed", "ColorYellow", "ColorOrange" And so on, I think you get the idea lol. Here is an example of a bit of code that changes the shape and colour of a marker:
  3. Why do you have so many markers? You do know that you can just change a markers name with setMarkerText? "Marker1" setMarkerText "West CP Open"; // Open "Marker1" setMarkerText "West CP Closed"; // Closed Also there is no need to format this text: parseText format ["<t color='#ff0000'>The west Border is Closed.<br/>ALL PASSAGE FROM THERE IS NOW ILLEGAL</t>"] parseText "<t color='#ff0000'>The west Border is Closed.<br/>ALL PASSAGE FROM THERE IS NOW ILLEGAL</t>"
  4. The code within an addAction is spawned so suspension is supported. @imthatguyhere
  5. This can also be achieved with: heli setPos (building buildingPos 1)// Change number to change position You can get the different building positions with: [_building] call BIS_fnc_buildingPositions; // Returns all building positions
  6. Doesn't really need one because its at the bottom of the script but if anything else is put after this you should definetley have a semi-colon. I'll add one in just to be safe, thanks brother *Edit* Post updated with "safety" semi-colon.
  7. I have been looking around and have noticed that a lot of people are using the method of defining the safezone using macros with the marker and distance in an array. I am happy to say that I have a much easier and better way to do this. It will involve editing 4 different files. You need to add markers onto your map with variable names set to them. You should use "Ellipse" or "Rectangle" markers. Files to be edited: "Altis_Life.Altis\core\configuration.sqf" "Altis_Life.Altis\core\fn_setupEVH.sqf" "Altis_Life.Altis\core\functions\fn_handleDamage.sqf" "Altis_Life.Altis\core\functions\fn_onFired.sqf" Step 1: Firstly we have to create the global variable where our safe zones will be stored. To do this all you have to do is go to the "configuration.sqf" file. It should look like the following code: At the very bottom of this file paste the following code: life_safezones = ["marker1","marker2","marker3"]; // Replace "marker#" with your safezone marker names(variable names in editor). Can have infinite number of zones, make sure you serperate each zone with a comma(,) and enclose with quotation marks("") like I have shown with the examples. Once you have added that code and edited it you can save and exit that file. Step 2: This step is something that I recommend you do but it is not necessary. This allows bullets from vehicles and firearms to be deleted(Currently only bullets from firearms can be deleted). All you have to do is go into your "fn_setupEVH.sqf" and change the following code: player addEventHandler ["Fired", {_this call life_fnc_onFired}]; Change it to: player addEventHandler ["FiredMan", {_this call life_fnc_onFired}]; Nice! We are half way done. Lets move on shall we. Step 3: What you have to do now is find your "fn_handleDamage.sqf" file. Once you have found it, it should look something like this: This file has been edited with my Tazer Healing Exploit [FIX], You can find how to do that here: https://www.altisliferpg.com/topic/4787-tazer-healing-exploit-fix/ Once you have found that file, just above this line of code: [] spawn life_fnc_hudUpdate; Paste one of the following codes: Once you have done that, you have finished with that file. Save and exit. Step 4(Final): For our final step we are going to add the bullet delete/ anti-fire for the safezones. To do this, find your "fn_onFired.sqf". It should look something like this: At the very bottom of this file, add the following code: { if (player inArea _x) then { deleteVehicle _projectile; ["Stop firing in the safezone!","Stop Firing!"] spawn BIS_fnc_guiMessage; }; }forEach life_safezones; And that is all that you need to do. Make sure you save everything. If you have any issues please don't be afraid to ask for help. Have fun!
  8. Please post your RPT Log and ExtDB3 logs. Have you changed anything relating to the vehicle saving recently? Did you have full permissions on your database server when running the query to set it up?
  9. The question should be, Why should someone jump from a building and not die? What kind of building are you talking about. I mean, if they're jumping from a office building, they gonna die. You're best off not messing with "" damage because that actually represents more then just fall damage.
  10. @Gillam, Is this issue resolved? If so can you add solved to the thread title, else reply with some more information such as your entire Config_Weapons.hpp file contents.
  11. Like zombie said, they are just normal groups. So to get a list of all the civilain ones you can do something like: _gangs = []; {If (side _x == civilian) then { if (isPlayer (leader _x)) then {_gangs pushBack _x}}}forEach allGroups; Untested. This should return an array of all civilain player groups.
  12. Could you share the issue and the fix for us please. I am just curious
  13. _stuff = nearestObjects[player,["GroundWeaponHolder"],5]; // Returns array of all groundWeaponHolders within 5m { player additem _x; } forEach _stuff; // Tries to add groundWeaponHolders to player's inventory As you can see from what I have shown above, this method isn't going to work What you are trying to do is: _holder = nearestObject [player,"groundWeaponHolder"]; // Returns nearest groundWeaponHolder to player _items = items _holder; // Returns all items in groundWeaponHolder {player addItem _x}forEach _items;// Adds each item to players inventory Untested but should work in theory, have fun. Let me know if you have any problems.
  14. You would literally have to use handleDamage to check a players health everytime they are injured and if they are below a certain health then you force this animation. Seems like alot of work for nothing lol
  15. Enabling simulation wont do anything. Please post your RPT Logs.
  16. I recommend a process of elimination, try a fresh mission and see if anything changes, if no. Start unloading mods one by one and check for changes.
  17. For example in 'Altis_Life.Altis\dialog\function\fn_spawnConfirm.sqf',
  18. If you're using all of the default spawn markers that were in the Altis mission.sqm, you can simply just do the following. Go into your 'Config_SpawnPoints.hpp'. Find the following code: class Altis { Now change the 'Altis' part to whatever map you're using, for example: class Stratis { // For Stratis class Malden { // For Malden class Takistan { // For Takistan, I think you get the picture And then you should have all your markers show.
  19. Altis_Life.Altis/core/civilian/fn_jail.sqf Line 26 player setPos (getMarkerPos "jail_marker"); You need to change this to an actual position array. I suggest that you go into editor and place a object down exactly where you want them to spawn. Once you have done that, right click the object and select "log position to clipboard". Now that you have done that, paste what you have copied into the above code. Your code should end up looking something like this: player setPos [0,0,0]; Hope this helps.
  20. I don't know about you but when I see cops abusing the handleDamage script to insta' heal a colleague it infuriates me. In wake of this issue we were having, a friend of mine @Rogue added a fix for this to our mission, and I thought others might like to enjoy it. This FIX will stop tazers from healing people. This particular work is mine to share. So here goes nothing. Step 1: Open "Altis_Life\core\functions\fn_handleDamage.sqf". Step 2: Find the following code: _projectile = _this select 4; And then add this below it: _originalDamage = if (_part == "") then {damage _unit} else {_unit getHit _part}; Step 3: Replace all of the lines of code like this: _damage = 0; With this line of code: _damage = _originalDamage; And you're done, hope this helps some people out. Let me know if there was any issues.
  21. The only reason you really have this issue is because of the automatic asyncall you have on disconnecting. In order to force close the ESC menu use the following code. (findDisplay 49) closeDisplay 2;
  22. Most people I see that have signs like this on their shops just use the custom user texture objects.
  23. We got it working to some extent. It needs more work done though. Sorry for the late reply.
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