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TheBUTTERY_T

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Everything posted by TheBUTTERY_T

  1. Altis life server is back and running https://www.altisliferpg.com/topic/1536-rpgamers-altis-life-borderphonesdrugsresources-competing
  2. Nice police handbook you got there, wonder where you got it from? https://docs.google.com/document/d/1LMG_FUzMLgwisk-iAvnoCkVwJgfQpFvjdZz7_0O9NyI/edit https://docs.google.com/document/d/1KwaLMURPsro0mB7p0axDqKokxaPw4aqXvRm_-_qtNTI/edit
  3. Ah their you go guys I apologize for the inconvenience just fix the fn_useItem.sqf to what the updated version is. Not tested but I am positive that's what the issue was so let me know.
  4. It may have been an update to the script I put in as my server script is much different because I have other things being done and being called that are not in base altis life, I will take a look at it and see if I messed anything up in the process.
  5. Make sure you followed everything step by step, re-do it and see if you missed anything.
  6. Here #include "..\..\script_macros.hpp" /* File: fn_handleDamage.sqf Author: Bryan "Tonic" Boardwine Description: Handles damage, specifically for handling the 'tazer' pistol and nothing else. */ private["_unit","_damage","_source","_projectile","_part","_curWep"]; _unit = SEL(_this,0); _part = SEL(_this,1); _damage = SEL(_this,2); _source = SEL(_this,3); _projectile = SEL(_this,4); _currdamage = damage player; //Handle the tazer first (Top-Priority). if(!isNull _source) then { if(_source != _unit) then { if (_unit getVariable["Revive",false]) exitWith {}; _curWep = currentWeapon _source; if(_projectile in ["B_9x21_Ball","B_556x45_dual"] && _curWep in ["hgun_P07_snds_F","arifle_SDAR_F"]) then { if(side _source isEqualTo west && playerSide isEqualTo civilian) then { private["_distance"]; _distance = if(_projectile == "B_556x45_dual") then {100} else {35}; _damage = false; if(_unit distance _source < _distance) then { if(!life_istazed && !life_isknocked && !(_unit GVAR ["restrained",false])) then { if (vehicle player != player) then { if (typeOf (vehicle player) == "B_Quadbike_01_F") then { player action ["Eject",vehicle player]; [_unit,_source] spawn life_fnc_tazed; }; } else { [_unit,_source] spawn life_fnc_tazed; }; }; }; }; //Temp fix for super tasers on cops. if(side _source isEqualTo west && (playerSide isEqualTo west OR playerSide isEqualTo independent)) then { _damage = false; }; }; //anti-vdm if (vehicle _unit isEqualTo _unit) then { _vehicle = vehicle _source; if ( vehicle _vehicle isKindOf "Air" || vehicle _vehicle isKindOf "Car" || vehicle _vehicle isKindOf "Boat" ) then { _damage = _currdamage; }; }; }; }; [] spawn life_fnc_hudUpdate; _damage;
  7. Here just switch your script for this if (vehicle _unit isEqualTo _unit) then { _vehicle = vehicle _source; if ( vehicle _vehicle isKindOf "Air" || vehicle _vehicle isKindOf "Car" || vehicle _vehicle isKindOf "Boat" ) then { _damage = _currdamage; }; };
  8. Right above //Handle the tazer first (Top-Priority). add _currdamage = damage player;
  9. Any errors in logs? Did you follow step for step? Does it say item is not usable? Does anything happen at all?
  10. You would need to make a custom difficulty and set mapContent = 0;
  11. fn_actionKeyHandler add Land_Defibrillator_F in _miscItems
  12. at the top somewhere add if (!([false,"cprkit",1] call life_fnc_handleInv)) exitWith {};
  13. _break = floor (random 100); if (_break < 85) exitWith {[_target] spawn life_fnc_cprkit;}; For 25% change _break < 84 to _break < 74
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