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TwisT

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About TwisT

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  1. Not too sure. One of my buddies gave me mods to use and it was in the clothing options. Ill look after a bit and see!
  2. This is what works for me. Should work for you as long as you are on 5.0 https://pastebin.com/qqwGTJTm
  3. Should I add above this ? if (_bad) then { _time = time + 1100; } else { _time = time + (15 * 60); }; if (count _ret > 0) then { life_bail_amount = (_ret select 2); } else { life_bail_amount = 1500; _time = time + (10 * 60); }; _esc = false; _bail = false; [_bad] spawn { life_canpay_bail = false; if (_this select 0) then { sleep (10 * 60); } else { sleep (5 * 60); }; life_canpay_bail = true; };
  4. When I send someone to jail, it keeps their clothes on. But when they escape it adds the uniform.
  5. tried it but it still didnt work It adds the uniform to the player when they escape.
  6. Its a bit late for a response but in case you or anyone else is wondering you would change this if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit to this: if (goggles player != "Your goggles here") then {antidote1 = 2583}; // Player has no Suit if (goggles player == "your goggles here") then {antidote1 = 2581}; // Player carries the Gas Suit
  7. It puts the clothes on the players when they get released for me as well. Did you find a fix Mr. Man?
  8. Wehn I try to give a player something from inventory it says "please enter an actual amount to give someone"
  9. When tazing someone, the taze Sound does not play. How would I get it to work again?
  10. How do I add my ziptie and cuff sounds to this? Nothing I have tried has worked
  11. There are also two other files for the progress bar. fn_progressBar.sqf and progress.hpp
  12. This is the repair file.. Sorry to add a mess to the topic. WHat do you think I would add to the Hudupdate? #include "..\..\script_macros.hpp" /* File: fn_repairTruck.sqf Author: Bryan "Tonic" Boardwine Description: Main functionality for toolkits, to be revised in later version. */ private["_veh","_upp","_ui","_progress","_pgText","_cP","_displayName","_test","_sideRepairArray"]; _veh = cursorObject; life_interrupted = false; if (isNull _veh) exitWith {}; if ((_veh isKindOf "Car") || (_veh isKindOf "Ship") || (_veh isKindOf "Air")) then { if (life_inv_toolkit > 0) then { life_action_inUse = true; _displayName = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _veh),"displayName"); _upp = format[localize "STR_NOTF_Repairing",_displayName]; //Setup our progress bar. disableSerialization; 5 cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progress = _ui displayCtrl 38201; _pgText = _ui displayCtrl 38202; _pgText ctrlSetText format["%2 (1%1)...","%",_upp]; _progress progressSetPosition 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; sleep 0.05; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (!alive player) exitWith {}; if (player != vehicle player) exitWith {}; if (life_interrupted) exitWith {}; }; life_action_inUse = false; 5 cutText ["","PLAIN"]; player playActionNow "stop"; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; if (player != vehicle player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];}; _sideRepairArray = LIFE_SETTINGS(getArray,"vehicle_infiniteRepair"); //Check if playerSide has infinite repair enabled if (playerSide isEqualTo civilian && (_sideRepairArray select 0) isEqualTo 0) then { [false,"toolkit",1] call life_fnc_handleInv; }; if (playerSide isEqualTo west && (_sideRepairArray select 1) isEqualTo 0) then { [false,"toolkit",1] call life_fnc_handleInv; }; if (playerSide isEqualTo independent && (_sideRepairArray select 2) isEqualTo 0) then { [false,"toolkit",1] call life_fnc_handleInv; }; if (playerSide isEqualTo east && (_sideRepairArray select 3) isEqualTo 0) then { [false,"toolkit",1] call life_fnc_handleInv; }; _veh setDamage 0; titleText[localize "STR_NOTF_RepairedVehicle","PLAIN"]; }; };
  13. It works but the repair bar is going away again
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