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Everything posted by TwisT
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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
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Wehn I try to give a player something from inventory it says "please enter an actual amount to give someone"
- 56 replies
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- zmenu
- matthias burns
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(and 1 more)
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When tazing someone, the taze Sound does not play. How would I get it to work again?
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[Tutorial] Zipties Revised [Fully Working, With Gag and Blindfolds]
TwisT replied to !TS JORDAN's topic in 4.x
How do I add my ziptie and cuff sounds to this? Nothing I have tried has worked -
You can set up automatic restarts and add the events from their website through their admin panel @John Meiers
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@Rasmus Ive got the auto restarts and event from the maverick tools.
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What does this status bar look like? Im thinking of changing mine out.
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This is a stupid question, but when i go to the ibattle.org page what exactly do I download?
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What would i put in the key handler if I wanted to use the right ctrl button. When I add the one in the tutorial it breaks every hot key in the server.
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I use www.wholesaleinternet.com. I get great customer support from their team. If I have a question or need any assistance they respond to my tickets in under two mins. If you need help setting your server up I could help as well
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What has to be added to the stringtable.xml for this?
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@ToxicRageTv This is obviously my file before the edit. I am showing that my shit does not look the same. It is quite different. I am trying to get some help with how to add it to my file.
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@ToxicRageTv This is what my VInteraction looks like #include "..\..\script_macros.hpp" /* File: fn_vInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass addactions for various vehicle actions */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Title 37401 private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_dlcVehicles"]; if(!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; _curTarget = param [0,ObjNull,[ObjNull]]; if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false}; if(!_isVehicle) exitWith {closeDialog 0;}; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; life_vInact_curTarget = _curTarget; _dlcVehicles = ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"]; //Set Repair Action _Btn1 ctrlSetText localize "STR_vInAct_Repair"; _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;"; if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;}; if(playerSide == west) then { _Btn2 ctrlSetText localize "STR_vInAct_Registration"; _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;"; _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;"; _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; _Btn5 ctrlSetText localize "STR_vInAct_Impound"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;"; if(_curTarget isKindOf "Ship") then { _Btn6 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn6 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn6 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { _Btn6 ctrlSetText localize "STR_vInAct_Unflip"; _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; }; }; } else { if(_curTarget isKindOf "Ship") then { _Btn2 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn2 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn2 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { _Btn2 ctrlSetText localize "STR_vInAct_Unflip"; _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;}; }; }; if(typeOf _curTarget == "O_Truck_03_device_F") then { _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine"; if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then { _Btn3 ctrlEnable false; } else { _Btn3 ctrlEnable true; }; } else { _Btn3 ctrlShow false; }; if(license_civ_rebel) then { _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; } else{ _Btn4 ctrlShow false; }; _Btn5 ctrlShow false; _Btn6 ctrlShow false; };
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Your fix doesn't work, Cops and civilians can not escort people
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I am getting no errors in my RPT Logs. WHen I get in game and click the market button on the Y Menu I get a notification that says "life_dynmarket_prices not found". I have tried multiple things to fix this but none seem to work. Any help here would be appreciated!
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haha
- 15 replies
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[Tutorial] Invisible Backpack for cop/med 4.4r3 [BASIC]
TwisT replied to MoNtEcRiStO©'s topic in 4.x
I add this script in and it works. But now the inventory size keeps growing larger -
Okay. Unrelated to this topic but do you know how to add clothing textures to altis life? I can find any methods that work. And am I able to download 5.5 anywhere?
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The button didn't even get added and I am on 4.4r4
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Yes. I did.
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When I did this, it did not add an option for jaws of life to the interaction menu
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And this is the one that worked.. //ANTI VDM if(vehicle _source isKindOf "LandVehicle") then { if(_source != _unit AND {alive _unit} AND {isPlayer _source}) then { _damage = 0.001; }; };
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Make sure you add it right where mine is located. #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 = _this select 0; _part = _this select 1; _damage = _this select 2; _source = _this select 3; _projectile = _this select 4; //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 getVariable ["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 || playerSide isEqualTo independent)) then { _damage = false; }; }; }; }; if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then { _damage = if (life_seatbelt) then { _damage / 2 } else { _damage}; }; //ANTI VDM if(vehicle _source isKindOf "LandVehicle") then { if(_source != _unit AND {alive _unit} AND {isPlayer _source}) then { _damage = 0.001; }; }; [] spawn life_fnc_hudUpdate; _damage;
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@Nova-StreamerThreads This is the one that works for me. I will post what my whole file looks like. if (vehicle _unit == _unit) then { if ( _source isKindOf "Air" OR _source isKindOf "Car" OR _source isKindOf "Motorcycle" OR _source isKindOf "Boat" OR _source isKindOf "Tank" ) then { } else { _isVehicle = vehicle _source; if (_isVehicle isKindOf "Air" OR _isVehicle isKindOf "Car" OR _isVehicle isKindOf "Boat" OR _isVehicle isKindOf "Motorcycle" OR _isVehicle isKindOf "Tank") then { _damage = _currdamage; }; }; };