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john benders

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Everything posted by john benders

  1. Its to do with your intertration menu mate go to the cop interactionmenu and use this #include "..\..\script_macros.hpp" /* File: fn_copInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass addactions for various cop actions towards another player. */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Title 37401 private ["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"]; disableSerialization; _curTarget = param [0,objNull,[objNull]]; _seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank"); if (player getVariable ["Escorting", false]) then { if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check? if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances. }; if (!dialog) then { createDialog "pInteraction_Menu"; }; _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; _Btn7 = _display displayCtrl Btn7; _Btn8 = _display displayCtrl Btn8; life_pInact_curTarget = _curTarget; switch (playerSide) do { case west: { if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8]; }; //Set Unrestrain Button _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain"; _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;"; //Set Check Licenses Button _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses"; _Btn2 buttonSetAction "[player] remoteExecCall [""life_fnc_licenseCheck"",life_pInact_curTarget]; closeDialog 0;"; //Set Search Button _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer"; _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction; closeDialog 0;"; //Set Escort Button if (player getVariable ["isEscorting",false]) then { _Btn4 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;"; } else { _Btn4 ctrlSetText localize "STR_pInAct_Escort"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; }; //Set Ticket Button _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn"; _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;"; _Btn6 ctrlSetText localize "STR_pInAct_Arrest"; _Btn6 buttonSetAction "[life_pInact_curTarget] call life_fnc_arrestAction; closeDialog 0;"; _Btn6 ctrlEnable false; _Btn7 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;"; //SeizeWeapons Button _Btn8 ctrlSetText localize "STR_pInAct_Seize"; _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_seizePlayerAction; closeDialog 0;"; if (FETCH_CONST(life_coplevel) < _seizeRank) then {_Btn8 ctrlEnable false;}; { if ((player distance (getMarkerPos _x) <30)) exitWith { _Btn6 ctrlEnable true;}; } forEach LIFE_SETTINGS(getArray,"sendtoJail_locations"); }; case civilian: { if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn4,_Btn5,_Btn6]; }; if (player getVariable ["isEscorting",false]) then { _Btn3 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn3 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;"; } else { _Btn3 ctrlSetText localize "STR_pInAct_Escort"; _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; }; _Btn5 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;"; if ((_curTarget getVariable ["blindfolded", false])) then { _Btn2 ctrlSetText "Remove blindfold"; _Btn2 buttonSetAction "[] call life_fnc_untieb; closeDialog 0;"; } else { _Btn2 ctrlSetText "Blindfold Person"; _Btn2 buttonSetAction "[] call life_fnc_tieingActionb; closeDialog 0;"; }; if ((_curTarget getVariable ["gagged", false])) then { _Btn4 ctrlSetText "Remove Gag"; _Btn4 buttonSetAction "[] call life_fnc_removeGagAction; closeDialog 0;"; } else { _Btn4 ctrlSetText "Gag Person"; _Btn4 buttonSetAction "[] call life_fnc_gagAction; closeDialog 0;"; }; if (!(_curTarget getVariable ["tied", false])) then { _Btn1 ctrlSetText "Ziptie Person"; _Btn1 buttonSetAction "[] call life_fnc_tieingAction; closeDialog 0;"; _Btn2 ctrlEnable false; _Btn3 ctrlEnable false; _Btn4 ctrlEnable false; _Btn5 ctrlEnable false; _Btn6 ctrlEnable false; } else { _Btn1 ctrlSetText "Remove Zipties"; _Btn1 buttonSetAction "[] call life_fnc_untie; closeDialog 0;"; }; if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn4,_Btn5,_Btn6]; _Btn3 ctrlEnable true; }; _Btn6 ctrlShow false; _Btn7 ctrlShow false; _Btn8 ctrlShow false; }; };
  2. is there anyway i can contact you. me and some friends are working on a server and could use some help with textures/scripts. 

    1. NatanBrody

      NatanBrody

      Send me a private message

    2. Fallen_Shanthez

      Fallen_Shanthez

      Please, i need help with the Ace part. I try to use it on my server, then it says i need to buy a DLC pack. I promis its the last thing i would ask for. I just need this to work

  3. we have looked everywhere no one knows. thats why i came here
  4. me and some friends are making a altis life server we want to make it so theres alot of roleplay but theres one thing we dont have a handcuff script so rebels can handcuff people and for some reason cops dont need the civis to put there hands up to restrain them. can any one help me here?
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