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  • Announcements

    • Rozo

      Donations   09/18/2016

      Hello,
        We've added a donation block on the right side. All of those donation goes directly to the developer of Altis Life mod ( currently BoGuu ). None of that money is used to maintain the forum. In the future we might add a donation button to support the forum, but for now we want to encourage the developer because they went through a lot. To discuss this topic - Here
    • Shakir Darwish

      IS YOUR SERVER BROKEN SINCE 1.64 UPDATE?   09/22/2016

      If your server is broken since 1.64 go check this link thanks. https://github.com/AsYetUntitled/Framework/issues/104
    • Rozo

      Sad Day   01/04/2017

      Good evening community of Altis Life RPG, Today was a sad day. We learned the hard way that one of the helper was using his status and visibility on the forum to do things i wouldn't imagine.  We were warned about this user in the beginning, we talked about his behavior and he said that they were things of the past. We were fooled.
      Unfortunately, he fooled other community members by selling stolen content and impersonating his role as a developer in another community. Here's a remember of one of the rules on our forum, No selling scripts, snippets, or services.   So if anyone come across someone who's selling his services, scripts or whatever, Report them. Especially if it's coming from an Helper, Mod, Admin. No one in the staff should ask for money, we already mention this when we reopened the forum and that rule is here to stay.

      We can't be sorry enough for what happen here, for any harm it as caused among other communities, for money that shouldn't been spent and we truly hope this doesn't happen again.

      As for the user in question, he is now banned from our forum and discord and we wish to never cross his path again.
        If there's anything we can do hit us on Discord or send a message to an admin.
      Thanks, Rozo.

Repentz

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About Repentz

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  1. [4.0-5.0] Spawn with a random weapon

    This script in general could be used for many different things, such as reward prizes etc, looks good.
  2. X[PHONE]

    Very nice, I wish more people put effort into their UI instead of running original.
  3. Professional Looking HUD

    Yeah it is a big upgrade from the original
  4. Quest System for Maverick Talent Tree

    look up maverickapps
  5. Quest System for Maverick Talent Tree

    Yes
  6. Quest System for Maverick Talent Tree

    did you do this: mav_ttm_var_relicReward = 0; mav_ttm_var_relicReward2 = 0; mav_ttm_var_relicReward3 = 0; in configuration.sqf
  7. Quest System for Maverick Talent Tree

    it should save as 1 to the db so they cannot
  8. Quest System for Maverick Talent Tree

    that's unrelated to the init
  9. Quest System for Maverick Talent Tree

    there is a way, simply put this into a script when a player completes something to give them the second relic [true,"relicTransport",1] call life_fnc_handleInv;
  10. Quest System for Maverick Talent Tree

    It will work with any server running Maverick talent tree
  11. Professional Looking HUD

    Fadesound #include "..\..\script_macros.hpp" life_fadeSound = !life_fadeSound; if (life_fadeSound) then { 1 fadeSound 0.1; call life_fnc_hudUpdate; } else { 1 fadeSound 1; call life_fnc_hudUpdate; }; configuration life_fadeSound = false;
  12. [Tutorial] Simple Morphine/Bandages

    SIMPLE MORPHINE AND BANDAGES [Complete] You may attempt to install this, let me know if it works. Basically, this adds two new items: morphine and bandages, they heal over time instead of instantly, I removed all other sources of healing from my server to make it more realistic. ___________________________________________________________________________________________________________________________________________________________________________________ TUTORIAL ___________________________________________________________________________________________________________________________________________________________________________________ 1. Download the attached icons.rar file 2. place them in your icons folder (make sure the virtual items code listed below calls to right location) 3. open config_vitems.sqf and place these in the class VirtualShops array: class morphine { variable = "morphine"; displayName = "STR_Item_Morphine"; weight = 2; buyPrice = 1500; sellPrice = 300; illegal = true; edible = -1; icon = "images\icons\Morphine.paa"; }; class bandages { variable = "bandages"; displayName = "STR_Item_Bandages"; weight = 2; buyPrice = 200; sellPrice = 50; illegal = false; edible = -1; icon = "images\icons\ico_bandages.paa"; }; 4. Add 'morphine' and 'bandages' to whatever shops you want near the top of the file 5. Open stringtable.xml and add these: <Key ID="STR_Item_Morphine"> <Original>Morphine Syrette</Original> </Key> <Key ID="STR_Item_Bandages"> <Original>Bandages</Original> </Key> 6. Open the useitem.sqf file, add these: case (_item isEqualTo "morphine"): { [] spawn life_fnc_morphine; }; case (_item isEqualTo "bandages"): { [] spawn life_fnc_bandages; }; 7. (optional) If you want these items to save over restart/relog add them to the save_vehicle_items[] array in your config_master.hpp file 8. Download the scripts.rar file at the bottom, place the files inside into your core/items folder 9. Go into functions.h folder, add these into the core\items array: class bandages {}; class morphine {}; icons.rar scripts.rar
  13. Quest System for Maverick Talent Tree

    RELIC QUESTING SYSTEM [Complete] You may attempt to install this, let me know if it works. Disclaimer: I have been given permission to release my work of the questing system added into maverick apps modular talent tree Requirements: Have a valid purchased copy of maverick apps modular talent tree What this does: Adds a questing system to your talent tree, giving experience per quest completion and.. - Stage 1: Find the 4 relics hidden around the map, bring them to an NPC for a reward [unlocks quest 2] - Stage 2: Rob the gold convoy (another maverick apps script) to receive the next relic and bring it to the NPC [unlocks quest 3] - Stage 3: Rob the federal reserve to receive the last relic, allowing you to collect a expensive virtual item from a new zone I've added in. Features: - Cannot trade relics to other players - Anti market trading of relics - Removal of the relics on player death to stop transfer of the virtual items - (optional) Complete rework of the federal reserve system to simply give money + virtual items, experience, etc. ___________________________________________________________________________________________________________________________________________________________________________________ TUTORIAL ___________________________________________________________________________________________________________________________________________________________________________________ Mission.SQM: 1. Place this into 4 separate objects on your map that you place, I used statues: this addAction["Collect Relic",life_fnc_relic1,"",0,false,false,"",'playerSide == civilian && vehicle player == player && player distance _target < 4']; Replace 'life_fnc_relic1' with relic1 -> relic4 for each 2. Place this into an NPC, it will be your relic dealer, your players must trade the relics to him for rewards: this addAction["Trade in your relics for the reward",life_fnc_relicReward,"",0,false,false,"",'playerSide == civilian && vehicle player == player && player distance _target < 4']; this addAction["Trade in your transport relic",life_fnc_relicRewardTransport,"",0,false,false,"",'playerSide == civilian && vehicle player == player && player distance _target < 4']; this addAction["Trade in your federal reserve relic",life_fnc_relicRewardFed,"",0,false,false,"",'playerSide == civilian && vehicle player == player && player distance _target < 4']; this addAction[localize"STR_Shops_Archeologist",life_fnc_virt_menu,"archeologist"]; Functions: 1. Download Quests.rar 2. Place it in your core folder 3. Open functions.h, place this block somewhere in life_client_core class Quests { file = "core\quests\Relics"; class relic1 {}; class relic2 {}; class relic3 {}; class relic4 {}; class relicReward {}; class relicRewardTransport {}; class relicRewardFed {}; }; Virtual Items: 1. Download the icons.rar 2. place them in your icons folder (make sure the virtual items code listed below calls to right location)' 3. Open Config_Vitems and place these in class VirtualItems: //relics class relic1 { variable = "relic1"; displayName = "STR_Item_relic1"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = false; edible = -1; icon = "images\icons\ico_relic1.paa"; }; class relic2 { variable = "relic2"; displayName = "STR_Item_relic2"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = false; edible = -1; icon = "images\icons\ico_relic2.paa"; }; class relic3 { variable = "relic3"; displayName = "STR_Item_relic3"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = false; edible = -1; icon = "images\icons\ico_relic3.paa"; }; class relic4 { variable = "relic4"; displayName = "STR_Item_relic4"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = false; edible = -1; icon = "images\icons\ico_relic4.paa"; }; //relicTransport class relicTransport { variable = "relicTransport"; displayName = "STR_Item_relicTransport"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = true; edible = -1; icon = "images\icons\ico_relicTransport.paa"; }; //RelicFed class relicFed { variable = "relicFed"; displayName = "STR_Item_relicFed"; weight = 3; buyPrice = -1; sellPrice = -1; illegal = true; edible = -1; icon = "images\icons\ico_relicFed.paa"; }; //relic end 4. Somewhere at the end of your federal reserve robbery reward file, place this so the player gains the relic upon completion [true,"relicFed",1] call life_fnc_handleInv; or make it so it appears in the box, but i recommend the first option 5. In configuration.sqf, place these below life_civGang = grpNull; mav_ttm_var_relicReward = 0; mav_ttm_var_relicReward2 = 0; mav_ttm_var_relicReward3 = 0; 6. Open fn_dropItems, place these in the switch (_item) do array: //nodrop case "relic1": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; case "relic2": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; case "relic3": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; case "relic4": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; case "relicTransport": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; case "relicFed": { if (_value > 0) then { missionNamespace setVariable [_itemName,0]; }; }; 7. Open fn_giveItem.sqf, place this under: if (isNull _unit) exitWith {ctrlShow[2002,true];}; if (_item == "relic1" || _item == "relic2" || _item == "relic3" || _item == "relic4" || _item == "relicTransport" || _item == "relicFed") exitWith { hint "You cannot trade these items"}; 8. open fn_ vehStoreItem, place this underneath: if (_ctrl == "goldbar" && {!(life_trunk_vehicle isKindOf "LandVehicle")}) //Relic if (_ctrl == "relic1" || _ctrl == "relic2" || _ctrl == "relic3" || _ctrl == "relic4" || _ctrl == "relicTransport" || _ctrl == "planeTreasure" || _ctrl == "excavator") exitWith {hint "you cannot store this item"}; 9. Optional if you have the virtual auction house script, if you do, open fn_vAH_sell.sqf and place this under: (_bad) exitWith {closeDialog 0;}; if (_classname == "relic1" || _classname == "relic2" || _classname == "relic3" || _classname == "relic4" || _classname == "relicTransport" || _classname == "relicFed" || _classname == "excavator" || _classname == "planeTreasure") exitWith {hint "You cannot sell these items"}; 10. For your relic transport, you can change how you obtain it if you don't have the script, but i placed this unto the virtual loot: {"relicTransport", 2}, 11. Open stringtable.xml, place these into it somewhere: <Key ID="STR_Item_relic1"> <Original>Takhi Relic</Original> </Key> <Key ID="STR_Item_relic2"> <Original>Arkhan Relic</Original> </Key> <Key ID="STR_Item_relic3"> <Original>Shakrhi Relic</Original> </Key> <Key ID="STR_Item_relic4"> <Original>Lewni Relic</Original> </Key> <Key ID="STR_Item_relicTransport"> <Original>Prized Relic</Original> </Key> <Key ID="STR_Item_relicFed"> <Original>Federal Reserve Relic</Original> </Key> Maverick addition: 1. Open actions.cpp inside maverick_perkset_1 folder, place these near the bottom, you can edit the values obviously: class relic { expToAdd = 1375; message = "Relic Quest Complete!"; }; class relic2 { expToAdd = 1900; message = "Relic Quest 2 Complete!"; }; class relic3 { expToAdd = 2300; message = "Relic Quest 3 Complete!"; }; 2. Download the relicreward.rar file, place all the files inside \maverick\talent-tree-modular\modules\maverick_perkset_1\functions folder 3. Open the perks.cpp file inside the maverick_perkset_1 folder, add these at the bottom: class functions_relicReward { displayName = "Quest: Collecting Relics"; requiredPerkPoints = 9999; requiredLevel = 1; requiredPerk = ""; subtitle = "Collecting Hidden Relics"; description = "Bring all the hidden relics around the map (4) to the archeologist <br/><br/><t color='#10FF45'>Reward: 1375 xp</t>"; initScript = "maverick\talent-tree-modular\modules\maverick_perkset_1\functions\functions_relicReward.sqf"; limitToSides[] = {}; color[] = {0,0.46,0.76,1}; }; class functions_relicReward2 { displayName = "Quest: Collecting Relics 2"; requiredPerkPoints = 9999; requiredLevel = 1; requiredPerk = "functions_relicReward"; subtitle = "Gold Transport Relic"; description = "Intercept the gold transport and gather the relic inside the main transport vehicle, bring it to the archeologist <br/><br/><t color='#10FF45'>Reward: 1900 xp</t>"; initScript = "maverick\talent-tree-modular\modules\maverick_perkset_1\functions\functions_relicReward2.sqf"; limitToSides[] = {}; color[] = {0,0.46,0.76,1}; }; class functions_relicReward3 { displayName = "Quest: Collecting Relics 3"; requiredPerkPoints = 9999; requiredLevel = 1; requiredPerk = "functions_relicReward2"; subtitle = "Federal Reserve Relic"; description = "Rob the federal reserve, gather the relic from the reward and bring it to the archeologist <br/><br/><t color='#10FF45'>Reward: 2300 xp and the ability to loot oil rig cargo</t>"; initScript = "maverick\talent-tree-modular\modules\maverick_perkset_1\functions\functions_relicReward3.sqf"; limitToSides[] = {}; color[] = {0,0.46,0.76,1}; }; quests.rar relicreward.rar icons.rar
  14. Professional Looking HUD

    When will you people learn to stop quoting 50 line posts to ask irrelevant questions?
  15. Professional Looking HUD

    Hey everyone, decided I'm going to start releasing assets I've made and or contributed to from Orion, here's the HUD: I won't go into too much detail on how to set it all up, just give the assets. Looks like this, + seatbelt icon in vehicle: hud_stats.hpp //--------------------------------- //By Repentz //--------------------------------- #define INFINITE 1e+1000 #define IDC_LIFE_BAR_FOOD 2200 #define IDC_LIFE_BAR_FOOD_RING 3200 #define IDC_LIFE_BAR_WATER 2201 #define IDC_LIFE_BAR_WATER_RING 3201 #define IDC_LIFE_BAR_HEALTH 2202 #define IDC_LIFE_BAR_HEALTH_RING 3202 //#define IDC_LIFE_BAR_POOP 4202 #define IDC_LIFE_BAR_Speaker 3007 #define IDC_LIFE_BAR_SeatBelt 4203 class playerHUD { idd = -1; duration = INFINITE; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { LIFE_BAR_FOOD_RING, LIFE_BAR_WATER_RING, LIFE_BAR_HEALTH_RING, LIFE_BAR_Speaker, LIFE_BAR_SeatBelt }; class LIFE_BAR_SeatBelt: Life_RscPicture { idc = IDC_LIFE_BAR_SeatBelt; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.574333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_Speaker: Life_RscPicture { idc = IDC_LIFE_BAR_Speaker; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.640333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_HEALTH_RING: Life_RscPicture { idc = IDC_LIFE_BAR_HEALTH_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.706333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_FOOD_RING: Life_RscPicture { idc = IDC_LIFE_BAR_FOOD_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.772333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; class LIFE_BAR_WATER_RING: Life_RscPicture { idc = IDC_LIFE_BAR_WATER_RING; text = ""; x = 0.952292 * safezoneW + safezoneX; y = 0.838333 * safezoneH + safezoneY; w = 0.0331042 * safezoneW; h = 0.0589743 * safezoneH; }; }; HudUpdate: #include "..\..\script_macros.hpp" //--------------------------------- //By Repentz //--------------------------------- #define INFINITE 1e+1000 #define IDC_LIFE_BAR_FOOD 2200 #define IDC_LIFE_BAR_FOOD_RING 3200 #define IDC_LIFE_BAR_WATER 2201 #define IDC_LIFE_BAR_WATER_RING 3201 #define IDC_LIFE_BAR_HEALTH 2202 #define IDC_LIFE_BAR_HEALTH_RING 3202 #define IDC_LIFE_BAR_Speaker 3007 #define IDC_LIFE_BAR_SeatBelt 4203 disableSerialization; if(isNull LIFEdisplay) then {[] call life_fnc_hudSetup;}; //[LIFE_ID_PlayerTags,"onEachFrame"] call BIS_fnc_removeStackedEventHandler; LIFE_ID_PlayerTags = ["LIFE_PlayerTags","onEachFrame","life_fnc_playerTags"] call BIS_fnc_addStackedEventHandler; if(!isNil "life_seatbelt") then { if ( vehicle player != player ) then { if(life_seatbelt) then { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText "VindicateAssets\images\textures\HUD\seatbeltOn.paa"; } else { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText "VindicateAssets\images\textures\HUD\seatbeltOff.paa"; }; } else { LIFEctrl(IDC_LIFE_BAR_SeatBelt) ctrlSetText ""; }; }; if(!isNil "life_fadeSound") then { if(life_fadeSound) then { LIFEctrl(IDC_LIFE_BAR_Speaker) ctrlSetText "VindicateAssets\images\textures\HUD\earplugsY.paa"; } else { LIFEctrl(IDC_LIFE_BAR_Speaker) ctrlSetText "VindicateAssets\images\textures\HUD\earplugsN.paa"; }; }; if(!isNil "life_thirst") then { if (life_thirst <= 100) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water0.paa"; }; if (life_thirst <= 90) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water1.paa"; }; if (life_thirst <= 80) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water2.paa"; }; if (life_thirst <= 70) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water3.paa"; }; if (life_thirst <= 60) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water4.paa"; }; if (life_thirst <= 50) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water5.paa"; }; if (life_thirst <= 40) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water6.paa"; }; if (life_thirst <= 30) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water7.paa"; }; if (life_thirst <= 20) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water8.paa"; }; if (life_thirst <= 10) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water9.paa"; }; if (life_thirst <= 0) then { LIFEctrl(IDC_LIFE_BAR_WATER_RING) ctrlSetText "VindicateAssets\images\textures\HUD\water10.paa"; }; }; if (damage player >= 0) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health0.paa"; }; if (damage player >= 0.01) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health1.paa"; }; if (damage player >= 0.02) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health2.paa"; }; if (damage player >= 0.03) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health3.paa"; }; if (damage player >= 0.07) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health4.paa"; }; if (damage player >= 0.13) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health5.paa"; }; if (damage player >= 0.2) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health6.paa"; }; if (damage player >= 0.3) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health7.paa"; }; if (damage player >= 0.4) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health8.paa"; }; if (damage player >= 0.7) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health9.paa"; }; if (damage player >= 1) then { LIFEctrl(IDC_LIFE_BAR_HEALTH_RING) ctrlSetText "VindicateAssets\images\textures\HUD\health10.paa"; }; if(!isNil "life_hunger") then { if (life_hunger <= 100) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food0.paa"; }; if (life_hunger <= 90) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food1.paa"; }; if (life_hunger <= 80) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food2.paa"; }; if (life_hunger <= 70) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food3.paa"; }; if (life_hunger <= 60) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food4.paa"; }; if (life_hunger <= 50) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food5.paa"; }; if (life_hunger <= 40) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food6.paa"; }; if (life_hunger <= 30) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food7.paa"; }; if (life_hunger <= 20) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food8.paa"; }; if (life_hunger <= 10) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food9.paa"; }; if (life_hunger <= 0) then { LIFEctrl(IDC_LIFE_BAR_FOOD_RING) ctrlSetText "VindicateAssets\images\textures\HUD\food1.paa"; }; }; hudSetup: #include "..\..\script_macros.hpp" disableSerialization; 2 cutRsc ["playerHUD","PLAIN"]; [] call life_fnc_hudUpdate; [] spawn { private["_dam"]; while {true} do { _dam = damage player; waitUntil {(damage player) != _dam}; [] call life_fnc_hudUpdate; }; }; setupActions for all life_actions pushBack (player addAction["<t color = '#009900'>Put on Seatbelt</t>",life_fnc_seatbelt,"",6,false,false,"",' !life_seatbelt && vehicle player != player ']); life_actions pushBack (player addAction["<t color = '#ff3300'>Remove Seatbelt</t>",life_fnc_seatbelt,"",6,false,false,"",' life_seatbelt && vehicle player != player ']); Assets included named HUD.rar HUD.rar