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  1. Author Name: r8n8gad8 Original: Post Hey, here a little tutorial for a car alarm when the lockpick fail. 1. In AltisLife\core\item\fn_lockpick.sqf search: if (life_HC_isActive) then { [getPlayerUID player,profileName,"215"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life]; } else { [getPlayerUID player,profileName,"215"] remoteExecCall ["life_fnc_wantedAdd",RSERV]; }; Add behind the }; [_curTarget,"CarAlarm"] remoteExec ["life_fnc_say3D",RANY]; 2. In AltisLife\description.ext search: class UnlockCarSound { name = "UnlockCarSound"; sound[] = {"\sounds\unlock.ogg", 0.25, 1}; titles[] = {}; }; And add: class CarAlarm { name = "CarAlarm"; sound[] = {"\sounds\caralarm.ogg", 1.0, 1}; titles[] = {}; }; 3. copy "caralarm.ogg" from the attach to AltisLife\sounds\ Done! caralarm.ogg
  2. Checkpoint Alarm Hello everyone, this is my first time making a script and releasing it to the public. This tutorial will help you set up a working checkpoint alarm that will use a sign and four speakers. All sound files will be provided. If you use this, I request that you do not remove my name but add your name under if edited *Change Log* Works server sided now. - Date unknown Fix for 4.4+. - 07/03/2017 Spam prevention. - 08/03/2017 Limited to a specific rank (read script comments) - Re-working 1. Head into the mission file and go into the directory 'core/cop'. Now create 2 new .sqf files. 1 called 'fn_checkpointLockdown'. Paste code below into the file. /* File: fn_checkpointLockdown.sqf Author: DubStepMad Made for: www.ritalitygaming.com Description: Engage checkpoint lockdown! */ sleep 4; if (Checkpoint2 getVariable "spam_protection") exitwith{}; /*stops the sound from being spammed*/ Checkpoint2 setVariable ["spam_protection", true, true]; /*needs to be after the check otherwise this would not work*/ Checkpoint1 setVariable ["checkpoint_alarm", true, true]; if (playerSide isEqualTo west) then { hint parseText format["<t size='2' color='#FF0000'>Checkpoint Zulu is under Attack!!</t>"] }; /*will only hint to the west fraction (Cops)*/ while {Checkpoint1 getVariable "checkpoint_alarm"} do { [Checkpoint1 say3D "checkpointalarm",5000]; [Checkpoint2 say3D "checkpointalarm",5000]; [Checkpoint3 say3D "checkpointalarm",5000]; [Checkpoint4 say3D "checkpointalarm",5000]; [Checkpoint5 say3D "checkpointalarm",5000]; sleep 20; [Checkpoint1 say3D "AirRaidSirenAlert",5000]; [Checkpoint2 say3D "AirRaidSirenAlert",5000]; [Checkpoint3 say3D "AirRaidSirenAlert",5000]; [Checkpoint4 say3D "AirRaidSirenAlert",5000]; [Checkpoint5 say3D "AirRaidSirenAlert",5000]; }; 2. Create another file called 'fn_checkpointLockdownStop'. Paste code below into the file. /* File: fn_checkpointLockdownStop.sqf Author: DubStepMad Made for: www.ritalitygaming.com Description: Disengage checkpoint lockdown! */ if (Checkpoint1 getVariable "checkpoint_alarm") exitWith { sleep 4; Checkpoint1 setVariable ["checkpoint_alarm", false, true]; Checkpoint2 setVariable ["spam_protection", false, true]; /*Allows the checkpoint alarm to be used again*/ if (playerSide isEqualTo west) then {hint parseText format["<t size='2' color='#22e600'>Checkpoint Zulu alarm has been turned off!</t>"]}; }; 3. Now go into your chosen editor and place down 4 speakers giving each one a separate variable name. Checkpoint1 Checkpoint2 Checkpoint3 Checkpoint4 If you wish to add more checkpoints then edit the 'fn_checkpointLockdown.sqf' to your needs. 4. Now place down an object that you wish a player to interact with, give the object the variable name 'cp_alarm_sign' and place the following code in the 'Init' of the object. if !(playerSide isEqualTo west) exitWith {}; this addAction ["Sound Alarm", "[] remoteExec ['life_fnc_checkpointLockdown', 0]"]; this addAction ["Stop Alarm", "[] remoteExec ['life_fnc_checkpointLockdownStop', 0]"]; 5. Now find your Functions.hpp, open it and locate 'class Cop', at the end of the code insert the following. class checkpointLockdown {}; class checkpointLockdownStop {}; Should look like this below. class Cop { file = "core\cop"; class bountyReceive {}; class containerInvSearch {}; class copInteractionMenu {}; class copLights {}; class copLoadout {}; class copMarkers {}; class copSearch {}; class copSiren {}; class doorAnimate {}; class fedCamDisplay {}; class licenseCheck {}; class licensesRead {}; class questionDealer {}; class radar {}; class repairDoor {}; class restrain {}; class searchClient {}; class seizeClient {}; class sirenLights {}; class spikeStripEffect {}; class ticketGive {}; class ticketPaid {}; class ticketPay {}; class ticketPrompt {}; class vehInvSearch {}; class wantedGrab {}; class checkpointLockdown {}; class checkpointLockdownStop {}; }; 6. Now locate your description.ext and insert the following code under the 'class CfgSounds'. class checkpointalarm { name = "checkpointalarm"; sound[] = {"sounds\checkpointalarm.ogg", 1.0, 1}; titles[] = {}; }; class AirRaidSirenAlert { name = "AirRaidSirenAlert"; sound[] = {"sounds\AirRaidSirenAlert.ogg",1.0,1}; titles[] = {}; }; 7. This is for 4.4+ only, otherwise skip this (If you are using battleye then it will have to be configured to allow RemoteExec calls). Add these to your CfgRemoteExec : F(life_fnc_checkpointlockdown,CLIENT) F(life_fnc_checkpointLockdownStop,CLIENT) 8. Download the provided .ogg sound files and move them to your 'sounds' folder located in your root directory. You are now all done! AirRaidSirenAlert.ogg checkpointalarm.ogg
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