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Found 3 results

  1. Snipes Murphy

    [Tutorial] Placeable Objects as Police

    Translated By: Snipes Murphy Difficulty: Medium Credit To: Altis Dev I'll take that person Maximum who make its code to 3.1.4.8. Functional for 4.x. First, let's go Mpmissions \ Altis_life.Altis \ Function.h Below class Dialog_Controls { file = "dialog\function"; class setMapPosition {}; class displayHandler {}; class spawnConfirm {}; class spawnMenu {}; class spawnPointCfg {}; class spawnPointSelected {}; class progressBar {}; class impoundMenu {}; class unimpound {}; class sellGarage {}; class bankDeposit {}; class bankWithdraw {}; class bankTransfer {}; class garageLBChange {}; class safeInventory {}; class safeOpen {}; class safeTake {}; class safeFix {}; class vehicleGarage {}; class gangDeposit {}; class wireTransfer {}; class insureCar{}; }; Add this: class CopPlaceables { file = "core\cop\placeables"; class placeablesInit {}; class placeablesMenu {}; class placeablesRemoveAll {}; class placeablePlace {}; class placeableCancel {}; class placeablesPlaceComplete {}; }; Then go to core \ cop and create a new folder will be called "placeables" And in this case we will add 6 sqf files. Let's start with the "fn_placeablesInit.sqf" file, add this one are: (Here you can change the object name in quotes and the object itself) /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE… Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ life_barrier_active = false; life_barrier_activeObj = ObjNull; life_placeables = [ [ "Cone", "RoadCone_F"], [ "Cone White Light", "RoadCone_L_F"], [ "Road Sign", "SignAd_Sponsor_F"], [ "Fence", "Land_BarGate_F"], [ "Fence truck", "Land_Crash_barrier_F"], [ "Fence Orange plastic", "PlasticBarrier_03_orange_F"], [ "Fence yellow plastic", "PlasticBarrier_02_yellow_F"], [ "Single Lamp", "Land_PortableLight_single_F"], [ "Dual Lamp", "Land_PortableLight_double_F"], [ "From the UN flag", "Flag_UNO_F"] ]; life_bar_limit = 2500; life_bar_placey = []; Then continue to create our files, with this one "fn placeable Menu.sqf", adding that it will: /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ disableSerialization; createDialog "life_cop_placeables"; waitUntil { !isNull(findDisplay 20000) }; _display = findDisplay 20000; _placeables = _display displayCtrl 20001; lbClear _placeables; { _name = _x select 0; _className = _x select 1; _placeables lbAdd _name; _placeables lbSetData [(lbSize _placeables) - 1, _className]; } foreach (life_placeables); Create "fn placeable RemoveAll.sqf", add this: /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ { deleteVehicle _x; } forEach (life_bar_placey); Create "fn_placeablePlace.sqf", add this: /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ disableSerialization; if (count life_bar_placey >= life_bar_limit) exitWith { hint "You've reached the limit of objects you can place."; }; _display = findDisplay 20000; _placeables = _display displayCtrl 20001; _className = lbData[20001, lbCurSel (20001)]; closeDialog 0; life_barrier_active = true; _allowMoveDistance = 50; _object = _className createVehicle (position player); life_barrier_activeObj = _object; _attachPos = [0, 3, 0.5]; _object attachTo[player, _attachPos]; _object enableSimulationGlobal false; _originalPos = position _object; _playerOriginalPos = position player; waitUntil{ if (life_barrier_activeObj distance _originalPos > _allowMoveDistance || player distance _playerOriginalPos > _allowMoveDistance) then { [true] call life_fnc_placeableCancel; }; sleep 1; !life_barrier_active; }; Create "fn_placeableCancel.sqf", add this: /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ if (!life_barrier_active) exitWith {}; //bad check? deleteVehicle life_barrier_activeObj; life_barrier_active = false; life_barrier_activeObj = ObjNull; To finish create "fn placeable Complete.sqf Place", add this: /* Author: Maximum Description: Placeables for the cop\medic sides. Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy P.S. - Don't be a faggot like i know some of you all will be. */ disableSerialization; if (!life_barrier_active) exitWith {}; if (life_barrier_activeObj == ObjNull) exitWith {}; _currentPos = getPosATL life_barrier_activeObj; detach life_barrier_activeObj; life_barrier_activeObj setPos[(getPos life_barrier_activeObj select 0), (getPos life_barrier_activeObj select 1), 0]; life_barrier_activeObj enableSimulationGlobal true; life_bar_placey pushBack life_barrier_activeObj; life_barrier_active = false; life_barrier_activeObj = ObjNull; Then go to dialog \ Master Handler.h, e Added: (after another) #include "placeables.hpp" Also in the file dialog, create the "placeables.hpp" File, Add it: class Life_Cop_Placeables { idd = 20000; name= "life_cop_placeables"; movingEnable = false; enableSimulation = true; onLoad = ""; class controlsBackground { class Life_RscTitleBackground: Life_RscText { colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; x = 0.1; y = 0.2; w = 0.6; h = (1 / 25); }; class MainBackground: Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; y = 0.2 + (11 / 250); w = 0.6; h = 0.6 - (22 / 250); }; }; class controls { class Title : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = -1; text = "Available placeables"; x = 0.1; y = 0.2; w = 0.6; h = (1 / 25); }; class PlaceablesList : Life_RscListBox { idc = 20001; text = ""; sizeEx = 0.035; x = 0.12; y = 0.26; w = 0.56; h = 0.370; }; class CloseButtonKey : Life_RscButtonMenu { idc = -1; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); y = 0.8 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; class RemoveAll : life_RscButtonMenu { idc = -1; text = "Remove all"; onButtonClick = "[] call life_fnc_placeablesRemoveAll"; x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); y = 0.8 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; class Place : Life_RscButtonMenu { idc = -1; text = "Place"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; onButtonClick = "[] spawn life_fnc_placeablePlace;"; x = 0.32; y = 0.69; w = (6.25 / 40); h = (1 / 25); }; }; }; Then still in the same folder, enter the file and add player_inv.hpp after that: class ButtonSyncData : life_RscButtonMenu { idc = -1; //shortcuts[] = {0x00050000 + 2}; text = "$STR_PM_SyncData"; onButtonClick = "[] call SOCK_fnc_syncData;"; x = 0.1; y = 0.805; w = (6.25 / 40); h = (1 / 25); }; Add this: class ButtonPlaceables: Life_RscButtonMenu { idc = 20003; text = "Placeables"; onButtonClick = "[] spawn life_fnc_placeablesMenu; closeDialog 0;"; //x = 0.26 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); x = 0.42 + (6.25 / 19.8) + (1 / 250 / (safezoneW / safezoneH)); y = 0.801; w = (6.25 / 40); h = (1 / 25); }; Then go to Core \ pmenu \ fn_p_openMenu.sqf and add ctrlShow[20003,false]; For Civ and Independent box (for those that can) Like this : switch(playerSide) do { case west: { ctrlShow[2011,false]; }; case civilian: { ctrlShow[2012,false]; ctrlShow[20003,false]; //<--- ajouter ici }; }; It's nearly finished Go to your fn_initCop.sqf in Core And add (at the end) [] spawn life_fnc_placeablesInit; And finally go to Core \ Function \ KeyHandler.sqf Go right at the end and add: case 46 : { _currentPos = getPosATL life_barrier_activeObj; detach life_barrier_activeObj; life_barrier_activeObj setPos[(getPos life_barrier_activeObj select 0), (getPos life_barrier_activeObj select 1), 0]; life_barrier_activeObj enableSimulationGlobal true; life_bar_placey pushBack life_barrier_activeObj; life_barrier_active = false; life_barrier_activeObj = ObjNull; hint "Vous avez placé l'objet !"; }; ** For box 46 (the C key) If you want to change the letter, go here ** https: //community.bistudio.com/wiki/DIK_KeyCodes And choose a letter not yet defined by basic BOHEMIA, for example (the R key is to recharge = impossible to define it as one) Well, that's it for me! ** I hope it was understandable to you! Thanking you! **
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  3. So I have moved the Fed to Kore, where it is inside of a Barracks building (Land_i_Barracks_V2_F) You are able to bolt cut the doors, but not place the charge. I added a "Land_NetFence_02_m_gate_v1_F" as the vault room but you are unable to bolt cut the gate so it doesn't work. How am I able to make it so you just have to bold cut the Barracks building to plant the charge. Also on map start most of the barracks door are unlocked. How do I lock them all on map start? Thanks
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