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Found 4 results

  1. Hey im releasing my Custom made Food and water UI for roleplay mostly there come no health bar whit it because i dont want people to see how much health they have left because that wouldt be releastic but here it is anyway :p HOPE YOU LIKE IT Picture: Download Infomation So first off its pretty Easy to download its mostly copy past for you First go into youre AltisLife\dialog\ and then open up hud_stats.hpp and replace it whit this code #define ST_CENTER 0x02 /* Author: DeVza This is a script created by DeVza for fg File: hud_stats.hpp */ class playerHUD { idd = -1; duration = 10e10; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { LIFE_RscProgress_devzabackground, Life_RscProgress_HUDFood, Life_RscProgress_HUDWater }; // Simpel hud made by devza class LIFE_RscProgress_HUDCommon: Life_RscProgress { colorFrame[] = {0, 0, 0, 0.8}; x = 0.0122186 * safezoneW + safezoneX; y = 0.5704 * safezoneH + safezoneY; w = 0.149531 * safezoneW; h = 0.022 * safezoneH; }; class Life_RscProgress_HUDFood: LIFE_RscProgress_HUDCommon { idc = 2200; colorBar[] = {0,0.502,0,1}; x = 0.0519792 * safezoneW + safezoneX; y = 0.9334 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.011 * safezoneH; }; class Life_RscProgress_HUDWater: LIFE_RscProgress_HUDCommon { idc = 2202; colorBar[] = {0,0.408,0.545,1}; x = 0.0519792 * safezoneW + safezoneX; y = 0.9026 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.011 * safezoneH; }; class LIFE_RscProgress_devzabackground: life_RscPicture { idc = -1; text = "images\devzahud\hud.paa"; x = 0.0015625 * safezoneW + safezoneX; y = 0.797 * safezoneH + safezoneY; w = 0.171875 * safezoneW; h = 0.231 * safezoneH; }; }; Now go into youre images and create a folder called devzahud or change it but make sure you change this line text = "images\devzahud\hud.paa"; if you want to change the folder name but put the hud.paa file in there that you can download right under this text and youre done hud.paa
  2. Hey today im releasing my Mechanic Toolbox script that i made for a framework im working on. ENJOY! feel free to change the icon of the mechanic toolbox i havent changed it because im a sloth PLEASE READ This is for a mechanic jobs you can make out of it and its made so when the normal toolkit is used it repairs 40% and you need a mechanic toolbox to get it to a 100% but if you want it to work as a job you can easy make it whitelisted for a licensens or add the item in the script of a loadout script if you have that, idc but just a reminder so you know its purpose DOWNLOAD INFOMATION [difficulty should be easy] Step 1: go inside youre core\actions and paste this in there fn_Mechanictool.sqf Step 2: now go into youre config_vItem.hpp and paste this code in the class VirtualItems class MechanicTool { variable = "MechanicTool"; displayName = "STR_Item_FMCD"; weight = 4; buyPrice = 350; sellPrice = 100; illegal = false; edible = -1; icon = "\a3\weapons_f\items\data\UI\gear_toolkit_ca.paa"; }; Step 3: replace these lines in the fn_vInteractionMenu.sqf : #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; whit this: #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37155 #define Title 37401 private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_dlcVehicles"]; if (!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; step 4: in the same folder replace these lines: _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"]; whit these: _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; 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"]; Step 5: now add this in the same file under the repair action should look something like this https://gyazo.com/d9701e0928f12f2dd553ff0d7497584b: // mechanic repair action by fanzer _Btn7 ctrlSetText localize "STR_fzact_Repair"; _Btn7 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_Mechanictool; closeDialog 0;"; step 6: then add this in the same file under the life_inv_toolkit should look something like this https://gyazo.com/24240b9883cc0db0337c24a13898be25: if ((life_inv_MechanicTool >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn7 ctrlEnable true;} else {_Btn7 ctrlEnable false;}; step 7: now go inside youre functions.hpp and go down to class Actions and add this line: class Mechanictool {}; step 8: now go inside the stringtable.xml and go somewhere at the buttom or where ever you want and add this line: <Key ID="STR_Item_FMCD"> <Original>Mechanic Toolbox</Original> </Key> and you should be done if you have any problems ill will help if i have time!
  3. Hey today im releasing my simpel clean looking Health,Food,Water UI for you! its very simpel to get on youre Life server as it where not hard to make but here you go! [Download: Easy] 1. So this will be quick and fun so what you can do to start off is go ahead and download the huddialog.paa file at the buttom of the text and go ahead and put it in youre missionfile\textures and youre done whit that 2. Go ahead and replace youre hud_stats.hpp whit the one provided at the buttom off the text and replace inside youre dialog folder and youre done! [Hud Infomation] If you where wondering [Red Color is for Health] [Blue Color is for Water] [Green Color is for Food] [Please Read] Please to critic if you dont like it and ill make a more improved version of it and if you have any issues whit it i am happy to help you and hope you enjoy it! hud_stats.hpp huddialog.paa
  4. Altis Central Bank !TS JORDAN The tutorial adds a bank to Altis, it is based on the federal reserve scripts I have just edited them to work with a new location and what not, as well as the new bank there is a new "News Broadcast" when players rob the bank. You don't have to bolt cut any doors you just place the "codeCracker" like the blasting charge wait 6 mins for the timer (Defend it from cops, time can be altered) you get less money than what you would get from robbing the fed. Let's get started! NOTE: THIS IS FOR 4.4 - I MADE THIS USING 4.4r3 The files I use will be linked as a zip file for ease of access. Server File Edits: 1. missionname.altis >> config >> Config_Master.sqf Under line "minimum_cops" add minimum_cops_bank = 0; //Minimum cops required online to rob the Bank 2. missionname.altis >> config >> Config_vItems.sqf Add under Class VirtualItems class codeCracker { variable = "codeCracker"; displayName = "STR_Item_codeCracker"; weight = 2; buyPrice = 14000; sellPrice = 5000; illegal = true; edible = -1; icon = "icons\codeCracker.paa"; }; class counterfitCash { variable = "counterfitCash"; displayName = "STR_Item_counterfitCash"; weight = 4; buyPrice = -1; sellPrice = 52500; illegal = true; edible = -1; icon = "icons\counterfitCash.paa"; }; 3. missionname.altis >> config >> Config_vItems.sqf Add to your rebel and gang store. (Somewhere in Class VirtualShops) class rebel { name = "STR_Shops_Rebel"; side = "civ"; license = "rebel"; level[] = { "", "", -1, "" }; items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "toolkit", "fuelFull", "peach", "boltcutter", "blastingcharge","codeCracker"}; }; class gang { name = "STR_Shops_Gang"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "toolkit", "fuelFull", "peach", "boltcutter", "blastingcharge","codeCracker"}; }; class counterfitCash { name = "STR_Shops_CounterfitCash"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { "counterfitCash" }; }; NOTE: IF YOU ALREADY HAVE CUSTOM ITEMS JUST COPY THE "codeCracker" LINE!! MAKE SURE YOU ADD THE "counterfitCash" SHOP THOUGH!! 4. missionname.altis >> CfgRemoteExec.sqf Add under "F(life_fnc_AAN,CLIENT)" F(life_fnc_AAN_Bank,CLIENT) F(TON_fnc_handleBlastingChargeBank,SERVER) F(life_fnc_demoChargeTimerBank,ANYONE) 5. missionname.altis >> functions.hpp Under "Class Civillian" add class demoChargeTimerBank {}; Should look something like this: class Civilian { file = "core\civilian"; class civLoadout {}; class civMarkers {}; class demoChargeTimer {}; class demoChargeTimerBank {}; //Add this class freezePlayer {}; class jail {}; class jailMe {}; class knockedOut {}; class knockoutAction {}; class removeLicenses {}; class robPerson {}; class robReceive {}; class tazed {}; }; 6. missionname.altis >> functions.hpp Under "Class Dialog_Controls" add class safeInventoryBank {}; class safeOpenBank {}; class safeTakeBank {}; Should look like this: class Dialog_Controls { file = "dialog\function"; class bankDeposit {}; class bankTransfer {}; class bankWithdraw {}; class displayHandler {}; class gangDeposit {}; class gangWithdraw {}; class garageLBChange {}; class impoundMenu {}; class progressBar {}; class safeFix {}; class safeInventory {}; class safeInventoryBank {}; //Add this class safeOpen {}; class safeOpenBank {}; //Add this class safeTake {}; class safeTakeBank {}; //Add this class sellGarage {}; class setMapPosition {}; class spawnConfirm {}; class spawnMenu {}; class spawnPointCfg {}; class spawnPointSelected {}; class unimpound {}; class vehicleGarage {}; class wireTransfer {}; }; 7. missionname.altis >> dialog >> federalReserve.hpp Add at the bottom of the file class Federal_Safe_1 { idd = 6666; name = "Federal_Safe_1"; movingEnable = 0; enableSimulation = 1; class controlsBackground { class 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 = 0.33; h = (1 / 25); }; class RscBackground: Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; y = 0.2 + (11 / 250); w = 0.33; h = 0.7 - (22 / 250); }; class RscTitleText: Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 3501; text = ""; x = 0.1; y = 0.2; w = 0.33; h = (1 / 25); }; class VehicleWeight : RscTitleText { idc = 3504; style = 1; text = ""; }; class RscTrunkText: Life_RscText { idc = -1; 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}; text = "$STR_Trunk_TInventory"; sizeEx = 0.04; x = 0.11; y = 0.25; w = 0.3; h = 0.04; }; }; class Controls { class TrunkGear: Life_RscListBox { idc = 6669; text = ""; sizeEx = 0.030; x = 0.11; y = 0.29; w = 0.3; h = 0.42; }; class TrunkEdit: Life_RscEdit { idc = 6662; text = "1"; sizeEx = 0.030; x = 0.11; y = 0.72; w = 0.3; h = 0.03; }; class TakeItem: Life_RscButtonMenu { idc = -1; text = "$STR_Trunk_Take"; 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 = "[] call life_fnc_safeTakeBank;"; x = 0.19; y = 0.78; w = (6.25 / 40); h = (1 / 25); }; class ButtonClose: Life_RscButtonMenu { idc = -1; //shortcuts[] = {0x00050000 + 2}; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = 0.1; y = 0.9 - (1 / 25); w = (6.25 / 40); h = (1 / 25); }; }; }; 8. CentralBank.zip Grab the zip file attached and place the files in thew corresponding folders, every file shows where it is meant to go! 9. missionname.altis >> core >> pmenu >> fn_useItem.sqf In the file add this under: case (_item isEqualTo "blastingcharge"): { player reveal fed_bank; (group player) reveal fed_bank; [cursorObject] spawn life_fnc_blastingCharge; closeDialog 0; }; Add: case (_item isEqualTo "codeCracker"): { player reveal fed_bank_1; (group player) reveal fed_bank_1; [cursorObject] spawn life_fnc_codeCracker; closeDialog 0; }; 10. missionname.altis >> functions.hpp Add to the items class: class codeCracker {}; Life_Server Edits: 1. life_server >> init.sqf Under the line "fed_bank setVariable ["safe",count playableUnits,true];" add fed_bank_1 setVariable ["safe",count playableUnits,true]; 2. life_server >> config.cpp Under "Class Systems" add class handleBlastingChargeBank {}; Should look like this: class Systems { file = "\life_server\Functions\Systems"; class managesc {}; class cleanup {}; class huntingZone {}; class getID {}; class vehicleCreate {}; class spawnVehicle {}; class getVehicles {}; class vehicleStore {}; class vehicleDelete {}; class spikeStrip {}; class transferOwnership {}; class federalUpdate {}; class chopShopSell {}; class clientDisconnect {}; class cleanupRequest {}; class setObjVar {}; class keyManagement {}; class vehicleUpdate {}; class recupkeyforHC {}; class handleBlastingCharge {}; class handleBlastingChargeBank {}; //Add this }; 3. life_server >> Functions >> Systems >> federalUpdate.sqf Under line "_funds = fed_bank getVariable ["safe",0];" add _bfunds = fed_bank_1 getVariable ["safe",0]; 4. life_server >> Functions >> Systems >> federalUpdate.sqf Under line "fed_bank setVariable ["safe",round(_funds+((count playableUnits)/2)),true];" add fed_bank_1 setVariable ["safe",round(_bfunds+((count playableUnits)/5)),true]; 5. CentralBank.zip Same as before add the marked "life_server" files from the zip into the corresponding folders. "mission.sqf" Edits: 1. Create an object "Land_CargoBox_V1_F" this allowDamage false; this enableSimulation false; this addAction[localize""STR_MAR_Open_Vault"",life_fnc_safeOpenBank,"""",0,false,false,"""",' playerSide isEqualTo civilian && {_target getVariable [""safe_open"",false]} ']; this addAction[localize""STR_MAR_Fix_Vault"",life_fnc_safeFix,"""",0,false,false,"""",' playerSide isEqualTo west && {_target getVariable [""safe_open"",false]} ' ]; NOTE: DON'T FORGET TO MAKE A MARKER SO PEOPLE KNOW WHERE THE BANK IS! SORRY RAN OUT OF SPACE I'LL ADD THE COUNTERFITCASH SHOP IN THE COMMENTS! CenteralBank.zip
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