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  1. Today i'll show you a quick tip. I'm sure some of you asked yourself how to mark all ATMs on the map which are placed by default on the map. Here you go: /* File: fn_atmMarkers.sqf Author: B4v4r!4n_Str!k3r ([email protected]) Licence: THIS FILE AND EXTRACTS OF IT IS THE MINDSET OF CATIONSTUDIO AND ONLY AUTHORIZED PEOPLE/SERVERS ARE ALLOWED TO USE IT. Description: Marks all ATMs on the Map */ if (!isServer) exitWith {}; // default atms on map _atms = []; { if(["atm_",str(_x)] call BIS_fnc_inString) then { _atms pushBack _x; }; } foreach nearestTerrainObjects [[0,0,0],["HIDE"],30000]; { _marker = createMarker [format["%1_marker",_x],visiblePosition _x]; _marker setMarkerColor "ColorGreen"; _marker setMarkerType "loc_Tourism"; } foreach _atms; It's not very performance friendly, but it works. And you only have to run it once on server start - so there should be no real performance problem. So how to run the code? Either you add the code to your life_server and execute it via execVM in your init.sqf or you install ,if not already done, the cationCoresystem.zip and download atmmarkers.zip, then copy the folder atm in <mission>/cation/ and insert #include "atm\functions.cpp" in cation_functions.cpp and #include "atm\config.cpp" in cation_master.cpp and #include "atm\remoteExec.cpp" in cation_remoteExec.cpp - all right! If you wish to mark also your self placed ATMs on map, enable it in the config.cpp
  2. Hello! Since i've grabbed so much from here i thought "Why not give something back?" and so i did with Malden gas station positions, but some people said i could write it into a tutorial, so here i am. I did this on 5.0 but it should virtually be the same. (This is also why the file structure is as it is) First off: This is time consuming, i will spare you from getting gas stations manually but most things you'll have to do yourself since it depends on how you customize the map. Please be aware that in this tutorial i will assume you've ported all map objects from Altis/Tanoa over to Malden. So i won't go in to explaining that. Please remember that everytime these coords show up in the tutorial: [5160,7071,0.75] You will need to change them to your own. We will modify these files in our progress in the map porting: 1. Let's start off with life_server, so unPBO that one, open up init.sqf and look for private _vaultHouse so you know you're in the right place. Now this all depends on how you've placed the federal reserve on Malden the next few steps, i did what I personally think requires little editing, as you can copy/paste a lot. But the first thing you're going to edit the _vaultHouse array. If you use the same building as there's being used on Altis you can just copy this line in instead of the one already there: Edit: I noticed i got an error with the code i had provided before, when it would get to _dome so this is my workaround: Comment out the altis, malden and Tanoa plus the _pos arrays. Then in _dome and _rsb you can put in your coords, so it will look like this: _dome = nearestObject [[5160,7071,0.75],"Land_Dome_Big_F"]; _rsb = nearestObject [[5160,7071,0.75],_vaultHouse]; Full: Also, you can remove this code from the init.sqf (Unless you want to spawn in 2 hospitals) Now we've finished the stuff we need to do in life_server. 2. Lets jump over to \core\actions\fn_captureHideout.sqf here it's also a quick is easy (if you use the same buildings as on Altis), example on how you will make this look: 3. Now let's go to \core\civilian\fn_jailMe.sqf in Line 43 (private _escDist) you can put in ["Malden", 60], after ["Altis", 60], (You can change "60" to whatever you want the escape distance to be) Example on how it will look: private _escDist = [[["Altis", 60], ["Malden", 60], ["Tanoa", 145]]] call TON_fnc_terrainSort; 4. Let's go to \core\cop\fn_fedCamDisplay.sqf here you basically do the exact same as in step one, so it will look like: 5. Jumping over to \core\fn_initCiv.sqf - This file is what determines which buildings you'll spawn in, since there's most of the Altis buildings on the map you can just copy paste that line and change _altisArray to _maldenArray , after you've done that don't forget to add it into the _spawnBuildings. (Or just copy paste this) 6. \core\fn_setupStationService.sqf , this file is what starts the "refueling" process, i've found the location for some of the gas pumps, and i've included them in this codeblock. If you find more, please say so and i'll update accordingly. DONT FORGET TO ALSO ADD THIS INTO: private _stationPositions so it will look like this: 7. In \core\functions\fn_actionKeyHandler.sqf find the _vaultHouse line, and add ["Malden", "CLASSNAME-FOR-YOUR-BUILDING-WHICH-CONTAINS-FED-VAULT"] (of course change it) also add _maldenArray with the coords for where it's placed. Don't forget to also add this into the _pos. Example of how it can look: 8. \core\housing\fn_houseMenu.sqf - Here it's just like in step 7, so it'll look like: 9. \core\items\fn_blastingCharge.sqf - exact same as above 10. \core\items\fn_boltcutter.sqf - This is (also) the same as above. 11. \core\shops\fn_virt_buy.sqf - Here you'll add the buildings which you use for gang hideouts. Just like in step #2 Here's an example of how it will look: (You can find this on line 19) 12. \core\shops\fn_weaponShopBuySell.sqf - Here we will, like in step #2 add what building we are using as gang hideout, i'll once again show how i've done it: (Line number 32) 13. \Config\Config_SpawnPoints.hpp - Here we will add our spawnpoints. Remember that the class should be called "Malden". Like so: I know this tutorial is not as in depth as others, but that is because a lot of this varies with where you place federal reserve, which buildings you use for gang hideouts and all the other stuff. Also, if you don't switch to Malden remember that everytime "Malden" is mentioned anywhere in the code change it out with your mapname.
  3. Hello everyone. For the past two days, I have been working on a UK themed map for Arma 3. It is Very Early Alpha right now but I am working hard on it maybe we will see some community's who will use my map. Until then stay tuned for updates!
  4. YES! Our map is actually New York State and is not click bait as you can see in the photos! We feature a fully custom made New York State Map (still in the works). We currently have 4 Major Cities and roughly 4 towns.. The map is roughly 20km x 20km so plenty of room to fly and explore but still see other players regularly. Our map is still growing and we are looking to build a great community. I am the owner of ICE Gaming Adirondack Life. It is called Adirondack to stand out from the click-bait "New York" servers. The Adirondacks a large national park on the northern side of New York State. Anyways, back to the server! We incorporate a lot of scripts that can be found on this website making the immersion feel. We also write our own custom scripts! We have state trooper vehicles that are skinned as the New York State Troopers. Custom skinned sheriff patrol cars for our sheriff team. A Russian Embassy, Black Market, Breathalyzer, Alcohol/Drug use, Task Force Radio is incorporated & much more! Our Website! TS/Arma 3 Server IP: icegaminglife.servegame.com Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=928976641 Custom Features: ACE Medical Implimented Custom NY Skinned Police Cars Custom FD (Still in the works) Usable alcohol & drugs (Tutorial used from this website) Ticket and check licenses can be accessed in the vehicle interaction menu Select Jail Time (Found on this website) Cop Radar Rework (Found on this website) Buyable Modded Houses Encrypted Police Channels Task Force Radio Incorporated Jobs: State Trooper DOC County Sheriff / SWAT Fire Department EMT Rescue National Guard (In the works) Laywer Judge Tow Truck Driver Deliveries Pilot Draft alcohol & More! Working on a promo Video atm... Images:
  5. Hello, i disabled the mapcontent of my server, how can i put the player position on map with script ? Thanks for your attention.
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