Jump to content

Search the Community

Showing results for tags 'to'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Altis Life RPG
    • Headquarters
    • Introductions
    • RULES
  • Altis Life RPG Community
    • General Discussion
    • Helper Recruitment
    • Altis Life Server Advertising
    • Discord (join us for discuss)
  • Tools and Administration
    • Altis Life RPG (official Framework)
    • Altis Life Wiki
    • Server Setup and Configuration
    • Database
    • Security
    • Maintenance
  • Altis Life Customization
    • Server & Scripting Help Desk
    • Releases & Download
    • Misc & Tools
  • Kool Kids Klub's Oof
  • Kool Kids Klub's Secret Spot

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


CPU


Memory


Hard Drive


Graphic Card


PSU


Case


Monitor


Description - Other Accessories

Found 4 results

  1. How to add custom spawn points: Difficulty: EASY For adding spawn points that require a certain license: Step 1: Open your mission file in the editor, and create a new marker and place it where you want the player to spawn. There CANNOT be any spaces in the name, if you wish to use a space use _ as a replacement. So one e.g. could be gang_spawn_1 or just gang_spawn.. It really doesn't matter, just make sure the marker name doesn't already exist. Step 1: Open up Config_SpawnPoints.hpp and find which side (cop,civ,med) you want to add the spawn to. The process is the exact same for every side. (For this example I will be adding a civilian spawn). Step 2: Make a new class, it is easier to just copy and paste the above class and then adjust it. New class CAN look like this: class Gang { //"Gang" can be anything you want! displayName = "Gang Spawn"; //this is the display name that will appear on the spawn selection menu! spawnMarker = "gang_spawn_3"; //this needs to be the exact same name as the spawn marker you named in the editor! icon = "textures\spawnicons\spawnciv.paa"; //This is the icon that will appear next to the display name, if any. [64x64] licenses[] = { { "gang", true } }; //"gang" is the license required to be able to spawn at the new spawn. We will add the license in the next step! level[] = { "", "", -1 }; //leave this alone }; Now for the license: Open up Config_Licenses and again, find which side you want to add the license to. Copy the above class and then adjust it like this: class Gang { //must be the same class as the class name in Config_SpawnPoints.hpp variable = "gang"; //must also be the same as the variable in "Config_Spawnpoints.hpp displayName = "STR_License_Gang"; //just change the last word (Gang) to whatever you want price = 75000; //The price for buying the license! Does not matter if you don't want people to be able to buy it, and only want to manually add it through the database. illegal = true; //is the license illegal? side = "civ"; //which side is this license for? *IMPORTANT* }; For adding spawn points that do NOT require a license: Literally just do the exact same process, but do not touch Config_Licenses! And make sure you get rid of the License name in : licenses[] = { { "gang", true } }; So it should look like this if you do not want a license to be required: licenses[] = { { "", true } };
  2. VehicleShop3D Hello guys, it's my first and very easy toturial its working 4.4r3 ( i used this version ) Step 1. Go to Altis_Life.Altis and open file Config_Master Step 2. Go to line 115 Vehicle System Configurations /* Vehicle System Configurations */ chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...) vehicle_infiniteRepair[] = {true, true, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east vehicleShop_rentalOnly[] = { "B_MRAP_01_hmg_F", "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session) vehicleShop_3D = false; //Add preview 3D inside Shop vehicle. Default : False Step 3. Go to line 119 and change this code to : ( or just change False to True ) vehicleShop_3D = true; Finish! now u can use vehicle shop 3d scene, its cool thanks <3 P.S - default command is False ( off 3d scene) True ( on 3d scene ) Screen
  3. 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
  4. Hi, this is a quick tutorial on how to add more police ranks in your database using NaviCat. (Procedure may not be the same with other programs). Step 1: Backup your current database! To do this, open Navicat and right click on your database. Select "dump SQL file..." and save the file to on your desktop. DONE! Step 2: Change the code! Find: `coplevel` enum('0','1','2','3','4','5','6','7') NOT NULL DEFAULT '0', and add more ranks by adding more numbers e.g. If I wanted 8 ranks in stead of seven I would add an ,'8' after '7'. 8 cop ranks should look like this: `coplevel` enum('0','1','2','3','4','5','6','7','8') NOT NULL DEFAULT '0', And so on.... 9 police ranks should look like this: `coplevel` enum('0','1','2','3','4','5','6','7','8','9') NOT NULL DEFAULT '0', Get the idea? Step 3: Now you can right click on your old database, select "execute SQL file" and execute the new database with the extra police ranks!
×
×
  • Create New...