Steel_Dragon 30 Posted September 2, 2019 I am using Altis life Framework V5.0.0 I am trying to set of an alarm when using bolt cutters on - 1.house and 2. FED. I have successfully got the sound activating when a lock pick breaks on a vehicle with - [_curTarget,"caralarm"] remoteExec ["life_fnc_say3D",RANY]; and i have an alarm set off when robbing a gas station with - [_shop,"firealarm"] remoteExec ["life_fnc_say3D",0]; I have tried variations of these both and can not seem to get it to work. See spoiler below for the ways i have tried to implement it. any help would be much appreciated. Thank you. Spoiler #include "..\..\script_macros.hpp" /* File: fn_boltcutter.sqf Author: Bryan "Tonic" Boardwine Description: Breaks the lock on a single door (Closet door to the player). */ private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"]; _building = param [0,objNull,[objNull]]; private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort; private _altisArray = [16019.5,16952.9,0]; private _tanoaArray = [11074.2,11501.5,0.00137329]; private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort; if (isNull _building) exitWith {}; if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";}; if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith { hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]; }; if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"}; if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;}; _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors"); _door = 0; //Find the nearest door for "_i" from 1 to _doors do { _selPos = _building selectionPosition format ["Door_%1_trigger",_i]; _worldSpace = _building modelToWorld _selPos; if (player distance _worldSpace < 2) exitWith {_door = _i;}; }; if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into. if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"}; if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then { [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; } else { [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; }; /////////[_curTarget,"housealarm"] remoteExec ["life_fnc_say3D",RANY]; <-----------tried here ////////[_this,"housealarm"] remoteExec ["life_fnc_say3D",0];<-----------tried here life_action_inUse = true; //Setup the progress bar disableSerialization; _title = localize "STR_ISTR_Bolt_Process"; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; _titleText ctrlSetText format ["%2 (1%1)...","%",_title]; _progressBar progressSetPosition 0.01; _cP = 0.01; /////////[_curTarget,"housealarm"] remoteExec ["life_fnc_say3D",RANY]; <-----------tried here ////////[_this,"housealarm"] remoteExec ["life_fnc_say3D",0];<-----------tried here switch (typeOf _building) do { case "Land_Dome_Big_F": {_cpRate = 0.003;}; case "Land_Medevac_house_V1_F": {_cpRate = 0.0015;}; case "Land_Research_house_V1_F": {_cpRate = 0.0015;}; default {_cpRate = 0.008;} }; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; uiSleep 0.26; if (isNull _ui) then { "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; }; _cP = _cP + _cpRate; _progressBar progressSetPosition _cP; _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title]; if (_cP >= 1 || !alive player) exitWith {}; if (life_istazed) exitWith {}; //Tazed if (life_isknocked) exitWith {}; //Knocked if (life_interrupted) exitWith {}; }; /////////[_curTarget,"housealarm"] remoteExec ["life_fnc_say3D",RANY]; <-----------tried here ////////[_this,"housealarm"] remoteExec ["life_fnc_say3D",0];<-----------tried here //Kill the UI display and check for various states "progressBar" cutText ["","PLAIN"]; player playActionNow "stop"; if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;}; if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;}; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; life_boltcutter_uses = life_boltcutter_uses + 1; life_action_inUse = false; if (life_boltcutter_uses >= 2) then { [false,"boltcutter",0] call life_fnc_handleInv; life_boltcutter_uses = 0; }; _building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door. _building setVariable ["locked",false,true]; /////////[_curTarget,"housealarm"] remoteExec ["life_fnc_say3D",RANY]; <-----------tried here ////////[_this,"housealarm"] remoteExec ["life_fnc_say3D",0];<-----------tried here if (life_HC_isActive) then { [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life]; } else { [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV]; 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Steel_Dragon 30 Posted September 2, 2019 SOLVED [_building,"housealarm"] remoteExec ["life_fnc_say3D",RANY]; Share this post Link to post Share on other sites