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Steel_Dragon

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Everything posted by Steel_Dragon

  1. Steel_Dragon

    GF Cargo Airdrops Script

    lol ok thanks anyway 🙂
  2. Steel_Dragon

    GF Cargo Airdrops Script

    Again Awesome script and thank you, One question how would i add vitems such as heroine, cocaine, custom items etc to the container? thanks
  3. Steel_Dragon

    Uniform not global

    Did not work textures did not show either side.
  4. Using Altis Life v5.0.0 I have tried to set the texture to global (so everyone sees it). So far the player can see it on their screen but everyone else on the server cannot see it, They see the base uniform used. Any suggestions would be appreciated. Thank you. //Set jail uniform hint "Your gear has been placed in the evidence locker!"; old_gear = getUnitLoadout player; removeUniform player; removeHeadgear player; removeVest player; removeGoggles player; removeBackpack player; removeallWeapons player; //removeallAssignedItems player; player forceAddUniform "U_IG_Guerilla2_1"; player setObjectTextureGlobal [0,"textures\prisonuniform.paa"];
  5. Steel_Dragon

    Uniform not global

    Trying in the player skins under Civ - //Jail Texture set if (uniform player isEqualTo "U_IG_Guerilla2_1" && life_is_arrested) then { player setObjectTextureGlobal [0, "textures\prisonuniform.paa"]; };
  6. Steel_Dragon

    Uniform not global

    Oh do i have to set up a spawn / execVM for the Civ? i assume it would be in the fn_initCiv.sqf? I am not really sure how to go about that. I am trying In the mpmissions\Altis_Life.Altis\init.sqf //Jailme [] execVM "core\civilian\fn_jailMe.sqf"; would it be something like that?
  7. Steel_Dragon

    Uniform not global

    O.k. so i tried your suggestion. Its still the same. I can see it (the prison texture) as the player but the other people in the server cannot - they see the base uniform texture. I tried to take the uniform off and put it back on to reset it and it turned into the base uniform textures local side. This is the code i tried - //Begin jail uniform hint "Your gear has been placed in the evidence locker!"; old_gear = getUnitLoadout player; removeUniform player; removeHeadgear player; removeVest player; removeGoggles player; removeBackpack player; removeallWeapons player; //removeallAssignedItems player; player forceAddUniform "U_IG_Guerilla2_1"; sleep (0.02); player setObjectTextureGlobal [0,"textures\prisonuniform.paa"];
  8. Steel_Dragon

    Uniform not global

    Thanks ill try it.
  9. Steel_Dragon

    Uniform not global

    This is the code im using did i miss something? - //Begin jail uniform hint "Your gear has been placed in the evidence locker!"; old_gear = getUnitLoadout player; removeUniform player; removeHeadgear player; removeVest player; removeGoggles player; removeBackpack player; removeallWeapons player; //removeallAssignedItems player; player forceAddUniform "U_IG_Guerilla2_1"; [player,[0,"textures\prisonuniform.paa"]] remoteExec ["setObjectTexture",0,true];
  10. Steel_Dragon

    Uniform not global

    yes it is correct, it was showing local using - player setObjectTextureGlobal [0,"textures\prisonuniform.paa"];
  11. Steel_Dragon

    Uniform not global

    Testing it now - It didn't work. The texture is of the base uniform.
  12. Steel_Dragon

    Marker on text not showing on map

    Thanks for the tip Solved - _Marker_id = format ["area_%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["text_%1",_pos]; _Marker2 = createMarker [_Marker2_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["AIRDROP",_a]; _Marker2 setMarkerSize [1,1]; SOLVED
  13. Working with Altis life 5.0.0 I have a marker being created and working as intended but the Text does not show up. I am wondering how to set the text color also. The Text was fine until i changed the marker color. Heres the original that works - i want a red ellipse as i would like it to be a Kill On Sight zone - if(_Create_Markers)then{ _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [1,1]; }; I adapted it to this and it shows the ellipse but no text - if(_Create_Markers) then { _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [625,625]; Thank you Tried this - if(_Create_Markers)then{ _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "STR_Airdrop_Items"; _Marker_Pos setMarkerSize [600,600]; AND _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "AIRDROP"; _Marker_Pos setMarkerSize [600,600]; Did not work I went back to the original and only changed the marker shape to an ELLIPSE - this seems to be the problem of the text disappearing - _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [600,600];
  14. Steel_Dragon

    Marker on text not showing on map

    ok thanks ill try it testing this - _Marker_id = format ["area_%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["text_%1",_pos]; _Marker2 = createMarker [_Marker2_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["AIRDROP",_a]; _Marker2 setMarkerSize [1,1];
  15. Steel_Dragon

    Marker on text not showing on map

    Only shows the Red Ellipse (_marker) _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["%1",_pos]; _Marker2 = createMarker [_Marker_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["AIRDROP",_a]; _Marker2 setMarkerSize [1,1];
  16. Steel_Dragon

    Marker on text not showing on map

    Trying now to create 2 markers in the same pos - _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; }; then{ _Marker2_id = format ["%1",_pos]; _Marker2 = createMarker [_Marker_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["AIRDROP",_a]; _Marker2 setMarkerSize [1,1]; broke the script.
  17. Steel_Dragon

    Marker on text not showing on map

    This has brought the text back but the red ellipse is no longer visible - still working on it _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_warning"; _Marker setMarkerColor "ColorBlack"; _Marker setMarkerText format ["AIRDROP",_a]; _Marker setMarkerSize [1,1];
  18. Steel_Dragon

    Marker on text not showing on map

    ok cool thanks for that info. Do you know of a way to add text to the code i have with an ellipse please?
  19. 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.
  20. SOLVED [_building,"housealarm"] remoteExec ["life_fnc_say3D",RANY];
  21. I am running Altis Life v5.0.0 I am trying to lock multiple doors - e.g. in the Police station building - this building has 15 doors. I would like only the Police to be able to open and close them. I have got this working in the init of the building, but it only works on one door - BG_3 animate ["Door_2_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", 1, false];} I am unsure what the format is to add the rest of the doors, I have tried the following with no success - BG_3 animate ["Door_2_rot", && "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", && "bis_disabled_Door_4", 1, false];} BG_3 animate ["Door_2_rot" || "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2" || "bis_disabled_Door_4", 1, false];} Thank you
  22. Steel_Dragon

    Locking building doors

    SOLVED - BG_3 animate ["Door_2_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", 1, false];}; BG_3 animate ["Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_4", 1, false]; }
  23. Steel_Dragon

    Backpack max weight wrong

    by separately adding each backpack and adding each separate max weight for each - see the spoiler below -
  24. Steel_Dragon

    Backpack max weight wrong

    Solved
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