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Steel_Dragon

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Everything posted by Steel_Dragon

  1. Steel_Dragon

    Backpack max weight wrong

    ok so after further testing - mining, a new bug has appeared - The total max weight of the backpack is correct - at first i was able to hold 27 gems in my carryall back pack - after awhile mining and emptying the gems into a vehicle the carry capacity dropped to 18, then further along it dropped to 12, then to 8. It seems the backpack is not properly registering the emptying... As i am running it off my PC it is lagging - resetting the server to see if it helps - This is exactly why - Fixed My fn.survival.sql -
  2. Steel_Dragon

    Backpack max weight wrong

    Fixed with the help of this - I have to specify each backpack by ID and insert a weight desired..... https://www.altisliferpg.com/topic/246-change-the-carry-weight-of-bags/
  3. Steel_Dragon

    Backpack max weight wrong

    tried this (with adjustments for v5.0.0) https://www.altisliferpg.com/topic/187-tutorial-backpack-custom-capacity/ but it did not help
  4. Steel_Dragon

    Backpack max weight wrong

    Took the backpack off and used the life_carryWeight = 0 to try and reset it - did not change This is a bad bug... if anyone has a clue about what is going on any help would be very appreciated.
  5. Steel_Dragon

    Backpack max weight wrong

    When the player has no backpack it sets max to 24 like desired in the code. So it is definitely to do with the backpack setup... I have used the life_carryWeight = 0 but it has affected the whole server... i might need to reverse it, Or rebuild the server from scratch.. I have wiped (dumped) the server data from my base and it did not change.
  6. Steel_Dragon

    Backpack max weight wrong

    No it wasn't... Now every time i open my Y menu it adds the backpack carry weight to it's self again - original 204, then 408, then 612, 1224... and so on
  7. Steel_Dragon

    Backpack max weight wrong

    I've been searching for the answer - just had an idea - I have disabled fatigue, this might cause the display to be wrong. Testing now
  8. Steel_Dragon

    Backpack max weight wrong

    The value is in the thousands - when adding an item to the back pack it goes down by the virtual items weight. 0/9436 (on the top of the backpack / Inventory section) I am not sure how the value is returning (Obviously in the UI for the max weight allowed for the backpack) as i have never changed anything to do with the back packs or the weight of virtual items,.
  9. Steel_Dragon

    Backpack max weight wrong

    /config/Config_Master.hpp - /* Basic System Configurations */ donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization enable_fatigue = false; //Set to false to disable the ARMA 3 fatigue system. total_maxWeight = 24; //Static variable for the maximum weight allowed without having a backpack respawn_timer = 130; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds. /core/configuration.sqf - ***************************** ****** Weight Variables ***** ***************************** */ life_maxWeight = LIFE_SETTINGS(getNumber, "total_maxWeight"); life_carryWeight = 0; //Represents the players current inventory weight (MUST START AT 0). /* No i have not changed them
  10. Steel_Dragon

    GF Cargo Airdrops Script

    ok so have solved the hints with the help of this - https://www.altisliferpg.com/topic/3382-color-hints/ Thank you again for all your guidance, I will be crediting you on the credit (on the map) page of the server - Altis is Life
  11. Steel_Dragon

    GF Cargo Airdrops Script

    Hi, I tried it without the : it did not work. ill look into the remoteexec as you suggested. Yes in the server there are Civilians / Rebels, Cops and Medics. Thank you again
  12. As the title suggests i have almost finished testing my custom version of Altis Life v5.0.0 and i would like to reset all user data to a blank slate - essentially reset the sever. I have done research and can not seem to find the exact thing i am after. I am using - HeidiSQL Altis life v5.0.0 (https://github.com/AsYetUntitled/Framework) extDB3 Thank you
  13. I have been customising a version of Altis Life (5.0.0) and i seem to have executed this command - life_carryWeight = 0; over global instead of local through the debug console. This has given all the in game testers a backpack which goes well over the default limit. Is there a way to reset the carry weight back to its default values across the entire server? Thanks.
  14. Steel_Dragon

    Undo a Debug command

    ok thanks - life_carryWeight = 24; is default, i did this and it put the backpacks in negative,,, heres the line from the base file (fn_survival.sqf) /* Adjustment of carrying capacity based on backpack changes */ if (backpack player isEqualTo "") then { life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight"); _bp = backpack player; } else { if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then { _bp = backpack player; life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4); }; }; would it be : life_carryWeight = total_maxWeight; ?? i also have reset the server and it seems to be persistent.
  15. Steel_Dragon

    GF Cargo Airdrops Script

    Hi thank you very much this works perfectly. I am trying to display a UI hint (on the top right of the screen) to all players 1. Airdrop spawned and 2. Airdrop destroyed. I have tried these and they do not seem to be working: Airdrop Spawned Hint - diag_log "//________________ GF_Auto_Loot_Airdrops initializing _____________"; hint : "Airdrop Spawned"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = true; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; Airdrop Destroyed Hint - //________________ GF_ALA_Debug ________________ if(GF_ALA_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 [500,500]; }; _time_to_delete = time + GF_ALA_time_to_delete; waitUntil {time > _time_to_delete}; deleteMarker _Marker; deletevehicle _Cargo; hint : "Airdrop Destroyed"; Also as i have changed the marker color the text disappears, is there any way to make the text black on top of the ellipse marker? Thank you again for your amazing work.
  16. Steel_Dragon

    GF Cargo Airdrops Script

    wow thank you... So this would replace the GF_Cargo_Airdrops.sqf contents i assume? Testing now.
  17. Steel_Dragon

    GF Cargo Airdrops Script

    Yes that sounds very good... Thank you
  18. Steel_Dragon

    GF Cargo Airdrops Script

    Hi i;ve been experimenting but nothing has worked so far. I think it is a little beyond my experience. 🙂
  19. Steel_Dragon

    Admin Impound Vehicle via button

    Yes i was just using the impound button to test it. class interactiveMenu : Life_RscButtonMenu { idc = 2918; text = "Menu"; onButtonClick = "[this] call life_fnc_copInteractionMenu; closeDialog 0;"; x = 0.54125 * safezoneW + safezoneX; y = 0.715 * safezoneH + safezoneY w = 0.0680 * safezoneW; h = 0.035 * safezoneH; }; testing this one atm
  20. Hi i am running Altis Life v5.0.0.0 I am setting up my admin menu with buttons so the admins have access to functions fast. I am looking for a way for the admins to impound a Vehicle via the button. Impound rather than destroy as the players will lose their vehicles. I have a button setup in my admin menu. Thank you
  21. Steel_Dragon

    Admin Impound Vehicle via button

    class impoundVehicle: Life_RscButtonMenu { idc = 2918; text = "Impound"; onButtonClick = "[cursorObject] call Life_fnc_impoundAction;"; x = 0.54125 * safezoneW + safezoneX; y = 0.715 * safezoneH + safezoneY w = 0.0680 * safezoneW; h = 0.035 * safezoneH; }; works thank you very much for your guidance....
  22. Steel_Dragon

    Admin Impound Vehicle via button

    i am trying to give the cop interaction menu to the admins also - this would save having alot of buttons in the admin menu It would give the admin - Restrain, Impound and all the other cop menu items
  23. Steel_Dragon

    Admin Impound Vehicle via button

    ok i used [cursorObject] call Life_fnc_impoundAction; and the vehicle disappeared and returned to my garage, this is exactly what im looking for... i'll try it with the button class impoundVehicle: Life_RscButtonMenu { idc = 2918; text = "Impound"; onButtonClick = "[cursorObject] call Life_fnc_impoundAction;"; x = 0.54125 * safezoneW + safezoneX; y = 0.715 * safezoneH + safezoneY w = 0.0680 * safezoneW; h = 0.035 * safezoneH; }; would it be as above?
  24. Steel_Dragon

    Admin Impound Vehicle via button

    i'll give it a go now, thanks (I'm using - V5.0.0. - https://github.com/AsYetUntitled/Framework
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