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Steel_Dragon

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Everything posted by Steel_Dragon

  1. I am running Altis Life v5.0.0 (https://github.com/AsYetUntitled/Framework) I have a problem with backpacks not showing the correct max capacity in game (Its well above it) - Here is the bp statement in my 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); }; }; and further down - { private["_bp","_load","_cfg"]; while{true} do { waitUntil {backpack player != ""}; _bp = backpack player; _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload"); _load = round(_cfg / 8); life_maxWeight = life_maxWeight + _load; if(playerSide == west) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <---- Sac invisible chez les flics if(playerSide == independent) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <----- Sac Invisible chez les Medics waitUntil {backpack player != _bp}; if(backpack player == "") then { life_maxWeight = life_maxWeight; }; }; }; Thank you
  2. 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,.
  3. 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
  4. 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 landing page of the server - Altis is Life
  5. 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
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. Steel_Dragon

    GF Cargo Airdrops Script

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

    GF Cargo Airdrops Script

    Yes that sounds very good... Thank you
  12. 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. 🙂
  13. 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
  14. 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
  15. 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....
  16. 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
  17. 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?
  18. 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
  19. Steel_Dragon

    Admin Impound Vehicle via button

    in the admin_menu.hpp added this to the button to try and avoid the playerSide isEqualTo west check in the actionkeyhandler.sqf - it just closes the dialog - class impoundVehicle : Life_RscButtonMenu { idc = 2918; text = "Impound"; onButtonClick = "[] call life_fnc_copInteractionMenu; closeDialog 0;"; x = 0.54125 * safezoneW + safezoneX; y = 0.715 * safezoneH + safezoneY w = 0.0680 * safezoneW; h = 0.035 * safezoneH; };
  20. Steel_Dragon

    Admin Impound Vehicle via button

    Trying to think outside the box - in the actionkeyhandler.sqf where the cops get the cop menu on win key i added this (admin check) for the admins - //If target is a player then check if we can use the cop menu. if (isPlayer _curObject && _curObject isKindOf "CAManBase") then { if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west || (FETCH_CONST(life_adminlevel) > 1)) then { [_curObject] call life_fnc_copInteractionMenu; }; if ((!(_curObject getVariable ["restrained",false])) && !dialog && playerSide isEqualTo civilian) then { [_curObject] call life_fnc_copInteractionMenu; }; If i can give the admins the cop interaction menu - the admins have access to - Impound, restrain and a few other features.
  21. Steel_Dragon

    Admin Impound Vehicle via button

    Hi thanks for the reply - This is what i have tried calling from a button - deletevehicle cursortarget (This deletes the vehicle - but i would like it to impound instead) - i have tried to call the fn_impound from the button (but im guessing that there are police checks involved) - I have tried - this [Impound vehicle, deleteVehicle car1]; none of these really work i would like to make some thing from this script below but i keep breaking it - #include "..\..\script_macros.hpp" /* File: fn_impoundAction.sqf Author: Bryan "Tonic" Boardwine Description: Impounds the vehicle */ private ["_vehicle","_type","_time","_value","_vehicleData","_upp","_ui","_progress","_pgText","_cP","_filters","_impoundValue","_price","_impoundMultiplier"]; _vehicle = param [0,objNull,[objNull]]; _filters = ["Car","Air","Ship"]; if (!((KINDOF_ARRAY(_vehicle,_filters)))) exitWith {}; if (player distance cursorObject > 10) exitWith {}; if (_vehicle getVariable "NPC") exitWith {hint localize "STR_NPC_Protected"}; _vehicleData = _vehicle getVariable ["vehicle_info_owners",[]]; if (_vehicleData isEqualTo 0) exitWith {deleteVehicle _vehicle}; //Bad vehicle. _vehicleName = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _vehicle),"displayName"); _price = M_CONFIG(getNumber,"LifeCfgVehicles",(typeOf _vehicle),"price"); [0,"STR_NOTF_BeingImpounded",true,[((_vehicleData select 0) select 1),_vehicleName]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; life_action_inUse = true; _upp = localize "STR_NOTF_Impounding"; //Setup our progress bar. disableSerialization; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progress = _ui displayCtrl 38201; _pgText = _ui displayCtrl 38202; _pgText ctrlSetText format ["%2 (1%1)...","%",_upp]; _progress progressSetPosition 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { uiSleep 0.09; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (player distance _vehicle > 10) exitWith {}; if (!alive player) exitWith {}; }; "progressBar" cutText ["","PLAIN"]; if (player distance _vehicle > 10) exitWith {hint localize "STR_NOTF_ImpoundingCancelled"; life_action_inUse = false;}; if (!alive player) exitWith {life_action_inUse = false;}; if (count crew _vehicle isEqualTo 0) then { if (!(KINDOF_ARRAY(_vehicle,_filters))) exitWith {life_action_inUse = false;}; _type = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _vehicle),"displayName"); life_impound_inuse = true; if (life_HC_isActive) then { [_vehicle,true,player] remoteExec ["HC_fnc_vehicleStore",HC_Life]; } else { [_vehicle,true,player] remoteExec ["TON_fnc_vehicleStore",RSERV]; }; waitUntil {!life_impound_inuse}; if (playerSide isEqualTo west) then { _impoundMultiplier = LIFE_SETTINGS(getNumber,"vehicle_cop_impound_multiplier"); _value = _price * _impoundMultiplier; [0,"STR_NOTF_HasImpounded",true,[profileName,((_vehicleData select 0) select 1),_vehicleName]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; if (_vehicle in life_vehicles) then { hint format [localize "STR_NOTF_OwnImpounded",[_value] call life_fnc_numberText,_type]; BANK = BANK - _value; } else { hint format [localize "STR_NOTF_Impounded",_type,[_value] call life_fnc_numberText]; BANK = BANK + _value; }; if (BANK < 0) then {BANK = 0;}; [1] call SOCK_fnc_updatePartial; }; } else { hint localize "STR_NOTF_ImpoundingCancelled"; }; life_action_inUse = false; Button - class impoundVehicle : Life_RscButtonMenu { idc = 2918; text = "Impound"; onButtonClick = "[] call life_fnc_adminImpoundAction"; x = 0.54125 * safezoneW + safezoneX; y = 0.715 * safezoneH + safezoneY w = 0.0680 * safezoneW; h = 0.035 * safezoneH; }; Thanks
  22. Hi, I am trying to add 5 public Medic slots on top of the already listed Whitelisted slots. I have this code in the initMedic.sqf : #include "..\script_macros.hpp" /* File: fn_initMedic.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the medic.. */ waitUntil {!(isNull (findDisplay 46))}; if (!(str(player) in ["medic_1", "medic_2", "medic_3", "medic_4", "medic_5"])) then { if ((FETCH_CONST(life_medicLevel) isEqualTo 0) && (FETCH_CONST(life_adminlevel) isEqualTo 0)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; player setVariable ["rank",(FETCH_CONST(life_mediclevel)),true]; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. After doing extensive research i have been looking in my mission.sqm file (as directed to from my research) and after scrolling through the 100k so lines have not found where to make the adjustments - add the public medic slots. Am i looking in the wrong file or did i just not see it? Thank you. ** I have solved it - I went back to the Editor and on spawn island i added another 5 Medic Players... Hooked them up to the inital player (the medic_1) (Hold Ctrl select the new player and drag a blue line to player 1) Then i changed players 1 - 5 from whitelisted to public slots (double click on each and changed the text value)... Cheers
  23. Steel_Dragon

    GF Cargo Airdrops Script

  24. Steel_Dragon

    GF Cargo Airdrops Script

    Hi first of all, awesome work. I am Running Altis Life RPG v5.0.0 and it is working like a charm. //I would like to ask if there is a way to get the Spawned AI to attack any players they encounter / Players that want to get the airdrop. So it is //like they are defending the airdrop. //I have tried changing the AI sides and it does not seem to work. //_Enemy_Side = west; - I am going to make the area KOS now - so i do not need this above... Also when it spawns a green storage crate (not the white) it does not allow the player to access it. It says You cannot access this until the owning player opens it. (Fixed i just // commented out the green one) Is there a way to remove the marker and crate after a period of time or if it has been cleared out? Thank you in advance and for sharing this script.
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