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midgetgrimm

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  1. midgetgrimm

    Aftermath Rush Gamemode [BETA]

    US Server is up now too!
  2. midgetgrimm

    ChernarusLife:RELOADED

    This is just another stolen version of the already stolen A3L files. Quite obvous.
  3. I'm having a weird issue where if I use the massi sound fix, I get bad signature key, but if I just standard pack, all is fine
  4. midgetgrimm

    Max_Cops and Robbers MOD

    And where can I get the server key for this lovely mod? It is not included in the armaholic download
  5. midgetgrimm

    Cessna 185 Skywagon - Light Aircraft

    Where can I get a server key for this. The link provided in the thread is no good, and the mod doesn't download with it.... How can I get this?
  6. midgetgrimm

    Farooq's Revive

    How can I disable the abort keys whilst in bleedout. I have players disconnecting and then respawning in same location due to saving player location on logout
  7. midgetgrimm

    Altis Life RPG

    It's in the missionpbo/core/config folder! You will find other handy ones in there too ---------- Post added at 13:35 ---------- Previous post was at 13:34 ---------- Did you make any edits? If so, you may have left out a comma or quote or something silly, it happens. Also, check the file, maybe they are not in there, otherwise you could add them ---------- Post added at 13:40 ---------- Previous post was at 13:35 ---------- It's managed via the database under the column cop_lvl ---------- Post added at 13:47 ---------- Previous post was at 13:40 ---------- Try this, you don't need the big else statements, just if after if. #include <macro.h> /* File: fn_initCop.sqf Author: Bryan "Tonic" Boardwine Description: Cop Initialization file. */ private["_end"]; player addRating 9999999; waitUntil {!(isNull (findDisplay 46))}; _end = false; if(life_blacklisted) exitWith { ["Blacklisted",false,true] call BIS_fnc_endMission; sleep 30; }; /* [] spawn { while {true} do { _clear = nearestObjects [player,["Rangemaster_Suit","U_Rangemaster"],500]; for "_i" from 0 to count _clear - 1 do { deleteVehicle (_clear select _i); sleep 0.1; }; sleep 30; }; }; */ if ((str(player) in ["cop_5","cop_6","cop_7","cop_8","cop_9","cop_10"])) then { if(__GETC__(life_coplevel) > 1) then { [] call life_fnc_spawnMenu; } else { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; } if ((str(player) in ["cop_11","cop_12","cop_13","cop_14","cop_15"])) then { if(__GETC__(life_coplevel) > 2) then { [] call life_fnc_spawnMenu; } else { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; if ((str(player) in ["cop_16","cop_17","cop_18"])) then { if(__GETC__(life_coplevel) > 3) then { [] call life_fnc_spawnMenu; } else { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; if ((str(player) in ["cop_19"])) then { if(__GETC__(life_coplevel) > 4) then { [] call life_fnc_spawnMenu; } else { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; }; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. //execVM "core\spawnMessage.sqf"; I use this to make sure my SWAT slots only go to high ranking officers like this #include <macro.h> /* File: fn_initCop.sqf Author: Bryan "Tonic" Boardwine Description: Cop Initialization file. */ private["_end"]; player addRating 9999999; waitUntil {!(isNull (findDisplay 46))}; _end = false; if(life_blacklisted) exitWith { ["Blacklisted",false,true] call BIS_fnc_endMission; sleep 30; }; if((str(player) in ["cop_1","cop_2","cop_3","cop_4","cop_5","cop_6","cop_7","cop_8","cop_9","cop_10","cop_11","cop_12","cop_13","cop_14","cop_15"])) then { if((__GETC__(life_coplevel) < 1) && (__GETC__(life_adminlevel) < 1)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; if((str(player) in ["cop_16","cop_17","cop_18","cop_19"])) then { if((__GETC__(life_coplevel) < 5) && (__GETC__(life_adminlevel) < 1)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; [] 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.
  8. midgetgrimm

    Altis Life RPG

    Alternatively, you can just removed the allowedItems array and cops will save everything like civs. Just edit your fn_loadGear and fn_saveGear. Respectively, you could really curate the list and make sure only certain items that you want in the game save. You could add rebel guns, so that if cops kill rebels, they can keep their gear. Stuff like that. Otherwise just edit the _allowedItems array in both files with your allowed items. You could prob add to civilian as well. keep strict list of guns. Never want to be like, "Hey what is this gun?" /* File: [b][u]fn_loadGear.sqf[/u][/b] Author: Bryan "Tonic" Boardwine Description: Used for loading cop saved gear loadout. */ private[[color="#FF0000"]"_allowedItems",[/color]"_loadout","_primary","_launcher","_handgun","_magazines","_uniform","_vest","_backpack","_items","_primitems","_secitems","_handgunitems","_uitems","_vitems","_bitems","_handle"]; _loadout = cop_gear; [color="#FF0000"]_allowedItems = //this is where you add items, just like there "LMG_Mk200_F", no need to worry about ammo and things, just remember to add them to stores where the gun is. [ "arifle_sdar_F", // other wise to save everything just delete the red colored text from top to bottom. Easy peasy. "hgun_P07_snds_F", "hgun_p07_F", "arifle_MX_F", "SMG_02_ACO_F", "optic_Holosight", "acc_flashlight", "arifle_MXC_F", "arifle_MXM_F", "optic_Arco", "optic_MRCO", "muzzle_snds_H", "muzzle_snds_L" ];[/color] if(isNil "_loadout") exitWith {[] call life_fnc_copDefault;}; //Slot data doesn't exist if(count _loadout == 0) exitWith {[] call life_fnc_copDefault;}; //Slot data doesn't exist _primary = _loadout select 0; _launcher = ""; _handgun = _loadout select 1; _magazines = _loadout select 2; _uniform = _loadout select 3; _vest = _loadout select 4; _backpack = _loadout select 5; _items = _loadout select 6; _primitems = _loadout select 7; _secitems = _loadout select 8; _handgunitems = _loadout select 9; _uitems = _loadout select 10; _vitems = _loadout select 11; _bitems = _loadout select 12; [color="#FF0000"]//This is to piss off cops :) if(!(_primary in _allowedItems)) then {_primary = ""}; if(!(_handgun in _allowedItems)) then {_handgun = ""};[/color] /* File: [b][u]fn_saveGear.sqf[/u][/b] Author: Bryan "Tonic" Boardwine Description: Saves the player / cops gear in a formatted array. */ private[[color="#FF0000"]"_allowedItems",[/color]"_primary","_handgun","_magazines","_uniform","_vest","_backpack","_items","_primitems","_secitems","_handgunitems","_uitems","_vitems","_bitems","_curWep"]; [color="#FF0000"]//Pre-approved weapons / attachments _allowedItems = //this is where you add items, just like there "LMG_Mk200_F", no need to worry about ammo and things, just remember to add them to stores where the gun is. [ "arifle_sdar_F", // other wise to save everything just delete the red colored text from top to bottom. Easy peasy. "hgun_P07_snds_F", "hgun_p07_F", "arifle_MX_F", "SMG_02_ACO_F", "optic_Holosight", "acc_flashlight", "arifle_MXC_F", "arifle_MXM_F", "optic_Arco", "optic_MRCO", "muzzle_snds_H", "muzzle_snds_L" ]; [/color] //Old format / code _primary = primaryWeapon player; _handgun = handGunWeapon player; _magazines = []; _uniform = uniform player; _vest = vest player; _backpack = backpack player; _items = assignedItems player; _primitems = primaryWeaponItems player; _secitems = secondaryWeaponItems player; _handgunitems = handGunItems player; _uitems = []; _vitems = []; _bitems = []; [color="#FF0000"] if(!(_primary in _allowedItems)) then {_primary = ""}; if(!(_handgun in _allowedItems)) then {_handgun = ""};[/color]
  9. Well I answered my own question, so I will post the answer in case anyone else needs it. Simple, just take your mission pbo and copy it to your arma3 /mydocuments/arma3/usersaved/mpmissions/ in here drop. Alternatively you could just load the editor up, drop one item on the map, then save as test as MPMISSION, and find where it is in your documents. Once that is loaded hit the tabs on the left, to show all the markers and modules, then simply click on the store/shop/whatever and CTRL+C and then move your cursor where you want the new store and CTRL+V, make sure to add your names, you can just copy those too. Then save You will notice that only a mission.sqm is there, just copy and overwrite you existing mission.sqm and reupload pbo, and enjoy new map stuff!! I will prob do a vid once I learn more objects!!
  10. midgetgrimm

    Altis Life RPG

    Well most of them have the addAction call, so I don't think that is it. Also, I just reverted back to release files and deleted my new addactions so it would work in the meantime. If I may ask, what do you use in your fn_setupActions for the Cop Gun Store? ---------- Post added at 16:15 ---------- Previous post was at 15:53 ---------- Also, can anyone inform me of how to use the Radar as a cop? And how do I spectate? How do I use gcam, I see the files, so I have it...
  11. midgetgrimm

    Altis Life RPG

    So, trying to add proper cop weapon choices,, but my shops are empty. I can select the proper rank, but the stores are empty. I don't see the error, maybe one of you might? #include <macro.h> /* File: fn_weaponShopCfg.sqf Author: Bryan "Tonic" Boardwine Description: Master configuration file for the weapon shops. Return: String: Close the menu Array: [shop Name, [ //Array of items to add to the store [classname,Custom Name (set nil for default),price] ]] */ private["_shop"]; _shop = [_this,0,"",[""]] call BIS_fnc_param; if(_shop == "") exitWith {closeDialog 0}; //Bad shop type passed. [color="#FF0000"]switch(_shop) do { // Police Equipment for all cops // old case "cop_basic": case "police_equipment": { switch(true) do { case (playerSide != west): {"You are not a cop!"}; default { ["Police Equipment", [ ["ToolKit",nil,250], ["FirstAidKit",nil,150], ["Medikit",nil,1000], ["Binocular",nil,150], ["NVGoggles_OPFOR",nil,2000], ["ItemGPS",nil,0], ["ItemMap",nil,0], ["ItemCompass",nil,0], ["ItemWatch",nil,0], ["hgun_P07_snds_F","Stun Pistol",2000], ["16Rnd_9x21_Mag",nil,50] ] ]; }; }; }; //officer case "cop_patrol": { switch(true) do { case (playerSide != west): {"You are not a cop!"}; case (__GETC__(life_coplevel) < 2): {"You are not at a patrol officer rank!"}; default { ["Police Officer Standard Issue", [ ["arifle_MX_F",nil,20000], ["arifle_MXC_Black_F",nil,100000], ["30Rnd_65x39_caseless_mag",nil,500], ["30Rnd_65x39_caseless_mag_Tracer","6.5mm 30Rnd Rubber",500], ["hgun_P07_snds_F",nil,5000], ["16Rnd_9x21_Mag","9mm 16Rnd Rubber",250], ["arifle_sdar_F",nil,35000], ["20Rnd_556x45_UW_mag",nil,500], ["optic_Aco_smg",nil,1000], ["optic_MRCO",nil,3500], ["optic_Hamr",nil,5000], ["acc_pointer_IR",nil,5000] ] ]; }; }; }; //sergeant case "cop_sergeant": { switch(true) do { case (playerSide != west): {"You are not a cop!"}; case (__GETC__(life_coplevel) < 3): {"You are not a Sergeant, back in line!"}; default { ["Sergeant", [ ["arifle_MXC_Black_F",nil,100000], ["arifle_MX_Black_F",nil,150000], ["arifle_MXM_Black_F",nil,250000], ["30Rnd_65x39_caseless_mag",nil,500], ["30Rnd_65x39_caseless_mag_Tracer","6.5mm 30Rnd Rubber",500], ["hgun_P07_snds_F",nil,5000], ["16Rnd_9x21_Mag","9mm 16Rnd Rubber",250], ["optic_Aco",nil,1000], ["optic_MRCO",nil,3500], ["optic_Hamr",nil,5000], ["acc_pointer_IR",nil,5000] ] ]; }; }; }; //Lieutenant case "cop_lieutenant": { switch(true) do { case (playerSide != west): {"You are not a cop!"}; case (__GETC__(life_coplevel) < 4): {"You are not a Lieutenant, back in line!"}; default { ["Lieutenant", [ ["arifle_MXC_Black_F",nil,100000], ["arifle_MX_Black_F",nil,150000], ["arifle_MXM_Black_F",nil,250000], ["srifle_DMR_01_F",nil,50000], ["LMG_Mk200_F",nil,35000], ["30Rnd_65x39_caseless_mag",nil,500], ["30Rnd_65x39_caseless_mag_Tracer","6.5mm 30Rnd Rubber",500], ["hgun_P07_snds_F",nil,5000], ["16Rnd_9x21_Mag","9mm 16Rnd Rubber",250], ["hgun_Pistol_heavy_01_F",nil,25000], ["11Rnd_45ACP_Mag",nil,200], ["10Rnd_762x51_Mag",nil,500], ["200Rnd_65x39_cased_Box",nil,1000], ["optic_Aco",nil,1000], ["optic_MRCO",nil,3500], ["optic_Hamr",nil,5000], ["optic_MRD",nil,2500], ["acc_pointer_IR",nil,5000], ["MiniGrenade","Flashbang",1000] ] ]; }; }; }; //Captain case "cop_captain": { switch(true) do { case (playerSide != west): {"You are not a cop!"}; case (__GETC__(life_coplevel) < 5): {"You are not a Captain, back in line!"}; default { ["Captain", [ ["arifle_MXC_Black_F",nil,100000], ["arifle_MX_Black_F",nil,150000], ["arifle_MXM_Black_F",nil,250000], ["LMG_Mk200_F",nil,35000], ["srifle_DMR_01_F",nil,50000], ["30Rnd_65x39_caseless_mag",nil,500], ["30Rnd_65x39_caseless_mag_Tracer","6.5mm 30Rnd Rubber",500], ["hgun_P07_snds_F",nil,5000], ["16Rnd_9x21_Mag","9mm 16Rnd Rubber",250], ["hgun_Pistol_heavy_01_F",nil,25000], ["11Rnd_45ACP_Mag",nil,200], ["10Rnd_762x51_Mag",nil,500], ["200Rnd_65x39_cased_Box",nil,1000], ["optic_Aco",nil,1000], ["optic_MRCO",nil,3500], ["optic_Hamr",nil,5000], ["optic_MRD",nil,2500], ["acc_pointer_IR",nil,5000], ["MiniGrenade","Flashbang",1000] ] ]; }; }; };[/color] case "rebel": { switch(true) do { case (playerSide != civilian): {"You are not a cop!"}; case (!license_civ_rebel): {"You don't have a Rebel training license!"}; default { ["Mohammed's Jihadi Shop", [ ["arifle_TRG20_F",nil,25000], ["arifle_Katiba_F",nil,30000], ["srifle_DMR_01_F",nil,50000], ["arifle_SDAR_F",nil,20000], ["LMG_Zafir_F"],nil,35000], ["LMG_Mk200_F",nil,35000], ["srifle_EBR_F",nil,50000], ["optic_ACO_grn",nil,3500], ["optic_Holosight",nil,3600], ["acc_flashlight",nil,1000], ["optic_Hamr",nil,7500], ["30Rnd_9x21_Mag",nil,200], ["20Rnd_556x45_UW_mag",nil,125], ["30Rnd_556x45_Stanag",nil,300], ["10Rnd_762x51_Mag",nil,500], ["20Rnd_762x51_Mag",nil,1000], ["30Rnd_65x39_caseless_green",nil,275], ["150Rnd_762x51_Box",nil,2000], ["200Rnd_65x39_cased_Box",nil,2500] ] ]; }; }; }; case "gun": { switch(true) do { case (playerSide != civilian): {"You are not a cop!"}; case (!license_civ_gun): {"You don't have a Firearms license!"}; default { ["Billy Joe's Firearms", [ ["hgun_Rook40_F",nil,6500], ["hgun_Pistol_heavy_02_F",nil,9850], ["hgun_ACPC2_F",nil,11500], ["hgun_PDW2000_F",nil,20000], ["V_Rangemaster_belt",nil,4500], ["16Rnd_9x21_Mag",nil,25], ["9Rnd_45ACP_Mag",nil,45], ["6Rnd_45ACP_Cylinder",nil,50], ["30Rnd_9x21_Mag",nil,75], ["optic_ACO_grn_smg",nil,2500], ["optic_Aco",nil,1000], ["optic_Holosight",nil,2000] ] ]; }; }; }; case "donator": { switch(true) do { case (__GETC__(life_donator) == 0): {"You are not a donator!"}; case (__GETC__(life_donator) == 1): { ["STS Donator Shop Tier 1", [ ["hgun_Rook40_F",nil,750], ["hgun_PDW2000_F",nil,6500], ["optic_ACO_grn_smg",nil,750], ["ToolKit",nil,50], ["itemgps",nil,50], ["16Rnd_9x21_Mag",nil,25], ["30Rnd_9x21_Mag",nil,75] ] ]; }; case (__GETC__(life_donator) == 2): { ["STS Donator Shop Tier 2", [ ["hgun_Rook40_F",nil,750], ["hgun_PDW2000_F",nil,6500], ["arifle_MK20C_plain_F",nil,25000], ["optic_ACO_grn_smg",nil,750], ["NVGoggles",nil,350], ["ToolKit",nil,50], ["itemgps",nil,50], ["16Rnd_9x21_Mag",nil,25], ["30Rnd_9x21_Mag",nil,75], ["30Rnd_556x45_Stanag",nil,125] ] ]; }; case (__GETC__(life_donator) >= 3): { ["STS Donator Shop Tier 3", [ ["hgun_Rook40_F",nil,500], ["hgun_PDW2000_F",nil,6500], ["hgun_pistol_heavy_01_F",nil,5850], ["arifle_Mk20C_plain_F",nil,25000], ["optic_ACO_grn_smg",nil,750], ["optic_MRCO",nil,10000], ["NVGoggles",nil,350], ["ToolKit",nil,50], ["itemgps",nil,50], ["FirstAidKit",nil,25], ["16Rnd_9x21_Mag",nil,25], ["30Rnd_9x21_Mag",nil,75], ["11Rnd_45ACP_Mag",nil,85], ["30Rnd_556x45_Stanag",nil,125] ] ]; }; }; }; case "genstore": { ["Altis General Store", [ ["Binocular",nil,150], ["ItemCompass",nil,100], ["ItemWatch",nil,100], ["ItemGPS",nil,100], ["ToolKit",nil,250], ["FirstAidKit",nil,150], ["Medikit",nil,300], ["NVGoggles",nil,2000], ["Chemlight_red",nil,300], ["Chemlight_yellow",nil,300], ["Chemlight_green",nil,300], ["Chemlight_blue",nil,300] ] ]; }; }; I also added the new addActions in my mission.sqm here init="this enableSimulation false; this allowDamage false; this addAction[""Cop Item Shop"",life_fnc_virt_menu,""cop""]; this addAction[""Cop Clothing Shop"",life_fnc_clothingMenu,""cop""];[color="#FF0000"] this addAction[""Police Equipment"",life_fnc_weaponShopMenu,""police_equipment""];[/color] this addAction[""Police Officer"",life_fnc_weaponShopMenu,""cop_patrol""]; this addAction[""Sergeant"",life_fnc_weaponShopMenu,""cop_sergeant""]; [color="#FF0000"] this addAction[""Lieutenant"",life_fnc_weaponShopMenu,""cop_lieutenant""]; this addAction[""Captain"",life_fnc_weaponShopMenu,""cop_captain""];[/color] this addAction[format[""%1 ($%2)"",[""license_cop_air""] call life_fnc_varToStr,[([""cair""] call life_fnc_licensePrice)] call life_fnc_numberText],life_fnc_buyLicense,""cair"",0,false,false,"""",' !license_cop_air && playerSide == west '];"; Am I missing anything else?
  12. midgetgrimm

    =BTC= Revive

    I am new to ARMA 3 scripting, but how can I use this revive script in Altis Life? I can get it to work and perform revive, but player that is revived can't get out of respawn selection screen.. any idea on how to solve this?
  13. midgetgrimm

    Altis Life RPG

    You mean like ranks? I think it's only 1-Patrol 2-Officer 3-Sergeant. I haven't seen anywhere above a 3 in configging anything.. So I think you could just add them yourself to whatever you want them to be...might be a few spaces though, or could just pick and choose I guess, like make different ranks can buy bigger and better, same with vehicles, but keep the clothing stores the same where everyone over a 3 get the same choices... Otherwise, it's what you specify when you code it. Like in shops. You can set different levels. ---------- Post added at 23:32 ---------- Previous post was at 23:21 ---------- It's not in a file, it's in the database itself. Open whatever you use to view your database(I use Heidi SQL, it's free and easy) and look in the players table data and you will see playernames and columns. Look for the ones marked copevel, adminlevel, donorlvl, and blacklist and change the value for what you like. Cops are 0-7(1 and above are whitelisted), admins are 0-4 and donors are 0-5. Respectively you can edit the code to reflect multiple levels. As Tonic has stated though, he only did items for donors up to level 3 and and cops up to level 3 as well. http://gyazo.com/9cb788f1b2d443704db69c49722fde14.png (133 kB)
  14. midgetgrimm

    Altis Life RPG

    Yes I have this same issue as well, any idea how to fix anyone? Yes, go here http://forums.bistudio.com/showthread.php?168139-Altis-Life-RPG&p=2594493&viewfull=1#post2594493 Or just go to MissionPBO/core/cop/fn_copLights.sqf WHat I noticed is that the _leftlight had to be grouped with the left, and the _rightlight with the right. Still an issue though when recovered from garage, the lights don't work on some of them. /* File: fn_copLights.sqf Author: mindstorm, modified by Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Description: Adds the light effect to cop vehicles, specifically the offroad. */ Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"]; _vehicle = _this select 0; if(isNil "_vehicle" OR isNull _vehicle OR !(_vehicle getVariable "lights")) exitWith {}; _lightRed = [20, 0.1, 0.1]; _lightBlue = [0.1, 0.1, 20]; _lightleft = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightleft setLightColor _lightRed; _lightleft setLightBrightness 0.2; _lightleft setLightAmbient [0.1,0.1,1]; _lightleft setLightDayLight true; [color="#FF0000"] //add this line here <=================================[/color] switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]]; }; }; _lightleft setLightAttenuation [0.181, 0, 1000, 130]; _lightleft setLightIntensity 10; _lightleft setLightFlareSize 0.38; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightright = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightright setLightColor _lightBlue; _lightright setLightBrightness 0.2; _lightright setLightAmbient [0.1,0.1,1]; _lightright setLightDayLight true;[color="#FF0000"] //add this line here <=================================[/color] switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]]; }; }; _lightright setLightAttenuation [0.181, 0, 1000, 130]; _lightright setLightIntensity 10; _lightright setLightFlareSize 0.38; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _leftRed = true; while{ (alive _vehicle)} do { if(!(_vehicle getVariable "lights")) exitWith {}; if(_leftRed) then { _leftRed = false; _lightright setLightBrightness 0.0; sleep 0.05; _lightleft setLightBrightness 6; } else { _leftRed = true; _lightleft setLightBrightness 0.0; sleep 0.05; _lightright setLightBrightness 6; }; sleep (_this select 1); }; deleteVehicle _lightleft; deleteVehicle _lightright; Then go into MissionPBO/core/fn_setupActions.sqf and remove && sunOrMoon < 1 from life_actions = life_actions + [player addAction["Siren Lights ON",{[[vehicle player,0.22],"life_fnc_copLights",true,false] spawn life_fnc_MP; vehicle player setVariable["lights",true,true];},"",0,false,false,"",' vehicle player != player && (typeOf vehicle player) == "C_Offroad_01_F" && !isNil {vehicle player getVariable "lights"} && ((driver vehicle player) == player) && !(vehicle player getVariable "lights") [color="#FF0000"]&& sunOrMoon < 1[/color]']]; So it looks like this life_actions = life_actions + [player addAction["Siren Lights ON",{[[vehicle player,0.22],"life_fnc_copLights",true,false] spawn life_fnc_MP; vehicle player setVariable["lights",true,true];},"",0,false,false,"",' vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"] && !isNil {vehicle player getVariable "lights"} && ((driver vehicle player) == player) && !(vehicle player getVariable "lights")']]; ---------- Post added at 23:02 ---------- Previous post was at 22:44 ---------- Can anyone give me a hand adding extra shops and stores around the map? Also want to create a border on the south part of the map for rebels...which I would like to add a Rebel Faction, but one at a time... So if anyone has any help on the extra store/shops, I'd much appreciate it!
  15. midgetgrimm

    Altis Life RPG

    Yeah sorry about that... I did edit taht post though to show you how to add items to backpack on spawn for cop
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