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Everything posted by midgetgrimm
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US Server is up now too!
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This is just another stolen version of the already stolen A3L files. Quite obvous.
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NATO SF and Russian Spetsnaz WEAPONS for A3
midgetgrimm replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Max_Cops and Robbers MOD
midgetgrimm replied to maxjoiner's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And where can I get the server key for this lovely mod? It is not included in the armaholic download -
Cessna 185 Skywagon - Light Aircraft
midgetgrimm replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
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
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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.
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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]
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How do I add extra stores and shops in ARMA 3 Altis Life
midgetgrimm posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to add extra shops and gun stores in ARMA 3 Altis life from TAW_Tonic here:http://forums.bistudio.com/showthread.php?168139-Altis-Life-RPG As far as I got was I have to use the map editor...but what am I adding. Markers? Triggers? I honestly don't know. Then I edit the mission.sqm, right? I'm relatively new to ARMA scripting, but even newer to ARMA 3 specifically.. Took me a while to get the server itself up, about 10 hours over 3 days. But it's smooth and running well. One issue I had was with the cop_gear NULL values, but a quick tick of a box, it started right up. So thank you for any and all help. I have a few things I need help with, but one at a time -
How do I add extra stores and shops in ARMA 3 Altis Life
midgetgrimm replied to midgetgrimm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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!! -
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...
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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?
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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?
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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)
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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!
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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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Thanks Tonic, do you have a working list of those issues, so that we coud be aware, or even attempt to correct. What about a working list of classnames that work. I tried using some skins but they did not show, or I was in my undies lol. Also, can anyone help me in adding more shops/stores? One issue at a time for me.. ---------- Post added at 17:37 ---------- Previous post was at 17:21 ---------- *edit- Now after reading your question again, it may seem you are after changing skins, if so, I apologize. /edit* That's actually easy dude,let me help! Go in to missionpbo /core/config/fn_copDefault.sqf Edit the highlighted lines to what you want. I will be working on how to add specific loadouts for specific cop levels, and when I do I will post it. Also going to add backpack items as well. But you start here... //Strip the player down RemoveAllWeapons player; {player removeMagazine _x;} foreach (magazines player); removeUniform player; removeVest player; removeBackpack player; removeGoggles player; removeHeadGear player; { player unassignItem _x; player removeItem _x; } foreach (assignedItems player); //Load player with default cop gear. player addUniform "U_O_OfficerUniform_ocamo"; [color="#FF0000"]// edit this line to change default skin[/color] player addVest "V_Rangemaster_belt"; [color="#FF0000"]// edit this line to add a vest[/color] player addMagazine "16Rnd_9x21_Mag"; [color="#FF0000"]// edit this line for mags, or other addMagazine related gear[/color] player addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addWeapon "hgun_P07_snds_F"; [color="#FF0000"]// edit this line for primary weapon, and side weapon[/color] player addItem "ItemMap"; [color="#FF0000"]// add specific item class items [/color] player assignItem "ItemMap"; [color="#FF0000"]// dont forget to assign the item[/color] player addItem "ItemCompass"; player assignItem "ItemCompass"; player addBackPack 'B_TacticalPack_oli'; [color="#FF0000"]// edit this line to add a backpack, it may not be in the original, i added it [/color] //add items to backpack mybackpack = unitBackpack player; [color="#FF0000"]// add this line to declare mybackpack[/color] mybackpack addWeaponCargo ["hgun_P07_snds_F",1]; [color="#FF0000"]// edit this line to add a weapon in your backpack[/color] mybackpack addMagazineCargo ["16Rnd_9x21_Mag",4]; [color="#FF0000"]// edit this line to add a magazine in your backpack[/color] mybackpack addItemCargo ["ItemMap",2]; [color="#FF0000"]// edit this line to add an item in your back pack[/color] [] call life_fnc_saveGear; That should do it. Like I said it's pretty simple, and once I add the backpack items, I will update this bit of code! I have edited the code to also include items in the backpack as well. Go here for skin classes, but beware, not all of them work, so you have to test! Go here for a list of classnames, but like I said, be sure to test.
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Does anyone have a working classlist of whats working and what's not? I added a bunch of skins, and they don't work. Also, does anyone know how to change when the database will auto save, or is it only by player data sync.. I would like to make it save more often if possible..
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Yes, thank you Tonic. You sir, are a stand-up pillar of the community.
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ArmA 3 Altis Life: How to add a new side / faction / team to ArmA 3 Altis Life?
midgetgrimm replied to Ringo82's topic in ARMA 3 - USER MISSIONS
Yeah, just change this bit in the core/fn_initCop.sqf switch (true) do { case (str(player) in ["Fed_1","Fed_2","Fed_3","Fed_4","Fed_5","_Fed_6"]): { if(__GETC__(life_adminlevel) < 1)then {endMission "Loser"; } else { private["_handle"]; //_handle = player execVM "core\client\fed_init.sqf"; //waitUntil{scriptDone _handle}; }; }; case (!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])): { switch (true) do { [color="#FF0000"]case(__GETC__(life_coplevel) > 0) : {}; // Do nothing[/color] case (__GETC__(life_adminlevel) > 0) : {}; //Do nothing default {endMission "Loser";}; }; }; }; And edit it to this switch (true) do { case (str(player) in ["Fed_1","Fed_2","Fed_3","Fed_4","Fed_5","_Fed_6"]): { if(__GETC__(life_adminlevel) < 1)then {endMission "Loser"; } else { private["_handle"]; //_handle = player execVM "core\client\fed_init.sqf"; //waitUntil{scriptDone _handle}; }; }; case (!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])): { switch (true) do { [color="#008000"]case(__GETC__(life_coplevel) < 1) : {endMission "Loser"; }; // see ya[/color] case (__GETC__(life_adminlevel) > 0) : {}; //Do nothing default {endMission "Loser";}; }; }; }; You're making it so that anyone at all that is less than 1 on cop whitelist will not be allowed. Cheers! I'm still trying to figure out how to add shops, let alone move them... I have a few requests lol -
Yes this, it took me about 4 hours to find the issue. Make sure all your files are unblocked as well. I also found that the cop_gear value was causing the mysql to fail connecting. So i allowed NULL and it worked. Still goin through the motions of setup... I'm here now reading how to whitelist people and make them admins... I'm only on page 3 at the moment though....
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When my lander landed my rover had a busted wheel, all I can do is spin on the pad now....any help
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Check out my little trailer I made for Take On Mars
midgetgrimm posted a topic in TAKE ON MARS - GENERAL
A short trailer I made to show the awesomeness of Take On Mars from Bohemia Interactive. Its an hour's worth of exploring in 2 and half joyful minutes. Enjoy!:bounce3: -
Will it be August 1st 12am GMT or EST or some time throughout the day? Just trying to figure out my work schedule :)
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Bless your heart good sir!