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mr_shadow

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Everything posted by mr_shadow

  1. Thanks for help, gonna check it out today.
  2. Hello, does someone have a script that will show you the addaction to remove items from ground if you are close about 1m from uniform/vest/weapons or any items?
  3. Do I have just to []exec it?
  4. Hm, how to make it dissapear once there is nothing around?
  5. mr_shadow

    Base saving

    Allright this is my current statsave that I've implemented to the mission(no server side addons). loadaccount.sqf //ADD STATS THAT NEED TO BE LOADED HERE. ["moneyPlayer"] call fn_LoadStat; ["moneyAccount"] call fn_LoadStat; ["usedspace"] call fn_LoadStat; ["itemwhale"] call fn_LoadStat; ["meth1"] call fn_LoadStat; ["meth2"] call fn_LoadStat; ["meth3"] call fn_LoadStat; ["meth4"] call fn_LoadStat; ["itemunpheroin"] call fn_LoadStat; ["phone"] call fn_LoadStat; ["crack"] call fn_LoadStat; ["AAFar1"] call fn_LoadStat; ["AAFar2"] call fn_LoadStat; ["rebelhmg"] call fn_LoadStat; ["AAFarheli3"] call fn_LoadStat; ["UCimpala"] call fn_LoadStat; ["pluscop3"] call fn_LoadStat; ["pluscop2"] call fn_LoadStat; ["pluscop1"] call fn_LoadStat; ["tactical1"] call fn_LoadStat; ["tactical2"] call fn_LoadStat; ["tactical3"] call fn_LoadStat; ["tactical4"] call fn_LoadStat; ["tactical5"] call fn_LoadStat; ["tactical6"] call fn_LoadStat; ["tactical7"] call fn_LoadStat; ["tactical8"] call fn_LoadStat; ["tactical9"] call fn_LoadStat; ["tactical10"] call fn_LoadStat; ["tactical11"] call fn_LoadStat; ["lockpick"] call fn_LoadStat; ["nowhite"] call fn_LoadStat; ["swwhite"] call fn_LoadStat; ["pluscop1"] call fn_LoadStat; ["pluscop2"] call fn_LoadStat; ["pluscop3"] call fn_LoadStat; ["emsheliad"] call fn_LoadStat; ["planead1"] call fn_LoadStat; ["planead2"] call fn_LoadStat; ["fordcop1"] call fn_LoadStat; ["fordcop2"] call fn_LoadStat; ["fordciv1"] call fn_LoadStat; ["fordciv2"] call fn_LoadStat; ["fordciv3"] call fn_LoadStat; ["fordciv4"] call fn_LoadStat; ["impalaciv1"] call fn_LoadStat; ["impalaciv2"] call fn_LoadStat; ["impalaciv3"] call fn_LoadStat; ["impalaciv4"] call fn_LoadStat; ["impalaciv5"] call fn_LoadStat; ["audi1"] call fn_LoadStat; ["audi2"] call fn_LoadStat; ["audi3"] call fn_LoadStat; ["dodje1"] call fn_LoadStat; ["dodje2"] call fn_LoadStat; ["dodje3"] call fn_LoadStat; ["dodje4"] call fn_LoadStat; ["camaro1"] call fn_LoadStat; ["camaro2"] call fn_LoadStat; ["camaro3"] call fn_LoadStat; ["camaro4"] call fn_LoadStat; ["itemproheroin"] call fn_LoadStat; ["itemunpcocaine"] call fn_LoadStat; ["itemprococaine"] call fn_LoadStat; ["itemgold"] call fn_LoadStat; ["itemsteel"] call fn_LoadStat; ["itemweed"] call fn_LoadStat; ["itemapple"] call fn_LoadStat; ["itemfish"] call fn_LoadStat; ["itemunpoil"] call fn_LoadStat; ["itemprooil"] call fn_LoadStat; ["itemwood"] call fn_LoadStat; ["itemwater"] call fn_LoadStat; ["handcuff"] call fn_LoadStat; ["engineerciv"] call fn_LoadStat; ["swatlicense2"] call fn_LoadStat; ["rebel"] call fn_LoadStat; ["Stridercop"] call fn_LoadStat; ["Huntercop"] call fn_LoadStat; ["waterLevel"] call fn_LoadStat; ["foodLevel"] call fn_LoadStat; ["cop12cloth"] call fn_LoadStat; ["cop14cloth"] call fn_LoadStat; ["cop1cloth"] call fn_LoadStat; ["cop2cloth"] call fn_LoadStat; ["cop3cloth"] call fn_LoadStat; ["cop4cloth"] call fn_LoadStat; ["cop5cloth"] call fn_LoadStat; ["cop6cloth"] call fn_LoadStat; ["cop7cloth"] call fn_LoadStat; ["cop8cloth"] call fn_LoadStat; ["cop15cloth"] call fn_LoadStat; ["cop9cloth"] call fn_LoadStat; ["cop10cloth"] call fn_LoadStat; ["cop11cloth"] call fn_LoadStat; if(saveWest) then { ["positionB"] call fn_LoadStat; ["directionB"] call fn_LoadStat; ["vestplayerB"] call fn_LoadStat; ["backpackB"] call fn_LoadStat; ["outfitB"] call fn_LoadStat; ["outfitBA"] call fn_LoadStat; ["weaponsB"] call fn_LoadStat; ["magazinesPlayerB"] call fn_LoadStat; //["latestVehB"] call fn_LoadStat; }; if(saveeast) then { ["positionD"] call fn_LoadStat; ["directionD"] call fn_LoadStat; ["outfitD"] call fn_LoadStat; ["backpackD"] call fn_LoadStat; ["vestplayerD"] call fn_LoadStat; ["weaponsD"] call fn_LoadStat; ["magazinesPlayerD"] call fn_LoadStat; //["latestVehC"] call fn_LoadStat; }; if(saveCiv) then { ["positionC"] call fn_LoadStat; ["directionC"] call fn_LoadStat; ["outfitC"] call fn_LoadStat; ["backpackC"] call fn_LoadStat; ["outfitDA"] call fn_LoadStat; ["vestplayerC"] call fn_LoadStat; ["weaponsC"] call fn_LoadStat; ["magazinesPlayerC"] call fn_LoadStat; //["latestVehC"] call fn_LoadStat; }; ["driverlicense"] call fn_LoadStat; ["huntinglicense"] call fn_LoadStat; ["airlicense"] call fn_LoadStat; ["boatlicense"] call fn_LoadStat; ["oilprocesslicense"] call fn_LoadStat; ["riflelicense"] call fn_LoadStat; ["pistollicense"] call fn_LoadStat; ["iswanted"] call fn_LoadStat; ["killer"] call fn_LoadStat; ["resis"] call fn_LoadStat; ["break"] call fn_LoadStat; ["rebac"] call fn_LoadStat; ["robber"] call fn_LoadStat; ["emslicense"] call fn_LoadStat; ["house"] call fn_LoadStat; ["houselow"] call fn_LoadStat; ["housemed"] call fn_LoadStat; ["offroadcivus"] call fn_LoadStat; ["quadciv"] call fn_LoadStat; ["kamazciv"] call fn_LoadStat; ["Hatchbackciv"] call fn_LoadStat; ["VANtransportciv"] call fn_LoadStat; ["Kamazopenciv"] call fn_LoadStat; ["Fueltruckciv"] call fn_LoadStat; ["SUVciv"] call fn_LoadStat; ["VANtruckciv"] call fn_LoadStat; ["Truckrepairciv"] call fn_LoadStat; ["hhOffroadciv"] call fn_LoadStat; ["birdsave"] call fn_LoadStat; ["abirdsave"] call fn_LoadStat; ["ghsave"] call fn_LoadStat; ["ka60save"] call fn_LoadStat; ["trhelsave"] call fn_LoadStat; ["atrhelsave"] call fn_LoadStat; ["anp"] call fn_LoadStat; ["fnpfac23"] call fn_LoadStat; ["lbffac23"] call fn_LoadStat; ["vnp"] call fn_LoadStat; ["wffac23"] call fn_LoadStat; ["ckffac23"] call fn_LoadStat; //=========================================================================== //END statsLoaded = 1; player globalChat format ["Your stats are loaded %1.",name player]; saveFuncs.sqf fn_SaveStat = { _varName = _this select 0; _varValue = _this select 1; profileNameSpace setVariable [_varName + serverID,_varValue]; }; fn_LoadStat = { _varName = _this select 0; _varValue = profileNameSpace getVariable (_varName + serverID); if(isNil "_varValue") exitWith {}; [_varName,_varValue] call fn_SetStat; }; fn_SaveVehicle = { _veh = _this select 0; latestVehicle = _veh; if(isNull latestVehicle) exitWith {}; _inVeh = player in _veh; _owner = _veh getVariable ["owner",nil]; if(isNil "_owner") exitWith {}; _type = typeOf _veh; _pos = getPosATL _veh; _dir = direction _veh; _fuel = fuel _veh; _damage = damage _veh; _vehID = _veh getVariable ["ID",""]; if(mySide == west) then { ["latestVehB",[_owner,_type,_pos,_dir,_fuel,_damage,_inVeh,_vehID]] call fn_SaveStat; }; if(mySide == civilian) then { ["latestVehC",[_owner,_type,_pos,_dir,_fuel,_damage,_inVeh,_vehID]] call fn_SaveStat; }; }; //=========================================================================== //ADD VARIABLES TO THIS ARRAY THAT NEED SPECIAL SCRIPTING TO LOAD specialVarLoads = [ "positionC", "directionC", "outfitC", "vestplayerC", "backpackC", "weaponsC", "magazinesPlayerC", "positionB", "directionB", "outfitB", "outfitBA", "backpackB", "vestplayerB", "positionD", "directionD", "outfitD", "outfitDA", "backpackD", "vestplayerD", "weaponsD", "magazinesPlayerD", "weaponsB", "magazinesPlayerB", "moneyPlayer", "moneyAccount", "usedspace", "engineerciv", "handcuff", "itemwhale", "meth1", "meth2", "meth3", "meth4", "itemunpheroin", "phone", "crack", "AAFar1", "AAFar2", "rebelhmg", "AAFarheli3", "emsheliad", "planead1", "planead2", "fordcop1", "fordcop2", "fordciv1", "fordciv2", "fordciv3", "fordciv4", "UCimpala", "pluscop1", "pluscop2", "pluscop3", "tactical1", "tactical2", "tactical3", "tactical4", "tactical5", "tactical6", "tactical7", "tactical8", "tactical9", "tactical10", "tactical11", "lockpick", "nowhite", "swwhite", "pluscop1", "pluscop2", "pluscop3", "impalaciv1", "impalaciv2", "impalaciv3", "impalaciv4", "impalaciv5", "audi1", "audi2", "audi3", "dodje1", "dodje2", "dodje3", "dodje4", "camaro1", "camaro2", "camaro3", "camaro4", "itemproheroin", "itemunpcocaine", "itemprococaine", "itemgold", "itemsteel", "itemweed", "itemapple", "itemfish", "itemunpoil", "itemprooil", "itemwood", "itemwater", "Stridercop", "Huntercop", "rebel", "swatlicense2", "driverlicense", "iswanted", "killer", "robber", "resis", "break", "rebac", "emslicense", "house", "houselow", "housemed", "offroadcivus", "quadciv", "kamazciv", "Hatchbackciv", "VANtransportciv", "Kamazopenciv", "Fueltruckciv", "SUVciv", "VANtruckciv", "Truckrepairciv", "hhOffroadciv", "birdsave", "abirdsave", "ghsave", "ka60save", "trhelsave", "atrhelsave", "anp", "fnpfac23", "lbffac23", "vnp", "wffac23", "ckffac23", "waterLevel", "foodLevel", "cop1cloth", "cop12cloth", "cop14cloth", "cop2cloth", "cop3cloth", "cop4cloth", "cop5cloth", "cop6cloth", "cop7cloth", "cop9cloth", "cop10cloth", "cop11cloth", "cop8cloth", "cop15cloth", "huntinglicense", "airlicense", "boatlicense", "oilprocesslicense", "riflelicense", "pistollicense", "latestVehB", "latestVehC" ]; //THIS FUNCTIONS HANDLES HOW STATS ARE LOADED fn_SetStat = { _varName = _this select 0; _varValue = _this select 1; if(isNil '_varValue') exitWith {}; if(_varName in specialVarLoads) then { if(_varName == 'latestVehC' || _varName == 'latestVehB') then { if(count _varValue > 0) then { _owner = _varValue select 0; _type = _varValue select 1; _pos = _varValue select 2; _dir = _varValue select 3; _fuel = _varValue select 4; _damage = _varValue select 5; _inVeh = _varValue select 6; _veh = _varValue select 7; loadTheVehicle = false; _vehicles = nearestObjects [[0,0,0],["AllVehicles"],100000]; { if(_x getVariable ["ID",""] == _veh) exitWith {loadTheVehicle = true;}; } forEach _vehicles; if(!loadTheVehicle) exitWith {}; latestVehicle = _type createVehicle _pos; latestVehicle setDir _dir; latestVehicle setFuel _fuel; latestVehicle setDamage _damage; latestVehicle setVariable ["owner",_owner]; if(_inVeh) then {player moveInDriver latestVehicle;}; }; }; if(_varName == 'backpackC' || _varName == 'backPackB') then {if(_varValue != "") then {removeBackpack player; player addBackpack _varValue;};}; if(_varName == 'weaponsC' || _varName == 'weaponsB') then {if(count _varValue != 0) then {removeAllWeapons player; {player addWeapon _x} forEach _varValue;};}; if(_varName == 'magazinesPlayerC' || _varName == 'magazinesPlayerB') then {if(count _varValue > 0) then {{player removeMagazine _x} forEach (magazines player); {player addMagazine _x} forEach _varValue; reload player};}; if(_varName == 'vestplayerC' || _varName == 'vestplayerB') then {removeVest player; player addVest _varValue}; if(_varName == 'outfitC' || _varName == 'outfitB') then {removeUniform player; player forceaddUniform _varValue}; if(_varName == 'positionC' || _varName == 'positionB') then {(vehicle player) setPosATL _varValue;}; if(_varName == 'directionC' || _varName == 'directionB') then {(vehicle player) setDir _varValue;}; if(_varName == 'backpackD' || _varName == 'backPackB') then {if(_varValue != "") then {removeBackpack player; player addBackpack _varValue;};}; if(_varName == 'weaponsD' || _varName == 'weaponsB') then {if(count _varValue != 0) then {removeAllWeapons player; {player addWeapon _x} forEach _varValue;};}; if(_varName == 'magazinesPlayerD' || _varName == 'magazinesPlayerB') then {if(count _varValue > 0) then {{player removeMagazine _x} forEach (magazines player); {player addMagazine _x} forEach _varValue; reload player};}; if(_varName == 'vestplayerD' || _varName == 'vestplayerB') then {removeVest player; player addVest _varValue}; if(_varName == 'outfitD' || _varName == 'outfitB') then {removeUniform player; player forceaddUniform _varValue}; if(_varName == 'outfitBA' || _varName == 'outfitDA') then {removeheadgear player; player addheadgear _varValue}; if(_varName == 'positionD' || _varName == 'positionB') then {(vehicle player) setPosATL _varValue;}; if(_varName == 'directionD' || _varName == 'directionB') then {(vehicle player) setDir _varValue;}; if(_varName == 'moneyPlayer') then {player setVariable ["mymoney",_varValue,true];}; if(_varName == 'moneyAccount') then {player setVariable ["bankmoney",_varValue,true];}; if(_varName == 'usedspace') then {player setVariable ["usedspace",_varValue,true];}; if(_varName == 'handcuff') then {player setVariable ["handcuff",_varValue,true];}; if(_varName == 'engineerciv') then {player setVariable ["engineerciv",_varValue,true];}; if(_varName == 'meth1') then {player setVariable ["meth1",_varValue,true];}; if(_varName == 'meth2') then {player setVariable ["meth2",_varValue,true];}; if(_varName == 'meth2') then {player setVariable ["meth3",_varValue,true];}; if(_varName == 'meth3') then {player setVariable ["meth4",_varValue,true];}; if(_varName == 'itemwhale') then {player setVariable ["itemwhale",_varValue,true];}; if(_varName == 'itemunpheroin') then {player setVariable ["itemunpheroin",_varValue,true];}; if(_varName == 'phone') then {player setVariable ["phone",_varValue,true];}; if(_varName == 'AAFar1') then {player setVariable ["AAFar1",_varValue,true];}; if(_varName == 'AAFar2') then {player setVariable ["AAFar2",_varValue,true];}; if(_varName == 'rebelhmg') then {player setVariable ["rebelhmg",_varValue,true];}; if(_varName == 'AAFarheli3') then {player setVariable ["AAFarheli3",_varValue,true];}; if(_varName == 'crack') then {player setVariable ["crack",_varValue,true];}; if(_varName == 'emsheliad') then {player setVariable ["emsheliad",_varValue,true];}; if(_varName == 'planead1') then {player setVariable ["planead1",_varValue,true];}; if(_varName == 'planead2') then {player setVariable ["planead2",_varValue,true];}; if(_varName == 'fordcop1') then {player setVariable ["fordcop1",_varValue,true];}; if(_varName == 'fordcop2') then {player setVariable ["fordcop2",_varValue,true];}; if(_varName == 'fordciv1') then {player setVariable ["fordciv1",_varValue,true];}; if(_varName == 'fordciv2') then {player setVariable ["fordciv2",_varValue,true];}; if(_varName == 'fordciv3') then {player setVariable ["fordciv3",_varValue,true];}; if(_varName == 'fordciv4') then {player setVariable ["fordciv4",_varValue,true];}; if(_varName == 'UCimpala') then {player setVariable ["UCimpala",_varValue,true];}; if(_varName == 'pluscop1') then {player setVariable ["pluscop1",_varValue,true];}; if(_varName == 'pluscop2') then {player setVariable ["pluscop2",_varValue,true];}; if(_varName == 'pluscop3') then {player setVariable ["pluscop3",_varValue,true];}; if(_varName == 'tactical1') then {player setVariable ["tactical1",_varValue,true];}; if(_varName == 'tactical2') then {player setVariable ["tactical2",_varValue,true];}; if(_varName == 'tactical3') then {player setVariable ["tactical3",_varValue,true];}; if(_varName == 'tactical4') then {player setVariable ["tactical4",_varValue,true];}; if(_varName == 'tactical5') then {player setVariable ["tactical5",_varValue,true];}; if(_varName == 'tactical6') then {player setVariable ["tactical6",_varValue,true];}; if(_varName == 'tactical7') then {player setVariable ["tactical7",_varValue,true];}; if(_varName == 'tactical8') then {player setVariable ["tactical8",_varValue,true];}; if(_varName == 'tactical9') then {player setVariable ["tactical9",_varValue,true];}; if(_varName == 'tactical10') then {player setVariable ["tactical10",_varValue,true];}; if(_varName == 'tactical11') then {player setVariable ["tactical11",_varValue,true];}; if(_varName == 'lockpick') then {player setVariable ["lockpick",_varValue,true];}; if(_varName == 'nowhite') then {player setVariable ["nowhite",_varValue,true];}; if(_varName == 'swwhite') then {player setVariable ["swwhite",_varValue,true];}; if(_varName == 'pluscop1') then {player setVariable ["pluscop1",_varValue,true];}; if(_varName == 'pluscop2') then {player setVariable ["pluscop2",_varValue,true];}; if(_varName == 'pluscop3') then {player setVariable ["pluscop3",_varValue,true];}; if(_varName == 'impalaciv1') then {player setVariable ["impalaciv1",_varValue,true];}; if(_varName == 'impalaciv2') then {player setVariable ["impalaciv2",_varValue,true];}; if(_varName == 'impalaciv3') then {player setVariable ["impalaciv3",_varValue,true];}; if(_varName == 'impalaciv4') then {player setVariable ["impalaciv4",_varValue,true];}; if(_varName == 'impalaciv5') then {player setVariable ["impalaciv5",_varValue,true];}; if(_varName == 'audi1') then {player setVariable ["audi1",_varValue,true];}; if(_varName == 'audi2') then {player setVariable ["audi2",_varValue,true];}; if(_varName == 'audi3') then {player setVariable ["audi3",_varValue,true];}; if(_varName == 'dodje1') then {player setVariable ["dodje1",_varValue,true];}; if(_varName == 'dodje2') then {player setVariable ["dodje2",_varValue,true];}; if(_varName == 'dodje3') then {player setVariable ["dodje3",_varValue,true];}; if(_varName == 'dodje4') then {player setVariable ["dodje4",_varValue,true];}; if(_varName == 'camaro1') then {player setVariable ["camaro1",_varValue,true];}; if(_varName == 'camaro2') then {player setVariable ["camaro2",_varValue,true];}; if(_varName == 'camaro3') then {player setVariable ["camaro3",_varValue,true];}; if(_varName == 'camaro4') then {player setVariable ["camaro4",_varValue,true];}; if(_varName == 'itemproheroin') then {player setVariable ["itemproheroin",_varValue,true];}; if(_varName == 'itemunpcocaine') then {player setVariable ["itemunpcocaine",_varValue,true];}; if(_varName == 'itemprococaine') then {player setVariable ["itemprococaine",_varValue,true];}; if(_varName == 'itemgold') then {player setVariable ["itemgold",_varValue,true];}; if(_varName == 'itemsteel') then {player setVariable ["itemsteel",_varValue,true];}; if(_varName == 'itemweed') then {player setVariable ["itemweed",_varValue,true];}; if(_varName == 'itemapple') then {player setVariable ["itemapple",_varValue,true];}; if(_varName == 'itemfish') then {player setVariable ["itemfish",_varValue,true];}; if(_varName == 'itemunpoil') then {player setVariable ["itemunpoil",_varValue,true];}; if(_varName == 'itemprooil') then {player setVariable ["itemprooil",_varValue,true];}; if(_varName == 'itemwood') then {player setVariable ["itemwood",_varValue,true];}; if(_varName == 'itemwater') then {player setVariable ["itemwater",_varValue,true];}; if(_varName == 'driverlicense') then {player setVariable ["driverlicense",_varValue,true];}; if(_varName == 'huntinglicense') then {player setVariable ["huntinglicense",_varValue,true];}; if(_varName == 'airlicense') then {player setVariable ["airlicense",_varValue,true];}; if(_varName == 'boatlicense') then {player setVariable ["boatlicense",_varValue,true];}; if(_varName == 'oilprocesslicense') then {player setVariable ["oilprocesslicense",_varValue,true];}; if(_varName == 'riflelicense') then {player setVariable ["riflelicense",_varValue,true];}; if(_varName == 'pistollicense') then {player setVariable ["pistollicense",_varValue,true];}; if(_varName == 'iswanted') then {player setVariable ["iswanted",_varValue,true];}; if(_varName == 'killer') then {player setVariable ["killer",_varValue,true];}; if(_varName == 'robber') then {player setVariable ["robber",_varValue,true];}; if(_varName == 'resis') then {player setVariable ["resis",_varValue,true];}; if(_varName == 'break') then {player setVariable ["break",_varValue,true];}; if(_varName == 'rebac') then {player setVariable ["rebac",_varValue,true];}; if(_varName == 'emslicense') then {player setVariable ["emslicense",_varValue,true];}; if(_varName == 'house') then {player setVariable ["house",_varValue,true];}; if(_varName == 'houselow') then {player setVariable ["houselow",_varValue,true];}; if(_varName == 'housemed') then {player setVariable ["housemed",_varValue,true];}; if(_varName == 'offroadcivus') then {player setVariable ["offroadcivus",_varValue,true];}; if(_varName == 'quadciv') then {player setVariable ["quadciv",_varValue,true];}; if(_varName == 'kamazciv') then {player setVariable ["kamazciv",_varValue,true];}; if(_varName == 'Hatchbackciv') then {player setVariable ["Hatchbackciv",_varValue,true];}; if(_varName == 'VANtransportciv') then {player setVariable ["VANtransportciv",_varValue,true];}; if(_varName == 'Kamazopenciv') then {player setVariable ["Kamazopenciv",_varValue,true];}; if(_varName == 'Fueltruckciv') then {player setVariable ["Fueltruckciv",_varValue,true];}; if(_varName == 'Stridercop') then {player setVariable ["Stridercop",_varValue,true];}; if(_varName == 'Huntercop') then {player setVariable ["Huntercop",_varValue,true];}; if(_varName == 'rebel') then {player setVariable ["rebel",_varValue,true];}; if(_varName == 'swatlicense2') then {player setVariable ["swatlicense2",_varValue,true];}; if(_varName == 'waterLevel') then {player setVariable ["waterLevel",_varValue,true];}; if(_varName == 'foodLevel') then {player setVariable ["foodLevel",_varValue,true];}; if(_varName == 'cop12cloth') then {player setVariable ["cop12cloth",_varValue,true];}; if(_varName == 'cop14cloth') then {player setVariable ["cop14cloth",_varValue,true];}; if(_varName == 'cop1cloth') then {player setVariable ["cop1cloth",_varValue,true];}; if(_varName == 'cop2cloth') then {player setVariable ["cop2cloth",_varValue,true];}; if(_varName == 'cop3cloth') then {player setVariable ["cop3cloth",_varValue,true];}; if(_varName == 'cop4cloth') then {player setVariable ["cop4cloth",_varValue,true];}; if(_varName == 'cop5cloth') then {player setVariable ["cop5cloth",_varValue,true];}; if(_varName == 'cop6cloth') then {player setVariable ["cop6cloth",_varValue,true];}; if(_varName == 'cop7cloth') then {player setVariable ["cop7cloth",_varValue,true];}; if(_varName == 'cop8cloth') then {player setVariable ["cop8cloth",_varValue,true];}; if(_varName == 'cop15cloth') then {player setVariable ["cop15cloth",_varValue,true];}; if(_varName == 'cop9cloth') then {player setVariable ["cop9cloth",_varValue,true];}; if(_varName == 'cop10cloth') then {player setVariable ["cop10cloth",_varValue,true];}; if(_varName == 'cop11cloth') then {player setVariable ["cop11cloth",_varValue,true];}; if(_varName == 'SUVciv') then {player setVariable ["SUVciv",_varValue,true];}; if(_varName == 'VANtruckciv') then {player setVariable ["VANtruckciv",_varValue,true];}; if(_varName == 'Truckrepairciv') then {player setVariable ["Truckrepairciv",_varValue,true];}; if(_varName == 'hhOffroadciv') then {player setVariable ["hhOffroadciv",_varValue,true];}; if(_varName == 'birdsave') then {player setVariable ["birdsave",_varValue,true];}; if(_varName == 'abirdsave') then {player setVariable ["abirdsave",_varValue,true];}; if(_varName == 'ghsave') then {player setVariable ["ghsave",_varValue,true];}; if(_varName == 'ka60save') then {player setVariable ["ka60save",_varValue,true];}; if(_varName == 'trhelsave') then {player setVariable ["trhelsave",_varValue,true];}; if(_varName == 'atrhelsave') then {player setVariable ["atrhelsave",_varValue,true];}; if(_varName == 'anp') then {player setVariable ["anp",_varValue,true];}; if(_varName == 'fnpfac23') then {player setVariable ["fnpfac23",_varValue,true];}; if(_varName == 'lbffac23') then {player setVariable ["lbffac23",_varValue,true];}; if(_varName == 'vnp') then {player setVariable ["vnp",_varValue,true];}; if(_varName == 'wffac23') then {player setVariable ["wffac23",_varValue,true];}; if(_varName == 'ckffac23') then {player setVariable ["ckffac23",_varValue,true];}; } else { call compile format ["%1 = %2",_varName,_varValue]; }; }; //================================================================================================================================================================================================== saveFuncsLoaded = true; saveLoop.sqf //ADD STATS YOU WANT TO CONTINUOUSLY SAVE, HERE waitUntil {!isNil "statsLoaded"}; if(saveWest) then { [] spawn { while {true} do { sleep 1; //player globalChat "Cop Stats Saved"; ["weaponsB", weapons player] call fn_SaveStat; ["magazinesPlayerB", magazines player] call fn_SaveStat; ["outfitB", uniform player] call fn_SaveStat; ["outfitBA", headgear player] call fn_SaveStat; ["vestplayerB", vest player] call fn_SaveStat; ["backpackPlayerB", backpack player] call fn_SaveStat; ["positionB", getPosATL vehicle player] call fn_SaveStat; ["directionB", direction vehicle player] call fn_SaveStat; ["backpackB",backpack player] call fn_SaveStat; if(!isNil "latestVehicle") then { //[latestVehicle] call fn_SaveVehicle; }; }; }; }; if(saveeast) then { [] spawn { while {true} do { sleep 1; //player globalChat "Reb Stats Saved"; ["weaponsD", weapons player] call fn_SaveStat; ["magazinesPlayerD", magazines player] call fn_SaveStat; ["outfitD", uniform player] call fn_SaveStat; ["vestplayerD", vest player] call fn_SaveStat; ["backpackPlayerD", backpack player] call fn_SaveStat; ["positionD", getPosATL vehicle player] call fn_SaveStat; ["directionD", direction vehicle player] call fn_SaveStat; ["backpackD",backpack player] call fn_SaveStat; if(!isNil "latestVehicle") then { //[latestVehicle] call fn_SaveVehicle; }; }; }; }; if(saveCiv) then { [] spawn { while {true} do { sleep 1; //player globalChat "Civ Stats Saved"; ["weaponsC", weapons player] call fn_SaveStat; ["magazinesPlayerC", magazines player] call fn_SaveStat; ["outfitC", uniform player] call fn_SaveStat; ["outfitDA", headgear player] call fn_SaveStat; ["vestplayerC", vest player] call fn_SaveStat; ["backpackPlayerC", backpack player] call fn_SaveStat; ["positionC", getPosATL vehicle player] call fn_SaveStat; ["directionC", direction vehicle player] call fn_SaveStat; ["backpackC",backpack player] call fn_SaveStat; if(!isNil "latestVehicle") then { //[latestVehicle] call fn_SaveVehicle; }; }; }; }; [] spawn { while {true} do { sleep 1; //player globalChat "Life Stats Saved"; ["moneyPlayer", (player getVariable 'mymoney')] call fn_SaveStat; ["moneyAccount", (player getVariable 'bankmoney')] call fn_SaveStat; ["usedspace", (player getVariable 'usedspace')] call fn_SaveStat; ["handcuff", (player getVariable 'handcuff')] call fn_SaveStat; ["engineerciv", (player getVariable 'engineerciv')] call fn_SaveStat; ["meth1", (player getVariable 'meth1')] call fn_SaveStat; ["meth2", (player getVariable 'meth2')] call fn_SaveStat; ["meth3", (player getVariable 'meth3')] call fn_SaveStat; ["meth4", (player getVariable 'meth4')] call fn_SaveStat; ["itemwhale", (player getVariable 'itemwhale')] call fn_SaveStat; ["itemunpheroin", (player getVariable 'itemunpheroin')] call fn_SaveStat; ["itemproheroin", (player getVariable 'itemproheroin')] call fn_SaveStat; ["phone", (player getVariable 'phone')] call fn_SaveStat; ["crack", (player getVariable 'crack')] call fn_SaveStat; ["AAFar1", (player getVariable 'AAFar1')] call fn_SaveStat; ["AAFar2", (player getVariable 'AAFar2')] call fn_SaveStat; ["rebelhmg", (player getVariable 'rebelhmg')] call fn_SaveStat; ["AAFarheli3", (player getVariable 'AAFarheli3')] call fn_SaveStat; ["emsheliad", (player getVariable 'emsheliad')] call fn_SaveStat; ["planead1", (player getVariable 'planead1')] call fn_SaveStat; ["planead2", (player getVariable 'planead2')] call fn_SaveStat; ["UCimpala", (player getVariable 'UCimpala')] call fn_SaveStat; ["pluscop1", (player getVariable 'pluscop1')] call fn_SaveStat; ["pluscop2", (player getVariable 'pluscop2')] call fn_SaveStat; ["pluscop3", (player getVariable 'pluscop3')] call fn_SaveStat; ["tactical1", (player getVariable 'tactical1')] call fn_SaveStat; ["tactical2", (player getVariable 'tactical2')] call fn_SaveStat; ["tactical3", (player getVariable 'tactical3')] call fn_SaveStat; ["tactical4", (player getVariable 'tactical4')] call fn_SaveStat; ["tactical5", (player getVariable 'tactical5')] call fn_SaveStat; ["tactical6", (player getVariable 'tactical6')] call fn_SaveStat; ["tactical7", (player getVariable 'tactical7')] call fn_SaveStat; ["tactical8", (player getVariable 'tactical8')] call fn_SaveStat; ["tactical9", (player getVariable 'tactical9')] call fn_SaveStat; ["tactical10", (player getVariable 'tactical10')] call fn_SaveStat; ["tactical11", (player getVariable 'tactical11')] call fn_SaveStat; ["lockpick", (player getVariable 'lockpick')] call fn_SaveStat; ["nowhite", (player getVariable 'nowhite')] call fn_SaveStat; ["swwhite", (player getVariable 'swwhite')] call fn_SaveStat; ["pluscop1", (player getVariable 'pluscop1')] call fn_SaveStat; ["pluscop2", (player getVariable 'pluscop2')] call fn_SaveStat; ["pluscop3", (player getVariable 'pluscop3')] call fn_SaveStat; ["fordcop1", (player getVariable 'fordcop1')] call fn_SaveStat; ["fordcop2", (player getVariable 'fordcop2')] call fn_SaveStat; ["fordciv1", (player getVariable 'fordciv1')] call fn_SaveStat; ["fordciv2", (player getVariable 'fordciv2')] call fn_SaveStat; ["fordciv3", (player getVariable 'fordciv3')] call fn_SaveStat; ["fordciv4", (player getVariable 'fordciv4')] call fn_SaveStat; ["impalaciv1", (player getVariable 'impalaciv1')] call fn_SaveStat; ["impalaciv2", (player getVariable 'impalaciv2')] call fn_SaveStat; ["impalaciv3", (player getVariable 'impalaciv3')] call fn_SaveStat; ["impalaciv4", (player getVariable 'impalaciv4')] call fn_SaveStat; ["impalaciv5", (player getVariable 'impalaciv5')] call fn_SaveStat; ["audi1", (player getVariable 'audi1')] call fn_SaveStat; ["audi2", (player getVariable 'audi2')] call fn_SaveStat; ["audi3", (player getVariable 'audi3')] call fn_SaveStat; ["dodje1", (player getVariable 'dodje1')] call fn_SaveStat; ["dodje2", (player getVariable 'dodje2')] call fn_SaveStat; ["dodje3", (player getVariable 'dodje3')] call fn_SaveStat; ["dodje4", (player getVariable 'dodje4')] call fn_SaveStat; ["camaro1", (player getVariable 'camaro1')] call fn_SaveStat; ["camaro2", (player getVariable 'camaro2')] call fn_SaveStat; ["camaro3", (player getVariable 'camaro3')] call fn_SaveStat; ["camaro4", (player getVariable 'camaro4')] call fn_SaveStat; ["itemunpcocaine", (player getVariable 'itemunpcocaine')] call fn_SaveStat; ["itemprococaine", (player getVariable 'itemprococaine')] call fn_SaveStat; ["itemgold", (player getVariable 'itemgold')] call fn_SaveStat; ["itemsteel", (player getVariable 'itemsteel')] call fn_SaveStat; ["itemweed", (player getVariable 'itemweed')] call fn_SaveStat; ["itemapple", (player getVariable 'itemapple')] call fn_SaveStat; ["itemfish", (player getVariable 'itemfish')] call fn_SaveStat; ["itemunpoil", (player getVariable 'itemunpoil')] call fn_SaveStat; ["itemprooil", (player getVariable 'itemprooil')] call fn_SaveStat; ["itemwood", (player getVariable 'itemwood')] call fn_SaveStat; ["itemwater", (player getVariable 'itemwater')] call fn_SaveStat; ["rebel", (player getVariable 'rebel')] call fn_SaveStat; ["swatlicense2", (player getVariable 'swatlicense2')] call fn_SaveStat; //license saving ["robber", player getVariable "robber"] call fn_SaveStat; ["killer", player getVariable "killer"] call fn_SaveStat; ["resis", player getVariable "resis"] call fn_SaveStat; ["break", player getVariable "break"] call fn_SaveStat; ["rebac", player getVariable "rebac"] call fn_SaveStat; ["iswanted", player getVariable "iswanted"] call fn_SaveStat; ["driverlicense", player getVariable "driverlicense"] call fn_SaveStat; ["huntinglicense", player getVariable "huntinglicense"] call fn_SaveStat; ["airlicense", player getVariable "airlicense"] call fn_SaveStat; ["boatlicense", player getVariable "boatlicense"] call fn_SaveStat; ["oilprocesslicense", player getVariable "oilprocesslicense"] call fn_SaveStat; ["riflelicense", player getVariable "riflelicense"] call fn_SaveStat; ["pistollicense", player getVariable "pistollicense"] call fn_SaveStat; ["emslicense", player getVariable "emslicense"] call fn_SaveStat; ["house", player getVariable "house"] call fn_SaveStat; ["houselow", player getVariable "houselow"] call fn_SaveStat; ["housemed", player getVariable "housemed"] call fn_SaveStat; ["offroadcivus", player getVariable "offroadcivus"] call fn_SaveStat; ["quadciv", player getVariable "quadciv"] call fn_SaveStat; ["kamazciv", player getVariable "kamazciv"] call fn_SaveStat; ["Hatchbackciv", player getVariable "Hatchbackciv"] call fn_SaveStat; ["VANtransportciv", player getVariable "VANtransportciv"] call fn_SaveStat; ["Kamazopenciv", player getVariable "Kamazopenciv"] call fn_SaveStat; ["Fueltruckciv", player getVariable "Fueltruckciv"] call fn_SaveStat; ["SUVciv", player getVariable "SUVciv"] call fn_SaveStat; ["VANtruckciv", player getVariable "VANtruckciv"] call fn_SaveStat; ["Truckrepairciv", player getVariable "Truckrepairciv"] call fn_SaveStat; ["hhOffroadciv", player getVariable "hhOffroadciv"] call fn_SaveStat; ["Stridercop", player getVariable "Stridercop"] call fn_SaveStat; ["Huntercop", player getVariable "Huntercop"] call fn_SaveStat; ["waterLevel", player getVariable "waterLevel"] call fn_SaveStat; ["foodLevel", player getVariable "foodLevel"] call fn_SaveStat; ["cop12cloth", player getVariable "cop12cloth"] call fn_SaveStat; ["cop14cloth", player getVariable "cop14cloth"] call fn_SaveStat; ["cop1cloth", player getVariable "cop1cloth"] call fn_SaveStat; ["cop2cloth", player getVariable "cop2cloth"] call fn_SaveStat; ["cop3cloth", player getVariable "cop3cloth"] call fn_SaveStat; ["cop4cloth", player getVariable "cop4cloth"] call fn_SaveStat; ["cop5cloth", player getVariable "cop5cloth"] call fn_SaveStat; ["cop6cloth", player getVariable "cop6cloth"] call fn_SaveStat; ["cop7cloth", player getVariable "cop7cloth"] call fn_SaveStat; ["cop9cloth", player getVariable "cop9cloth"] call fn_SaveStat; ["cop10cloth", player getVariable "cop10cloth"] call fn_SaveStat; ["cop11cloth", player getVariable "cop11cloth"] call fn_SaveStat; ["cop8cloth", player getVariable "cop8cloth"] call fn_SaveStat; ["cop15cloth", player getVariable "cop15cloth"] call fn_SaveStat; ["birdsave", player getVariable "birdsave"] call fn_SaveStat; ["ka60save", player getVariable "ka60save"] call fn_SaveStat; ["ghsave", player getVariable "ghsave"] call fn_SaveStat; ["abirdsave", player getVariable "abirdsave"] call fn_SaveStat; ["trhelsave", player getVariable "trhelsave"] call fn_SaveStat; ["atrhelsave", player getVariable "atrhelsave"] call fn_SaveStat; ["anp", player getVariable "anp"] call fn_SaveStat; ["fnpfac23", player getVariable "fnpfac23"] call fn_SaveStat; ["lbffac23", player getVariable "lbffac23"] call fn_SaveStat; ["vnp", player getVariable "vnp"] call fn_SaveStat; ["wffac23", player getVariable "wffac23"] call fn_SaveStat; ["ckffac23", player getVariable "ckffac23"] call fn_SaveStat; }; }; Any suggestions to modify it with the base saving?
  6. mr_shadow

    Base saving

    That's the problem, as I said, I've added -mod=@inidb After that I also tried to adding this compile thing into my Init. I'm absolutely sure that the path to inidb is correct, and the rpt is saying that's it was loaded, however.. First of all it said that Inidb was not found( after the mission loading), the other thing is that as I know inidb must create files on the server side, which he didn't obviously because he didn't find it. And yes I've read the documentation.txt but there was nothing about base saving. But I've found the a3_wasteland settings and which have this option. But anyway I don't how to execute it, as the instruction said that it must be moved into root arma 3 server folder. This folder contains main_config.sqf, admins.sqf, bad words.txt and 1 more which I dont remember. The main config have the option to enable the base save, which I think is not cooperating with inidB. I'm sorry for such questions but I'm so confused with this.
  7. mr_shadow

    Base saving

    Well I'm using player saves right now with the inidbsave, but it's implemented to the mission, not server. Could you please explain me how to turn it on, I've alredy uploaded it to the server side and have the launch parameter. I also have no clue how enable the base saving, all the information in Google is about wasteland.
  8. Hello, I would like to know if this is possible to force a freindly AI to attack a player if he is in trigger list, however once he left it will be stopped.
  9. How can I save bases with this this thing in my custom mission?
  10. What if the target is civ?Will the "setrating" still work?
  11. mr_shadow

    [CODE] markers

    Works perfect, thanks a lot.
  12. Hello, can someone please help me? The help is about changing the code, so it will create a marker on the map BUT only for player(so it wont display all the players on the map like "local") I have tryed change _x to player but it will stick on the map without moving. The other things is that if the player have varriable "gps" now, it will display all postions of all player on the map. I want it to display only your current posistion of one player but in as global marker. // Markers.sqf while {true} do { { deleteMarkerLocal _x; } foreach Markers; Markers = []; if (side player == civilian) then { if((player getVariable "gps") == 1) then{ { if (side _x == civilian) then { _marker = createMarkerLocal[name _x, getpos _x]; _marker setMarkerTypeLocal "o_unknown"; _marker setMarkerColorLocal "coloryellow"; _text = format ["%1: %2",_x,(name _x)]; _marker setMarkerTextLocal _text; Markers = Markers + [_marker]; }; } foreach playableUnits; }; }; sleep 2; }
  13. mr_shadow

    [CODE] markers

    Can you post the whole code?
  14. mr_shadow

    [CODE] markers

    Sorry, but bump. No way that I can fix it by myself.
  15. mr_shadow

    [CODE] markers

    Idea is - if the another player have gps they will see each other. But now if the another dont have it - the first one will see him on th map. So basically yes.
  16. mr_shadow

    [CODE] markers

    The person in a mission can buy a phone. This "phone" have a gps function which is being executed from init.sqf Theoritically when the player press to turn it on - its creating your marker on a map(createMarkerglobal, cus the local will make it only for player side). So basically even the player from the pther team will see your marker on a map when you started useing this script. The key, itself. makes only this: gps.sqf if((player getVariable "gps") == 0) then { player setVariable["gps",1,true]; player globalChat format["GPS is now ON"]; }else{ if((player getVariable "gps") == 1) then { player setVariable["gps",0,true]; player globalChat format["GPS is now OFF"]; };} and the marker script is cheking for this varriable. However, for now it works like, even if u do have this phone and the another player not, it will create a marker with his position. Hope I'm clear to understand now.
  17. mr_shadow

    [CODE] markers

    Its not the things im looking for, the target is with this varrible and making it visibale only for player< but globally on a map. So u will see everyone who is using it right now.
  18. Hello, I would like to know if someone have the list of balaclavas classnames of Bootcamp update. Thanks.
  19. Alredy tryed, doesnt copy.
  20. Hello, i would like to ask if someone can share the tazer script like on altis life, or tell me steps to reproduce.
  21. mr_shadow

    [Request] tazer script

    The thing i made so far: Player addEventHandler ["Fired","execVM 'firedEH2.sqf'"]; new_stun = compile preprocessFileLineNumbers "new_stun.sqf"; firedEH2.sqf _thi=cursorTarget; dist_1=player distance _thi; if (weapon == "hgun_Pistol_Signal_F")then { if (dist_1 < 30)then { [[_thi], "new_stun", _thi, false] spawn BIS_fnc_MP; }; }; new_stun.sqf disableUserInput true; //player say3D "TazerSound"; player switchMove "AinjPpneMstpSnonWnonDnon"; player globalchat "You have been stunned!"; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [20]; "dynamicBlur" ppEffectCommit 3; enableCamShake true; addCamShake [10, 45, 10]; player setFatigue 1; 5 fadeSound 0.1; //player say3D "TazerSound"; sleep 25; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 15; resetCamShake; 20 fadeSound 1; disableUserInput false; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
  22. Hello, I'm trying to add create an object while pressing action, seems to me the code is incrorrect. Can someone help me please? vehname3="DemoCharge_F"; _veh3 = vehname3 createVehicle getPos PLAYER; _veh3 attachTo [player, [0.1,0.1,0.15],"Pelvis"]; _veh3setVectorDirAndUp [-[0.5,0.5,0],[-0.5,0.5,0]];
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