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C.Ritter

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Posts posted by C.Ritter


  1. I am just dropping this here since it was fixed back in 2021 and there have been no replies since, so in case some people wish for a similar answer.

    When you equip the headgear using the overlay, you will have it on both in 1st and 3rd person while the headgear is equipped.

     

    config.cpp

    Quote

    class CfgPatches

    {

        class CR_Bagged_Head

        {

            units[] = {};

            weapons[] = {};

            requiredVersion = 0.1;

            requiredAddons[] = {"CR_Glasses"};

        };

    };

     

    class CfgGlasses

    {

        class None;

        class CR_Glasses: None

        {

            author = "C.Ritter";

            displayName = "Headbag";

            model = "\A_Variety_of_Police_Retextures\CR_Models\CR_Glasses\CR_Bagged_Head\CR_Bag.p3d";

            picture = "\A_Variety_of_Police_Retextures\CR_Models\CR_Glasses\CR_Bagged_Head\ui\CR_Bag_UI.paa";

        };

    };

     

    class CfgFunctions

    {

        class CR

        {

            tag = "CR";

            project="CR";

            class CR_Headgear_Effects

            {

                file = "\A_Variety_of_Police_Retextures\CR_Models\CR_Glasses\CR_Bagged_Head\script"; // file path to the sqf file.

                class Headgear_Effects {

                    postInit = 1;

                };

            };

        };

    };

     

    fn_Headgear_Effects.sqf

    Quote

    if is3den exitWith {};

    if (!isserver) exitWith {};

    waitUntil { time > 0; };

     

    fnc_blindfold = {

        params["_state"];

     

        switch (_state) do {

     

            case "show": {

                ("blindfold" call BIS_fnc_rscLayer) cutRsc ["RscTitleDisplayEmpty", "PLAIN", -1, false];

                with uiNamespace do {

                    _display = uiNamespace getVariable "RscTitleDisplayEmpty";

                    _ctrlGrp = _display ctrlCreate ["RscControlsGroup", -1];

                    _ctrlGrp ctrlSetPosition [safezoneX, safezoneY, safezoneW, safezoneH];

                    _ctrlGrp ctrlCommit 0;

                    _ctrlFlag = _display ctrlCreate ["RscPicture", -1, _ctrlGrp];

                    _ctrlFlag ctrlSetPosition [0, 0, safezoneW , safeZoneH];

                    _ctrlFlag ctrlSetText "A_Variety_of_Police_Retextures\CR_Models\CR_Glasses\CR_Bagged_Head\data\Overlay\CR_Bag_Overlay_CA.paa"; // file path to your overlay.

                    _ctrlFlag ctrlCommit 0;

                };

            };

     

            case "hide": {

                "blindfold" cutRsc ["RscTitleDisplayEmpty", "PLAIN"];

            };

     

        };    

    };



     

    fnc_blindfoldCheck = {

     

        while { alive player} do {

            if (goggles player isEqualTo "CR_Glasses") then { // Your CfgGlasses class name, see config.cpp.

                ["show"] call fnc_blindfold;

            } else {

                ["hide"] call fnc_blindfold;

            };

            sleep 1;

        };

     

    };

     

    [] spawn fnc_blindfoldCheck;

     

    player addEventHandler ["respawn",{[] spawn fnc_blindfoldCheck}];

     

    There may be other solutions or ways of attaining this result but this is the one we felt worked best for us.

    You should not run into any issues if you just change the ones with comments on them.

     

    How it looks in Eden Editor https://imgur.com/a/Nb4517R (Bag on the head)

    https://imgur.com/a/uUkFgOA (1st Person Overlay)

    https://imgur.com/a/r65QzKE (3rd Person Overlay)

     

    It is a little difficult to see but that was also the point when i created the overlay.


  2. Hey,

    I have just successfully imported my first headgear! 🎉

    Besides that, I'd like to add some effect so when you're in the first person that it's somewhat dark (you can't see anything or very little).

    I have tried to look it up but without luck, as I have no idea what it would be called nor am I very good at figuring out codings. If someone who knows could help me out and potentially be patient with a noob like me would be much appreciated 😄

    Spoiler

    class CfgPatches
    {
        class Bagged_Head
        {
            units[]={};
            weapons[]={};
            requiredVersion=0.1;
            requiredAddons[]={"CR_Headwear"};
        };
    };
    class CfgGlasses
    {
        class None;
        class CR_Headwear: None
        {
            author="C.Ritter";
            _generalMacro="Bagged_Head";
            displayName="Headbag";
            model="\A_Variety_of_Police_Retextures\Models\CR_Headwear\Bagged_Head\CR_Bag.p3d";
            picture="\A_Variety_of_Police_Retextures\Models\CR_Headwear\Bagged_Head\UI\CR_Bag_UI.paa";
        };
    };

     

    The effect would be a little bit like how ACE changes the Blindfolds from Contact DLC

    https://imgur.com/sfDtVJ8


  3. On 5/16/2017 at 4:07 AM, HallyG said:

    TAG_fnc_BLOOD

      Reveal hidden contents
    
    
    /*
    	Function: TAG_fnc_BLOOD
    	Author: BIS, HallyG
    	SPAWNS BLOODY BLOOD
    	
    	Arguments(s):
    	0: Emitter Position <OBJECT, POSITION>
    	1: Damage, 0 -1. Large numbers produce lots of particles   (default: 0.2) <NUMBER>
    	2: Bullet speed (default: 10) <NUMBER>
    	2: Surface Normal (default: [0,0,0]) <ARRAY>
    	3: Bullet Direction (default: [0,0,5]) <ARRAY>
    	
    	Return Value:
    	Emitter <OBJECT>
    		
    	Example:
    	[
    		player,
    		0.1, 10,
    		[0,0,0],
    		[0,0,10]
    	] call TAG_fnc_BLOOD
    __________________________________________________________________*/
    params [ 
    	["_position", [0,0,0], [[], objNull]],
    	["_damage", 0.2, [0]],
    	["_bulletSpeed", 10, [0]],
    	["_surfaceNormal", [0,0,0], [[]], [3]],
    	["_bulletDirection", [0,0,5], [[]], [3]]
    ]; 
    _bulletDirection params ["_bulletDirectionX", "_bulletDirectionY", "_bulletDirectionZ"]; 
    _surfaceNormal params ["_surfaceNormalX", "_surfaceNormalY", "_surfaceNormalZ"]; 
    	
    _position = _position call {
    	if (_this isEqualType objNull) exitWith {getPosATL _this};
    	_this
    };
    
    _damage = (_damage min 1) max 0;
    _source = "#particlesource" createVehicleLocal _position;
    _source setPosATL _position;
    
    _source setParticleParams [
    	[
    		"\A3\data_f\ParticleEffects\Universal\Universal",
    		16,
    		13,
    		1,
    		0
    	],
    	"",
    	"Billboard",
    	1,
    	3,
    	[0,0,0],
    	[
    		(- (_bulletDirectionX * 2 - _surfaceNormalX / 4) * _bulletSpeed / 200) * (_damage + 0.2),
    		(- (_bulletDirectionY * 2 - _surfaceNormalY / 4) * _bulletSpeed / 200) * (_damage + 0.2),
    		(- (_bulletDirectionZ * 2 - _surfaceNormalZ / 4) * _bulletSpeed / 200) * (_damage + 0.2)
    	],
    	1,
    	1.275,
    	1,
    	10,
    	[0.02 + (0.06 * _damage),0.17 + (0.51 * _damage),0.23 + (0.69 * _damage), 0.27 + (0.8 * _damage),0.31 + (0.93 * _damage),0.34 + (1.01 * _damage)],
    	[[1,0.8,0.8,0.5],[1,0.8,0.8,0.4],[1,0.8,0.8,0.3],[1,0.8,0.8,0.22],[1,0.8,0.8,0.16],[1,0.8,0.8,0.08],[1,0.8,0.8,0.01]],
    	[0.1],
    	0,
    	0,
    	"",
    	"",
    	"",
    	0
    ];
    
    
    _source setParticleRandom [ 
    	4,
    	[0.01, 0.01, 0.01],
    	[0.5 * _damage, 0.5 * _damage, 0.5 * _damage],
    	1,		
    	0.02, 		
    	[0,0,0,0.2], 
    	0,				
    	0, 
    	360
    ];
    
    _source setDropInterval (0.09 * (1.1 - _damage));	
    _source

     

     

     

    TAG_fnc_BLOOD uses an ATL position. So if you use:

    
    (getPosATL player) vectorAdd [0,0, HEIGHT ABOVE SEA FLOOR]

    As the first argument it should be fine

     

    Hey, i am fairly new to scripting, where would I put these sections in? init.sqf ? And "(getPosATL player) vectorAdd [0,0, HEIGHT ABOVE SEA FLOOR]" on the player? (Assuming this still works after 4 years)


  4. 12 minutes ago, pierremgi said:

    What is your trigger preset? condition this must refer to something like anyPlayer present or blufor present...

    Trigger: Activation

    Type: None

    Activation: BLUFOR

    Activation Type: Present

    Repeatable: Ticked

    Server Only: Unticked

    (For both triggers ^ Start/End Trigger)

     

    It works alright, no errors coming up, neither did it before. Was just more about how to add the timed message and make it disappear after some time which you showed me how to and works perfectly now 🙂

    • Like 1

  5. On 9/29/2021 at 9:31 PM, pierremgi said:

    condition this, refers to a preset condition (like BLUFOR PRESENT) . No other sense. For example a trigger none none with this as condition, never fires.

    Dunno mate I've got it setup like this,

     

    Quote

    Start Trigger

     

    Condition: this

    On Activation: 

    [] spawn { 
      startTime = time; 
      hint "Go!"; 
      uisleep 3; 
      hintSilent ""; 
    };

     

    Quote

    End Trigger

     

    Condition: this

    On Activation: 

    [] spawn { 
      finishTime = time;  
      timeTotal = finishTime - startTime;  
      result =  [timeTotal] call BIS_fnc_secondsToString;   
      hint format ["Time: %1 seconds",result]; 
      uisleep 5; 
      hintSilent ""; 
    };

     

     

    Works just like i want it to 🙂

    • Like 1
    • Confused 1

  6. Hello people! It has been out for about 3-4 years now with no additional work on it since release.

     

    I am thinking of starting up the project again which means that v0.4 and v0.5 will hopefully be out sometime next year.

     

    I am soon to move out which means I will have more time and more focus to do what I wanna do in the future, unfortunately, I won't be doing anything until then.

     

    Sad to see Armaholic shut down, and play.withsix, unsure when they both closed, however, the Steam Version will then be updated as usual.

     

    Besides the new locations, I will have new pictures on billboards and on flags, though I will ask you, to leave them be so you can credit me for my work, I don't mind if you want to add your own billboard/flags and billboard/flag textures but please just leave mine on it.

     

    I will be making a discussion thread on my Steam Workshop mod for your servers!
    If you wish to advertise your servers with my template on them.

    • Like 1

  7. 13 minutes ago, pierremgi said:

    That's because the fields on a trigger are unscheduled, so you can't waitUntil or sleep without spawning the code.

    furthermore, waiting (sleeping) for nuts is useless.


     

    
    [] spawn {
      startTime = time;
      hint "Go!";
      uisleep 5;
      hintSilent "";
    };

     

    deactivation has sense on repeatable trigger. No need to use it here. Anyway, as you didn't share the condition, no clue about what could be the deact.

     

    The Time Trial will be repeatable, the condition box doesn't have anything other than "this" as default.

     

    Thanks for your help, however! Worked perfectly!

    • Like 1

  8. Hello, so I was thinking of making a sort of Time Trial course however this black box is a little annoying when it doesn't go away after a few seconds. I was thinking if it was somehow possible to change the duration, I've seen this post Time Trial where i am referring to this black box, the script works perfectly..just need that little detail to hide it again.

     

    I did also see Hint Timer? where they refer to https://community.bistudio.com/wiki/hint though I don't really get the "Example 3", doesn't work on the trigger at least.

     

    EDIT:I've tried these combos:

     

    On Activation
     

    Quote

     

    startTime = time;

    hint "Go!";

    sleep 5;

     

     

    Quote

     

    startTime = time;

    hint "Go!";
    uisleep 5;

     

     

    Whatever i do with those a "Error generic error in expression" comes up

     

    I have also tried placing the sleep and uisleep (not together) in the On Deactivation


  9. Got a better and easier solution, this template mission teach you something or two

     

    Download: https://www.dropbox.com/s/umfv7j6nkrmm1ix/concept_recruitmentBoard.VR.rar?dl=0 (WinRar file.)

     

    Put the recruitment_action.sqf into you're mission then copy and paste this line " call{0=[this] execVM "recruitment_action.sqf"} " into any object you may want to link the script to.

    I wrote // on one or more of them in recruitment_action.sqf to help you understand what they do.

     

    The mission.sqm is just for show, you will not need this for you're own missions, only the script (.sqf)

     

    Would have done it earlier but forgot about it right after, my bad.

     

    XianGrim helped me for this script, not that this is needed but some credits is better than nothing.

     

     

    If you dont want to download the mission "tutorial" then.

     

    Make a recruitment_action.sqf in you're mission.

    copy and paste this into it:

     

    Quote

    _recruitmentApparatus = _this select 0;

    [
        _recruitmentApparatus,
        "join our discord channel!", //use lower case becaues its prefaces with "Hold Space to"
        "",
        "",
        "_this distance _target < 5",
        "_caller distance _target < 5",
        {},
        {},
        {
            _string = ""; // Paste you're link inside the ""
            _callNamed = (name _caller);
            hint format ["Hey %2!\n--------\nA link to our discord has been copied to your clipboard! Come hang out with us!\n\nLink = %1",_string,_callNamed]; // You can edit this line " link to our discord has been copied to your clipboard! Come hang out with us! "
            copyToClipboard _string; // This makes the link copy to your clipboard
        },
        {},
        [],
        1,
        0,
        false,
        false
    ] remoteExec ["BIS_fnc_holdActionAdd",0,_recruitmentApparatus];

    // Do NOT delete any of these "//" in this script. (Helping Purposes).
    // 0 = [this] execVM "recruitment_action.sqf"; place that in any of the objects you might wanna use. (Init of the object)

     

    Then inside the object paste in the init:

     

    Quote

    0 = [this] execVM "recruitment_action.sqf"; (Same line says in the recruitment_action.sqf)

     


  10. xG0mA3m.png

     

    -= DesolationRedux Server Template =-


    I've been working on this project on and off, never really thought about releasing them as we should have used in our own server, but sadly our community has shut down. Enjoy it!
     

    -= Credits =-


    I have used my own time on this little project, I've seen others work and got inspired (A2 DayZ & DayZ Standalone).
    Arma 2 DayZ Mod Military Camp Creators
    DayZ Standalone Military Camp Creators
     

    -= Please leave it be! =-


    Much appreciated if you could leave the current pictures alone to credit me
    You can of cause add your own if you like to!
     

    -= Contains / Locations =-


    A bridge to the Nuclear Plant Island from Kamenka.

    Balota Arma 2 DayZ Military Camp.

    Custom made abandon Camps.

    Road Rock Tunnels.

     

    NW Airfield (DayZ Standalone)

     

    Reinforced Camps (DayZ Standalone)

     

    -= INFO =-


    This is just a template I've made, it only contains objects on the map.

    The spawn areas and spawn in objects are your work to do.

     

    -= Next Updates =-


    v0.4:
    West Kamenka Military Camp (DayZ Standalone)
    Staroye Military Camp (DayZ Standalone) - Maybe, if I can fit it.
    Berezino Military Camps (DayZ standalone)

     

    v0.5:

    Gorka Military Camp (DayZ standalone)

    Staroye Military Camp (DayZ standalone)

     

    -= Required Mods, Steam Links =-

    CUP Terrains - Core

    CUP Terrains - Maps

    DesolationREDUX

    Chernarus 2035

     

    Template Downloads

    Steam Workshop

    • Like 1

  11. Alright so i dont get this really, i can see on Armaholic and PlaywithSIX that my mod has been upload to their sites, even says my use name on the author, problem is i havent done this.

     

    Arma 3 Packs - Unit Mods = All Terrains Camo NATO

     

    Anyone know how i can see who actually posted it? cant search on =V=C.Ritter on Armaholic as i can only type in the search bar, =V=C.Rit .., anyway am confused as hell

    I have only uploaded my mod to the steam workshop, does it auto take mods from the workshop onto the sites?


  12. Hello i've recreated the Balota Arma 2 DayZ Military Camp, Zelengorsk Arma 2 DayZ Military Camp and the Stary Sobor DayZ Standalone Military Camp, but can only allow the Stary Sobor on the map, the other locations i see has been custom modified, free for you to put on the map if you like, just remade it out of boredom for these mods, made one original with the DesolationREDUX mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1166320239 , but here ya go :)

     

     https://drive.google.com/open?id=0B_rzwNxH36VEWHJMcUpvYWxfemc

     

    or to save time if only the terrain builder code is needed:

     

    Spoiler

    "BagFence_Long_F";206269.3125;7826.516113;303.771;-359.287;-1.05313;1;304.939911;
    "CncBlock";206264.5;7819.802246;267.324;-357.525;-2.74053;1;304.621979;
    "BagBunker_Small_F";206268.984375;7818.605957;91.2889;-357.705;-2.14293;1;304.736725;
    "Barbedwire";206282.265625;7799.861816;221.945;-356.623;-3.133;1;304.381042;
    "Barbedwire";206298.078125;7790.149902;33.2415;-356.873;-2.73259;1;304.652618;
    "CncBlock";206288.359375;7791.314941;256.064;-355.741;-3.71193;1;304.185791;
    "CncBlock";206289.8125;7789.586426;199.275;-355.741;-3.85488;1;304.153687;
    "CncBlock";206283.46875;7795.660645;206.499;-355.92;-3.74167;1;304.18045;
    "pristresek_mensi";206292.3125;7793.284668;40.193;-357.164;-2.67723;1;304.543915;
    "table";206292.78125;7796.41748;265.776;-358.084;-1.96742;1;304.716309;
    "CampingChair_V2_F";206293.921875;7796.445801;52.8125;-358.084;-1.96742;1;304.756409;
    "BagFence_Round_F";206291.46875;7796.250488;81.6982;-357.321;-2.6773;1;304.637054;
    "GarbagePallet_F";206286.9375;7829.765137;294.722;-0.274112;-359.856;1;304.979004;
    "misc_cargo1B";206278.203125;7809.501465;307.479;-357.464;-2.13267;1;304.687836;
    "hiluxt";206294.109375;7828.493652;12.4461;-0.403968;-359.875;1;304.977081;
    "BagFence_Long_F";206271.40625;7827.596191;180.528;-359.63;-0.566828;1;304.971863;
    "Barbedwire";206271.390625;7813.222168;49.4655;-356.837;-2.47994;1;304.613464;
    "GarbageBags_F";206292.375;7823.0566406;217.321;-0.202709;-359.966;1;304.997986;
    "misc_deerstand";206297.15625;7824.18457;112.542;-0.24866;-359.944;1;304.993134;
    "PowerGenerator_F";206276.390625;7828.688965;239.364;-0;-0.0766167;1;304.999268;
    "table";206295.5625;7816.132324;265.776;-0;-0;1;305.00714111;
    "table";206292.65625;7818.550293;227.513;-359.937;-0.0862292;1;305.00604248;
    "table";206271.78125;7825.737305;163.017;-359.452;-0.566828;1;304.961914;
    "CampingChair_V2_F";206293.5625;7819.090332;19.0714;-0.059347;-0;1;305.00592041;
    "CampingChair_V2_F";206270.8125;7826.635742;0.483497;-359.63;-0.566828;1;304.959869;
    "CampingChair_V2_F";206296.6875;7815.499512;112.481;-0;-0;1;305.00741577;
    "Fort_Razorwire";206276.671875;7806.435059;51.3434;-356.835;-2.69588;1;304.504181;
    "misc_cargo1B";206292.453125;7850.325684;234.605;-358.43;-0.398113;1;305.0716248;
    "Barbedwire";206281.859375;7842.171387;123.187;-359.825;-359.866;1;304.970551;
    "Barbedwire";206274.25;7830.0825195;123.187;-0.0395647;-0.0766167;1;304.996063;
    "Pallet_F";206296.46875;7834.854492;299.428;-0.274112;-359.81;1;304.929291;
    "PowerGenerator_F";206277.625;7830.453613;279.534;-0.118694;-359.921;1;304.99942;
    "Fort_Razorwire";206278.25;7836.489746;301.064;-0.228997;-359.876;1;304.987946;
    "ural_wrecked";206298.6875;7847.117676;72.7269;-358.614;-0.0713262;1;305.00146484;
    "misc_cargo1B";206308.71875;7787.524902;341.667;-357.567;-1.8193;1;304.902069;
    "Wreck_Hunter_F";206329.578125;7794.220215;60.936;-0.496534;-359.885;1;305.0696411;
    "Fort_Razorwire";206324.375;7773.867676;32.1229;-356.818;-1.99115;1;304.734894;
    "Fort_Razorwire";206317.296875;7777.755371;32.1229;-356.66;-2.16709;1;304.712372;
    "Fort_Razorwire";206303.90625;7786.154785;34.6989;-356.975;-2.31385;1;304.668213;
    "Fort_Razorwire";206310.8125;7781.952637;34.6989;-357.177;-1.81919;1;304.714722;
    "GarbagePallet_F";206302.859375;7816.80127;107.993;-0.034264;-359.96;1;305.00469971;
    "UAZ_Wrecked";206323.25;7820.346191;217.1;-0.197823;-359.918;1;304.987183;
    "SharpStone_03";206326.671875;7819.391113;278.999;-0.274112;-359.886;1;304.9841;
    "SharpStone_03";206326.5;7818.768066;255.133;-0.274112;-359.886;1;304.986664;
    "stan_east";206306.78125;7808.188965;33.9068;-0.0559529;-0.0766167;1;307.138153;
    "stan_east";206320.1875;7827.484863;213.383;-0.48939;-359.885;1;308.355835;
    "stan_east";206319.046875;7800.0415039;34.7449;-0.372203;-359.733;1;305.0452881;
    "PowerGenerator_F";206301.75;7819.380371;235.595;-0.137056;-359.96;1;305.00286865;
    "Mast_F";206327.984375;7809.803223;0;-0.0279765;-359.98;1;304.992126;
    "SharpStone_03";206351.40625;7764.447754;292.704;-356.554;-0.899616;1;304.84375;
    "SharpStone_03";206351.921875;7764.831543;316.57;-356.554;-0.899616;1;304.866058;
    "Fort_Razorwire";206338.46875;7765.200684;32.1229;-355.035;-2.07358;1;304.616699;
    "Fort_Razorwire";206331.390625;7769.0883789;32.1229;-355.837;-1.68922;1;304.678284;
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    "Fort_Razorwire";206355.125;7764.268066;346.25;-356.904;-0.597089;1;304.860016;
    "misc_cargo1B";206356.671875;7799.921387;195.95;0;-359.926;1;304.996582;
    "tent_east";206343.25;7784.507324;303.32;-0.624323;-359.926;1;305.13269;
    "misc_cargo1B";206346.46875;7802.705566;294.683;-0.034264;-0.0197823;1;304.991852;
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    "Barbedwire";206370.390625;7763.788574;225.785;-357.553;-359.507;1;304.90918;
    "Fort_Razorwire";206363.90625;7752.10498;320.822;-353.15;-0.325659;1;303.795013;
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    "Fort_Razorwire";206363.40625;7765.900879;351.857;-357.457;-0.0442347;1;305.0179749;
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    "Fort_Razorwire";206382.671875;7769.967285;312.295;-357.735;-359.055;1;304.905518;
    "ural_wrecked";206364.078125;7759.311035;241.561;-356.124;-0.0766167;1;304.660187;
    "BagFence_Long_F";206387.4375;7778.662598;305.347;-359.799;-359.807;1;304.987732;
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    "BagFence_Long_F";206388.78125;7796.897949;221.05;-0.349426;-359.966;1;304.973206;
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    "BagFence_Long_F";206386.65625;7798.79541;221.05;-0.349426;-359.966;1;304.963013;
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    "Slums02_pole";206397.421875;7791.838379;0;-0;-0;1;304.989044;

     

     


  13. Would it be possible to create a sound mod with sound effects, i have already a mod out with equipments but a friend of mine asked me to make sound effects like "Alpha In Position" how would make that into a mod? or is it possible just to make a folder "Sound_Effects" PBO that and place it the Mod - Addons like any other mod?

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