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chrisyou

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Everything posted by chrisyou

  1. Hello people, could you tell me how to make fire not damage units? I wanna reduce / completely eliminate the damage burning cars do to units.. Best Regards
  2. Thanks for the help :) Problem solved
  3. Hey guys.. I wanna recolor the Ifrit for my mission. So far I've used setObjectTexture[0,"#(argb,8,8,3)color(0.6,0.3,0.01,1)"]; But the result is quite disappointing: http://steamcommunity.com/sharedfiles/filedetails/?id=256349264 Somehow the back is not colored (I mean the yellow one). Could you tell me what to change, so that the back is also colored? Best Regards
  4. Heya guys. Ive got 19 units placed in my mp mission. I wanna count how many of them are used.. I am not exactly new to scripting but this bothered me for quite some time.. west countSide allUnits returns 19. west countSide playableUnits returns 18. How do I count how many of them are ACTUALLY played? Thanks a lot guys.. If you need me to explain my situation a little further, go ahead and ask. :) Best Regards chrisyou
  5. chrisyou

    Counting PLAYED units

    Thank you RogueTrooper. I already found my own solution. Stupid post by me :( Here is it for anyone wondering. _count = 0; { if((isPLayer _x) && (side _x == west)) then { _count = _count + 1 }; } forEach playableUnits; hint format["%1 west units",_count];
  6. chrisyou

    Altis Life RPG

    Wouldn't this be the perfect chance for you to give something back to the community? :p I've also helped quite a few people out with their scripts.
  7. chrisyou

    Altis Life RPG

    What code do you mean? My uniform code unfortunately doesn't work :/ This seems to be the problem most of the server admins have.
  8. chrisyou

    Altis Life RPG

    Change the highlighted code of core\session\fn_sessionReceive.sqf ______________________________________ Could anyone check my code and tell me why this is not working for me? This is the fn_loadGear.sqf for cops.
  9. chrisyou

    Altis Life RPG

    Add some playable units to the mission and set them as slots. __________________ Does the donator gun store not work for anyone else? This is my donator part of weaponShopCfg: case "donator": { switch(true) do { case (__GETC__(life_donator) == 0): {"no donator!"}; case (__GETC__(life_donator) == 1): { ["donator: 1", [ ["hgun_Rook40_F",nil,30000], ["hgun_PDW2000_F",nil,50000], ["optic_ACO_grn_smg",nil,85000], ["ToolKit",nil,50], ["itemgps",nil,50], ["16Rnd_9x21_Mag",nil,25], ["30Rnd_9x21_Mag",nil,75] ] ]; }; case (__GETC__(life_donator) == 2): { ["donator: 2", [ ["hgun_Rook40_F",nil,25000], ["hgun_PDW2000_F",nil,45000], ["arifle_MK20C_plain_F",nil,105000], ["optic_ACO_grn_smg",nil,80000], ["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): { ["donator: 3 ", [ ["hgun_Rook40_F",nil,20000], ["hgun_PDW2000_F",nil,40000], ["hgun_pistol_heavy_01_F",nil,20000], ["arifle_Mk20C_plain_F",nil,100000], ["optic_ACO_grn_smg",nil,250000], ["optic_MRCO",nil,75000], ["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] ] ]; }; }; };
  10. Hello friends, I've been getting into the Arma 3 Editor and I'm having a lot of fun so far, but I still can't realize everything I want to. With this I've been struggling the last two nights: I've got an ellipse zone on my map and another smaller one within. When a chopper enters the large one, there shall be a chat messaged displayed to all passengers and the pilot of the heli. When entering the inner zone, the chopper shall be destroyed via script. I created the zones and a trigger, but I have absolutely no idea how to do this. (also: grouping trigger and chopper is not an option unfortunately) Thanks in advance chrisyou
  11. I am using Civ present. It's just weird, if I use the same trigger in a blank mission file, it works. If I use it on my Altis Life Mission file, the trigger is sometimes already activated at spawn, sometimes won't activate.. It's just weird..
  12. chrisyou

    Altis Life RPG

    Does anyone have a fix for the restrained people ejecting from cop cars?
  13. I'm afraid I can't use AA AI for this mission. :/ My progess so far: outer trigger: hint "Warning"; inner trigger: {_x setDamage 1} forEach thisList; (both on act, and both set to Activation: Civilian, present, repeat.) My concerns are: 1. How do I only display the warning to those entering the zone? 2. How do I only activate both triggers with air units without syncing or knowing the vehicle's name (I spawn them via script)? 3. Why is the first trigger permanently activated? Does this have something to do with the empty objects, I placed within the radius? Thank you
  14. chrisyou

    Restricted Zone Module

    I don't know what I'm doing wrong. The trigger triggers even when I'm not in the area. How do I regulate it so that it does only trigger when a helicopter enters the area?
  15. chrisyou

    Altis Life RPG

    Basically, all you need to do is going through the methods and inits of existing garages and copy the function. Make sure the created NPC is connected to the Master NPC Group. That should fix it.. Anyone got a clue why my custom item is not displayed in the trader's dialog? - fixed
  16. chrisyou

    Altis Life RPG

    Pushing this. Maybe I should go a little more into detail. The item itself is illegal (and as a whole pretty much the same as the turtles). Collecting the item works just fine (I tried to copy the way the gathering cannabis action works). After the process of collecting, the item is placed in the inventory. I created an npc just for processing. Works just fine (also with the license integration). After the processing is done, the processed item is added to the inventory. My issue is that if you go up to the trader for these items, the items of your inventory do not show up in the shop window. It's entirely blank. NPC init is this: this allowDamage false; this enableSimulation false; this addAction["Biowaffenschmuggel",life_fnc_virt_menu,"bioguns"]; The item itself however is mentioned in the master array of items (guess otherwise the collecting / processing wouldn't even work) and in the sell_array. What am I missing?
  17. chrisyou

    Altis Life RPG

    Could be that there is no vehicle spawn point assigned for the Rebel Shops
  18. chrisyou

    Altis Life RPG

    Hi, I added a custom job. Everything works for now, except of the trader npc. Is there anything I could have missed / should have known?
  19. chrisyou

    Altis Life RPG

    Hi, Tonic. Not sure if I have to update anything. I downloaded the original 3.1.1 BEFORE your fix. Is the fix essential? I'm asking this because translating the whole mod/mission takes a few hours. :o
  20. chrisyou

    Altis Life RPG

    Hey Tonic. You're doing a great job with bringing this play mode to us, keep it up! I've translated the entire mission into German. I already had to re-do the translation when you released 3.1.1 I'm sure you understand I really don't want to go over every single script file again to completely translate the fix patch. Could you tell me which files you modified exactly? So that I just replace and translate them. That'd save me a lot of time :)
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