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Bonjour ! Comme vous le savez, Melinyel développe en interne sa propre application sur Android, Windows Phone et peut-être iOS (sait-on jamais). Seulement ce développement est en stand-by en attendant la mise à jour Invision Power Baord 4, qui se fait toujours attendre. Dans l'idée de vous permettre de profiter de la formidable communauté de partout, nous avons installé Tapatalk sur l'ensemble du forum, ce qui fait que vous pouvez utiliser l'application où que vous soyez pour poster sur Melinyel ! Longue vie à Melinyel !1 point
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Salut tout le monde alors pour mon premier tuto je vais faire très simple Allé dans votre Configuration.sqf qui se trouve dans /Core Normalement votre fichier devrait ressemblé à ça #include <macro.h> /* Master Life Configuration File This file is to setup variables for the client, there are still other configuration files in the system ***************************** ****** Backend Variables ***** ***************************** */ life_query_time = time; life_action_delay = time; life_trunk_vehicle = Objnull; life_session_completed = false; life_garage_store = false; life_session_tries = 0; life_net_dropped = false; life_hit_explosive = false; life_siren_active = false; life_clothing_filter = 0; life_clothing_uniform = -1; life_redgull_effect = time; life_is_processing = false; life_bail_paid = false; life_impound_inuse = false; life_action_inUse = false; life_spikestrip = ObjNull; life_respawn_timer = 2; //Scaled in minutes life_knockout = false; life_interrupted = false; life_respawned = false; life_removeWanted = false; //Persistent Saving __CONST__(life_save_civ,FALSE); //Save weapons for civs? Ici remplacé FALSE par TRUE __CONST__(life_save_yinv,FALSE); //Save Y-Inventory for players? Ici remplacé FALSE par TRUE //Revive constant variables. __CONST__(life_revive_cops,TRUE); //Set to false if you don't want cops to be able to revive downed players. __CONST__(life_revive_fee,250); //Fee for players to pay when revived. //House Limit __CONST__(life_houseLimit,5); //Maximum amount of houses a player can buy (TODO: Make Tiered licenses). //Gang related stuff? __CONST__(life_gangPrice,75000); //Price for creating a gang (They're all persistent so keep it high to avoid 345345345 gangs). __CONST__(life_gangUpgradeBase,10000); //MASDASDASD __CONST__(life_gangUpgradeMultipler,2.5); //BLAH //Uniform price (0),Hat Price (1),Glasses Price (2),Vest Price (3),Backpack Price (4) life_clothing_purchase = [-1,-1,-1,-1,-1]; /* ***************************** ****** Weight Variables ***** ***************************** */ life_maxWeight = 70; //Identifies the max carrying weight (gets adjusted throughout game when wearing different types of clothing). life_maxWeightT = 70; //Static variable representing the players max carrying weight on start. life_carryWeight = 0; //Represents the players current inventory weight (MUST START AT 0). /* ***************************** ****** Life Variables ******* ***************************** */ life_net_dropped = false; life_hit_explosive = false; life_siren_active = false; life_bank_fail = false; life_use_atm = true; life_is_arrested = false; life_delivery_in_progress = false; life_action_in_use = false; life_thirst = 100; life_hunger = 100; __CONST__(life_paycheck_period,5); //Five minutes life_cash = 0; __CONST__(life_impound_car,350); __CONST__(life_impound_boat,250); __CONST__(life_impound_air,850); life_istazed = false; life_my_gang = ObjNull; life_vehicles = []; bank_robber = []; switch (playerSide) do { case west: { life_atmcash = 100000; //Starting Bank Money life_paycheck = 7000; //Paycheck Amount }; case civilian: { life_atmcash = 90000; //Starting Bank Money life_paycheck = 2000; //Paycheck Amount }; case independent: { life_atmcash = 40000; life_paycheck = 8000; }; }; /* Master Array of items? */ life_vShop_rentalOnly = ["B_MRAP_01_hmg_F","B_G_Offroad_01_armed_F"]; __CONST__(life_vShop_rentalOnly,life_vShop_rentalOnly); //These vehicles can never be bought and only 'rented'. Used as a balancer & money sink. If you want your server to be chaotic then fine.. Remove it.. life_inv_items = [ "life_inv_oilu", "life_inv_oilp", "life_inv_heroinu", "life_inv_heroinp", "life_inv_cannabis", "life_inv_marijuana", "life_inv_apple", "life_inv_rabbit", "life_inv_salema", "life_inv_ornate", "life_inv_mackerel", "life_inv_tuna", "life_inv_mullet", "life_inv_catshark", "life_inv_turtle", "life_inv_fishingpoles", "life_inv_water", "life_inv_donuts", "life_inv_turtlesoup", "life_inv_coffee", "life_inv_fuelF", "life_inv_fuelE", "life_inv_pickaxe", "life_inv_copperore", "life_inv_ironore", "life_inv_ironr", "life_inv_copperr", "life_inv_sand", "life_inv_salt", "life_inv_saltr", "life_inv_glass", "life_inv_tbacon", "life_inv_lockpick", "life_inv_redgull", "life_inv_peach", "life_inv_diamond", "life_inv_coke", "life_inv_cokep", "life_inv_diamondr", "life_inv_spikeStrip", "life_inv_rock", "life_inv_cement", "life_inv_goldbar", "life_inv_blastingcharge", "life_inv_boltcutter", "life_inv_defusekit", "life_inv_storagesmall", "life_inv_storagebig" ]; //Setup variable inv vars. {missionNamespace setVariable[_x,0];} foreach life_inv_items; //Licenses [license var, civ/cop] life_licenses = [ ["license_cop_air","cop"], ["license_cop_swat","cop"], ["license_cop_cg","cop"], ["license_civ_driver","civ"], ["license_civ_air","civ"], ["license_civ_heroin","civ"], ["license_civ_marijuana","civ"], ["license_civ_gang","civ"], ["license_civ_boat","civ"], ["license_civ_oil","civ"], ["license_civ_dive","civ"], ["license_civ_truck","civ"], ["license_civ_gun","civ"], ["license_civ_rebel","civ"], ["license_civ_coke","civ"], ["license_civ_diamond","civ"], ["license_civ_copper","civ"], ["license_civ_iron","civ"], ["license_civ_sand","civ"], ["license_civ_salt","civ"], ["license_civ_cement","civ"], ["license_med_air","med"], ["license_civ_home","civ"] ]; //Setup License Variables {missionNamespace setVariable[(_x select 0),false];} foreach life_licenses; life_dp_points = ["dp_1","dp_2","dp_3","dp_4","dp_5","dp_6","dp_7","dp_8","dp_9","dp_10","dp_11","dp_12","dp_13","dp_14","dp_15","dp_15","dp_16","dp_17","dp_18","dp_19","dp_20","dp_21","dp_22","dp_23","dp_24","dp_25"]; //[shortVar,reward] life_illegal_items = [["heroinu",1200],["heroinp",2500],["cocaine",1500],["cocainep",3500],["marijuana",2000],["turtle",3000],["blastingcharge",10000],["boltcutter",500]]; /* Sell / buy arrays */ sell_array = [ ["apple",50], ["heroinu",1850], ["heroinp",2650], ["salema",45], ["ornate",40], ["mackerel",175], ["tuna",700], ["mullet",250], ["catshark",300], ["rabbit",65], ["oilp",3200], ["turtle",3000], ["water",5], ["coffee",5], ["turtlesoup",1000], ["donuts",60], ["marijuana",2350], ["tbacon",25], ["lockpick",75], ["pickaxe",750], ["redgull",200], ["peach",55], ["cocaine",3000], ["cocainep",5000], ["diamond",750], ["diamondc",2000], ["iron_r",3200], ["copper_r",1500], ["salt_r",1650], ["glass",1450], ["fuelF",500], ["spikeStrip",1200], ["cement",1950], ["goldbar",95000] ]; __CONST__(sell_array,sell_array); buy_array = [ ["apple",65], ["rabbit",75], ["salema",55], ["ornate",50], ["mackerel",200], ["tuna",900], ["mullet",300], ["catshark",350], ["water",10], ["turtle",4000], ["turtlesoup",2500], ["donuts",120], ["coffee",10], ["tbacon",75], ["lockpick",150], ["pickaxe",1200], ["redgull",1500], ["fuelF",850], ["peach",68], ["spikeStrip",2500], ["blastingcharge",35000], ["boltcutter",7500], ["defusekit",2500], ["storagesmall",75000], ["storagebig",150000] ]; __CONST__(buy_array,buy_array); life_weapon_shop_array = [ ["arifle_sdar_F",7500], ["hgun_P07_snds_F",650], ["hgun_P07_F",1500], ["ItemGPS",45], ["ToolKit",75], ["FirstAidKit",65], ["Medikit",450], ["NVGoggles",980], ["16Rnd_9x21_Mag",15], ["20Rnd_556x45_UW_mag",35], ["ItemMap",35], ["ItemCompass",25], ["Chemlight_blue",50], ["Chemlight_yellow",50], ["Chemlight_green",50], ["Chemlight_red",50], ["hgun_Rook40_F",500], ["arifle_Katiba_F",5000], ["30Rnd_556x45_Stanag",65], ["20Rnd_762x51_Mag",85], ["30Rnd_65x39_caseless_green",50], ["DemoCharge_Remote_Mag",7500], ["SLAMDirectionalMine_Wire_Mag",2575], ["optic_ACO_grn",250], ["acc_flashlight",100], ["srifle_EBR_F",15000], ["arifle_TRG21_F",3500], ["optic_MRCO",5000], ["optic_Aco",850], ["arifle_MX_F",7500], ["arifle_MXC_F",5000], ["arifle_MXM_F",8500], ["MineDetector",500], ["optic_Holosight",275], ["acc_pointer_IR",175], ["arifle_TRG20_F",2500], ["SMG_01_F",1500], ["arifle_Mk20C_F",4500], ["30Rnd_45ACP_Mag_SMG_01",60], ["30Rnd_9x21_Mag",30] ]; __CONST__(life_weapon_shop_array,life_weapon_shop_array); life_garage_prices = [ ["B_QuadBike_01_F",550], ["C_Hatchback_01_F",1500], ["C_Offroad_01_F", 2500], ["B_G_Offroad_01_F",3500], ["C_SUV_01_F",5250], ["C_Van_01_transport_F",7890], ["C_Hatchback_01_sport_F",2350], ["C_Van_01_fuel_F",4500], ["I_Heli_Transport_02_F",100000], ["C_Van_01_box_F",9000], ["I_Truck_02_transport_F",12000], ["I_Truck_02_covered_F",14500], ["B_Truck_01_transport_F",25650], ["B_Truck_01_box_F", 35000], ["O_MRAP_02_F",45000], ["B_Heli_Light_01_F",45000], ["O_Heli_Light_02_unarmed_F",65000], ["C_Rubberboat",400], ["C_Boat_Civil_01_F",4500], ["B_Boat_Transport_01_F",450], ["C_Boat_Civil_01_police_F",3500], ["B_Boat_Armed_01_minigun_F",16500], ["B_SDV_01_F",25000], ["B_MRAP_01_F",7500] ]; __CONST__(life_garage_prices,life_garage_prices); life_garage_sell = [ ["B_Quadbike_01_F",950], ["C_Hatchback_01_F",4500], ["C_Offroad_01_F", 6500], ["B_G_Offroad_01_F",3500], ["C_SUV_01_F",15000], ["C_Van_01_transport_F",25000], ["C_Hatchback_01_sport_F",7500], ["C_Van_01_fuel_F",3850], ["I_Heli_Transport_02_F",125000], ["C_Van_01_box_F",35000], ["I_Truck_02_transport_F",49800], ["I_Truck_02_covered_F",62000], ["B_Truck_01_transport_F",135000], ["B_Truck_01_box_F", 150000], ["O_MRAP_02_F",65000], ["B_Heli_Light_01_F",57000], ["O_Heli_Light_02_unarmed_F",72500], ["C_Rubberboat",950], ["C_Boat_Civil_01_F",6800], ["B_Boat_Transport_01_F",850], ["C_Boat_Civil_01_police_F",4950], ["B_Boat_Armed_01_minigun_F",21000], ["B_SDV_01_F",45000], ["B_MRAP_01_F",10000] ]; __CONST__(life_garage_sell,life_garage_sell); Et maintenant au début cherché : //Persistent Saving __CONST__(life_save_civ,FALSE); //Save weapons for civs? __CONST__(life_save_yinv,FALSE); //Save Y-Inventory for players? Remplacé les FALSE par des TRUE Voila voila , a + en espérant que ça vous aidera1 point
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Salut tout le monde , je fait mon deuxième tuto et aujourd'hui celui la consistera a vous montré comment mettre une texture sur vos vehicules (ici se sera un SUV que je donne en download) Lien download : http://www.global-ga...v-universe-jpg/ Nom du suv : suv_universe 1) Placé votre texture dans le fichier textures qui a la racine de vos fichiers , si il n'existe pas créer en un ! 2) Ouvrez votre fn_vehicleColorCfg qui se trouve dans Core/Config Et cherchez la ligne du vehicule qui vous intéresse ! case "C_SUV_01_F": { _ret = [ ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_co.paa","civ"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_02_co.paa","cop"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_03_co.paa","civ"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_04_co.paa","civ"], ["#(ai,64,64,1)Fresnel(1.3,7)","cop"] ]; }; Maintenant rajouté une virgule à la dernière ligne et rajouté une ligne en écrivant : ["\textures\nomdevotretexture.jpg","civ"] \\ civ = vehicule civil , cop = vehicule police ... ect Cela devrait resemblé à ça case "C_SUV_01_F": { _ret = [ ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_co.paa","civ"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_02_co.paa","cop"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_03_co.paa","civ"], ["\a3\soft_f_gamma\SUV_01\Data\suv_01_ext_04_co.paa","civ"], ["#(ai,64,64,1)Fresnel(1.3,7)","cop"], ["\textures\suv_universe.jpg","civ"] ]; }; Voila ! 2) Ouvrez votre fn_vehicleColorStr qui se trouve dans Core/Config et chercher la case du vehicule qui vous intéresse ! case "C_SUV_01_F": { switch (_index) do { case 0: {_color = "Dark Red";}; case 1: {_color = "Black";}; case 2: {_color = "Silver";}; case 3: {_color = "Orange";}; case 4: {_color = "Cop";}; }; }; Maintenant rajouté une ligne : case 5: {_color = "Universe";}; \\ "universe" est modifiable c'est le nom que vous verrez dans le shop en jeu Cela devrait ressemblé à ça : case "C_SUV_01_F": { switch (_index) do { case 0: {_color = "Dark Red";}; case 1: {_color = "Black";}; case 2: {_color = "Silver";}; case 3: {_color = "Orange";}; case 4: {_color = "Cop";}; case 5: {_color = "Universe";}; }; }; Voila c'est terminé Aurevoir tout le monde Si vous avez des questions n'hésité pas !1 point
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1 point
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Je ne suis pas énervée après lui, vous êtes ma deuxième famille à présent, je vous respecte comme ma première famille .1 point
