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Distilled

APD Officer
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  1. Noliver. liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  2. Good Lub liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  3. Scott liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  4. Nicolas March liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  5. massi liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  6. Distilled liked a post in a topic by Russell* in Custom Keybind for Seatbelts   
    New Talent "Test Dummy" Seat belts Locked Never Forget
  7. Russell* liked a post in a topic by Distilled in Custom Keybind for Seatbelts   
    Add a custom user action to bind for putting on seatbelt. Simple QoL change that just makes it easier to deal with than the scrollwheel selected option.
    fn_setupActions.sqf (current; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    fn_setupActions.sqf (proposed; line #459)
    life_actions pushBack (player addAction ["<t color='#BBBB00'>Put Seatbelt On</t>", {life_seatbelt=true; playSound "seatbelt"}, "", 0, false, true, "User20", 'vehicle player isKindOf "Car" && !life_seatbelt']);  
    Here's the syntax for addAction and the usage description for the shortcut parameter that has been changed:
    object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] String - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command.  
    I'm not currently in game, so I don't know what all custom user key numbers are still unused, but the proposed example uses "User20". Obviously, that can be changed to some other number that's not currently in use.
  8. Distilled liked a post in a topic by Steve in Change log 8.0.0   
    You haven't been here long enough to really understand how asylum works. People don't generally toe suck the developers. They give their honest opinion. You sound like the type to be blindly obedient and conform to others to get them to like you.
  9. Distilled liked a post in a topic by Sheriff Rick Grimes in Change log 8.0.0   
    Don't see the point in making bounty hunters not be able to relog for bounties.  Sorry I don't wanna go after a 3k bounty or someone who is running with a gang that is outnumbering me.  You're not going to force anyone to go after people who they already know they have no chance of getting or just a waste of effort
  10. Distilled liked a post in a topic by Seán That Irish Guy in Change log 8.0.0   
    The tarus cant be disabled by 5.45 and above by shooting the engine without any script like the orca and the glass can be broke by mxm and above but yet there stills has to be some sort of disadvantage added?  It has been basically added for nothing. People wont buy it because it will be too much risk for reward. It was tolerated on strife because the helis where cheap but this will be a flop. @bamf
  11. Distilled liked a post in a topic by The Monopoly Man in ****APD Policy Update 08/05/17****   
    APD POLICY CHANGES
    With the release of 8.0, there are a few APD policy changes to accommodate, one of the biggest ones is the new portable meth RV and what constitutes as probable cause.
    Seeing an RV with smoke coming out from the top gives probable cause to search the the vehicle and those in the immediate area. Seeing an RV with smoke coming out gives you probable cause to investigate and search regardless of the location. This is similar to how active pursuit operates since you can follow a suspect anywhere as long as you are in pursuit. E.G. Seeing smoke emit from an cartel/rebel, regardless if it is contested or not. There is no life rule to how many times you can respond to these situations, same as an active pursuit, we trust the officers to use their best judgement. If all the officers on scene die while fighting at a rebel/cartel and there is none left at that location, they cannot continue to return unless they obtain a new form of probable cause to head up there.  Seeing an RV with smoke coming out next to a locked house gives you probable cause to search the RV/Suspect but NOT probable cause to conduct a house raid unless you observe him transporting the items from the smoking RV to the locked home or vice versa.  If you catch a suspect who has already sold the illegal items from an RV and he/she is in possession of tainted money, you will charge him with the closest drug field like normal procedures as you are unaware if he/she used it for making meth or transporting different types of drugs.  Officers that encounter a suspect at an RV emitting smoke MUST initiate with sirens/voice/text. Undercover officers are not required to initiate with suspects at an RV with smoke emitting from it. With the new rotating drug fields/processors, we have noticed there is a chance it may spawn next to a cartel.
    If a field/processor spawns next to a cartel, the officer will continue with normal police procedures and check the field/processor while ignoring the cartel. If the officer hears shots from the cartel or sees rebels AT the cartel, he is to ignore it. The only instance where an officer can engage with rebels at the cartel while he/she is checking the field/processor is if the rebels decide to openly engage the officers checking the field/processor.  If the rebels do decide to engage, the officers are allowed to fire back and attempt to apprehend the suspects at the cartel ONLY if they fire at the officers first. 
      Since the olden days, officers were able to explode vehicles next to homes to gain entry to barricaded suspects. Since the update that no longer allowed small arms fire to blow up vehicles, this was forgotten. Since a newer update turned houses in paper mache, officers have been using flashbangs/firearms to blow up locked homes. This new policy change will make it more clear when it is/isn't allowed to do so.
    If a suspect is barricaded inside a locked home that is actively shooting endangering the lives of others, Constables, Corporals and Sergeants, may purchase flashbangs to blow up the locked home to gain entry to the suspect shooting ONLY if there is no LT+ online. This can only be done if the suspect is SHOOTING from the home. If there is a locked suspect in a home who is not shooting at officers or civilians, you do not have cause to blow it up. The officers will have to resume normal procedures for suspects in locked homes or contact an offline LT to gain entry. Officers can ONLY use flashbangs to blow up locked homes to retrieve a suspect actively shooting. If an officer blows up a home using anything else besides a flashbang, it will fall under Misuse of APD equipment.  If an officer blows up a house that does not follow these guidelines, he/she will be given 6 points for Unlawful home entry and removed from the APD. This will be added to the IA section of the WIKI. These points also applies to officers who search/seize the items of a crate/barrel after blowing up the home. Under no circumstance whatsoever is the officer supposed to interact with the crates/barrels. The only time crates can be seized/searched is if an LT conducts proper house raiding procedures.   
    After observing how Senior staff activities are being handled, we decided to increase the LT cap back from 24 to 28.
    New explosive charge update according to gnashes. Big thanks to the apd officers for finding this and bringing it to my attention. 
     
    Kidnapping charge has been changed
    Kidnapping is only to be added to those who escort someone in restraints. This also applies to those we drive/fly/sail people in restraints as well. With these policy updates, there may be a few gray areas here and there. If you are uncertain, it is always best to ask an Captain/LT first before doing the wrong thing and getting points for it. 
     
    Any further questions/concerns, feel free to contact a Captain
    Thank you
  12. Distilled liked a post in a topic by Crossfade in How to Drive a boat   
    @Distilled remember this?
  13. Romulus liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  14. DJB liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  15. George liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  16. Crossfade liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  17. Scott liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  18. Clockwerk liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  19. bunni liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  20. Trig liked a post in a topic by Distilled in AllStarPlaya reason for him dying   
    Hilarious, but that was a surprisingly mild freakout by Allstarplaya. He didn't even tell anybody to go kill themselves. Weak.
  21. The Monopoly Man liked a post in a topic by Distilled in To all the new moderators   
    When you're reading the 100 posts you've been tagged in on this thread @Jbdragon
     

  22. George liked a post in a topic by Distilled in To all the new moderators   
    When you gotta get 'em all in in a hurry because it's a school night @Jbdragon
     

  23. 544heu liked a post in a topic by Distilled in To all the new moderators   
    Congrats to all the mods! Got you all a gift!
     

  24. Philv2.0 liked a post in a topic by Distilled in To all the new moderators   
    Congrats to all the mods! Got you all a gift!
     

  25. Roice liked a post in a topic by Distilled in To all the new moderators   
    When you gotta get 'em all in in a hurry because it's a school night @Jbdragon
     

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