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  • Announcements

    • Rozo

      Donations   09/18/2016

        We've added a donation block on the right side. All of those donation goes directly to the developer of Altis Life mod ( currently BoGuu ). None of that money is used to maintain the forum. In the future we might add a donation button to support the forum, but for now we want to encourage the developer because they went through a lot. To discuss this topic - Here
    • Shakir Darwish

      IS YOUR SERVER BROKEN SINCE 1.64 UPDATE?   09/22/2016

      If your server is broken since 1.64 go check this link thanks. https://github.com/AsYetUntitled/Framework/issues/104
    • Rozo

      Sad Day   01/04/2017

      Good evening community of Altis Life RPG, Today was a sad day. We learned the hard way that one of the helper was using his status and visibility on the forum to do things i wouldn't imagine.  We were warned about this user in the beginning, we talked about his behavior and he said that they were things of the past. We were fooled.
      Unfortunately, he fooled other community members by selling stolen content and impersonating his role as a developer in another community. Here's a remember of one of the rules on our forum, No selling scripts, snippets, or services.   So if anyone come across someone who's selling his services, scripts or whatever, Report them. Especially if it's coming from an Helper, Mod, Admin. No one in the staff should ask for money, we already mention this when we reopened the forum and that rule is here to stay.

      We can't be sorry enough for what happen here, for any harm it as caused among other communities, for money that shouldn't been spent and we truly hope this doesn't happen again.

      As for the user in question, he is now banned from our forum and discord and we wish to never cross his path again.
        If there's anything we can do hit us on Discord or send a message to an admin.
      Thanks, Rozo.


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About 14e_Senator_Walter

  • Rank
    Advanced Member
  1. Update: I believe that the storage crates disappear when sold. Desks are still staying - - testing other objects. Update 2: Only duplicates on player disconnect, not on #restart.
  2. Hey guys, just wondering if anyone else is having this problem. Duplication The duplications disappear when I sell the house but the original ones don't. I can also pick them all up; making an unlimited supply of furniture. Thanks, Carl.
  3. When I change '15' to say '120' when someone puts them in, no matter the time. Puts them in for 120 instead of 15. Please help.
  4. If you're admin in the Database, it will not be black. (atleast I think so by looking at the code.)
  5. Been awhile since I've done fishing... Press T, maybe they're in the boat.
  6. I'm on 5.0 (basically the same)
  7. Same.
  8. Hi Dan, This isn't stolen ;). I understand, all the sheep are having and effect on your brain. It's okay, I'm here for you.
  9. Thank you, this worked. For anyone wondering what you needed to do, you need to remove the following from core\fn_initciv.sqf. private _altisArray = ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"]; private _tanoaArray = ["Land_House_Small_01_F"]; private _spawnBuildings = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort; civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", _spawnBuildings,350]; civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350]; civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350]; civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350]; So it should look like this.. #include "..\script_macros.hpp" /* File: fn_initCiv.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the civilian. */ waitUntil {!(isNull (findDisplay 46))}; if (life_is_alive && !life_is_arrested) then { /* Spawn at our last position */ player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"]; } else { if (!life_is_alive && !life_is_arrested) then { if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then { _handle = [] spawn life_fnc_civLoadout; waitUntil {scriptDone _handle}; CASH = 0; [0] call SOCK_fnc_updatePartial; }; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. } else { if (life_is_arrested) then { life_is_arrested = false; [player,true] spawn life_fnc_jail; }; }; }; life_is_alive = true; player addRating 9999999; Thank you Wackbatt.
  10. Also, Rebelop works... Rebelop is not an empty marker... Screenshot Whereas the others are plain empty markers.
  11. Hello, I have seen many posts on different things to do with spawn points but no anything to do with this. My problem is that when I chose any spawn location, I am teleported to a corner of a map. (See Screenshot). Here is my Config for Spawnpoints. /* * Format: * 3: STRING (Conditions) - Must return boolean : * String can contain any amount of conditions, aslong as the entire * string returns a boolean. This allows you to check any levels, licenses etc, * in any combination. For example: * "call life_coplevel && license_civ_someLicense" * This will also let you call any other function. * */ class CfgSpawnPoints { class LakesideValley { class Civilian { class lakeside { displayName = "Lakeside"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = "!license_civ_rebel"; }; class morrison { displayName = "Morrison Town"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class christobal { displayName = "San Christobal"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class diablos { displayName = "Los Diablos"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelN { displayName = "Rebel Spawn 1"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelS { displayName = "Rebel Spawn 2"; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelE { displayName = "Rebel Spawn 3"; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class lakeside { displayName = "Lakeside HQ"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class morrison { displayName = "Morrison Town HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = ""; }; class diablos { displayName = "Los Diablos HQ"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class Air { displayName = "Air HQ"; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = ; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class lakeside { displayName = "Lakeside Hospital"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class morrison { displayName = "Morrison Hospital"; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class airhos { displayName = "Medical Air HQ"; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; }; Rebel spawns work but civ_spawns do not... Markers correspond to the right cities and are exactly as printed on the markers. Arma3Server_x64 Rpt I am completely lost, help. <3 Thanks, Carl
  12. BUMP
  13. I'm off for the night, hope to see some replies. Thanks, <3 you all
  14. Warning Message: Config : some input after EndOfFile. This might have something to do with it, please let me know.