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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 Pesoen

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  1. i have been toying with the idea of adding a power grid like system to my map, which basically entail having a structure, that when destroyed, would cause all lights inside a trigger to be turned off, regardless of time of day so far i have had no success with anything i have tried(using a lights off script from a youtube video) as they work based on a radius, rather than doing it inside a certain area. i have made the triggers for the area's, and added the structures to the map, along with a trigger on top of it, to add the code to. any ideas anyone? On another note, i hope it is not the same as with my UGV spawning, where a few minutes of looking at code, and trying something out, it worked..
  2. This is now solved, in case it was not clear yet
  3. here you go, my files. Ammo menu does not work, and is commented out, something is wrong in there, but i did not fix it before buying infistar.. so still not sure what is wrong in it. the original readme is included, and will help you set it all up(there is a forum link inside the readme where all is explained) bear in mind, this is modified, and some stuff is not used, be sure to download the original to see what changes i have done. and what i have removed.
  4. try looking into "Fusion Menu" easy to modify to include your own functions, and works rather well so long as you have no anti-cheat other than battleye. used this before buying infistar, and works really well considering it is free. though i did get problems when adding more commands to a certain list(made a weapon list, ammo list and clothing list, where the ammo list stopped working, simply comment out things to debug what causes the error) if you learn exactly how it works, you can make a really in depth menu, with tons of functions. though it is still only a scroll menu, it will do the job good enough, even managed to get ban functionality into it, but could not make it only show to an admin(one who logged on to the server using "#login pswd") it can also rather easily add custom menu's to different admins, by simply making a few changes, i for one had ALL functions i added, while anyone else only had about 50% i can send you my files if you like, and still need it
  5. Just got it working, using 4 lines of code, and one of them is just there for debugging. i can't believe it was this simple, i read up on the find function, and thought might as well try, and now i have it working as intended. in the fn_vehicleShopBuy.sqf find and under the line "_vehicle setDir (markerDir _spawnPoint);" add the code above and it now spawns all UGV's with AI's, and keeps away from regular vehicles. unless they contain the letters ugv in small letters at some point in the name.. this works on ALL the vehicle's i tested, Civilian(using [Dust]Sabre's mod) and Nato UGV's, have not bothered testing it with UAV's, since i am not gonna use them other than the small quadcopter, which is bought as a backpack, and is made with an AI when it gets placed. I hope someone finds this helpful, or makes use of this simple code to improve the shop in the future
  6. it depends on how it was made, if it is spawned using Zeus, i have access to the inventory and the trunk, it i spawn it using a shop(where it is not crewed) i cannot access it until i unlock it, but other than that i have no problems getting it to work. i just need to find a way to get it crewed when spawned, or spawn it with a crew somehow. as for other factions/people accessing the vehicle, if they have the key they can access it no problem, but without it, they cannot access the "trunk" but as long as it is unlocked, the inventory works fine. i also need to look into AI path finding, as it seems to always take a strange route to things, for instance if i take a UGV from kavala to the airport on Altis, it goes along the coast and uses strange small roads, and gets stuck a lot, i would have though it would take the main road towards Pyrgos, and turn off at the airport, so have to find out why it does that. now does anyone have any idea how to set a trigger to activate when an empty vehicle is inside it, and check for type? and possibly despawn it and respawn it using the "createVehicleCrew" i think i can get it to spawn a UGV crewed, but making it detect if a vehicle is a UGV or not, or generally check the classname of an object, i have no clue how to handle. i am gonna experiment with triggers, trying to get it to spawn a manned UGV. and adding multiple conditions to the trigger, so it spawns the right one, so it looks as if it simply spawned the vehicle, not like it spawned, activated and then respawned it.
  7. Working now, so my previous post, just ignore it, forgot i was testing a safe zone around odd places of the map, and i was in one of them every time i failed to get it working, so just ignore my ramblings.. it works as intended, though i did shorten the audio clip and the sleep timer in the script, to be more "realistic" so you have to act quickly to stop someone using it, but not instant(4 seconds instead of 8)
  8. well my idea was to modify the vehicle spawn script to try and filter out UGV's, so they get spawned a different way. and also, i am using a civilian UAV mod, so i need it to work with any faction really(trying to get a medical one working, with more than one seat) which is why i am trying to modify the vehicle spawn script, since it is used by all factions, but with different vehicles for each faction, based on the stuff set in the files. but any solution really would be helpful, as i should be able to modify it to suit my needs. maybe a trigger that checks if the vehicle is a UGV, and crews it? i'm still new to Arma scripting, but i am learning as i go. *EDIT* also, i already added the UGV to the cop vehicle list, the one with the turret on it, and made it rent only. as well as expensive, so it is not misused. the civilians have one without a turret, and in different colors.
  9. i am trying to make a shop, where i can buy a UGV in, and add it to altis life 4.4r4. but so far, adding it as a vehicle makes it not work at all. do i really need to make an entire vehicle shop script to make it spawn a UGV with "crew" so it can be connected to using a terminal? i have found where it makes the vehicle in the files, but i am unsure how to make it spawn UGV's with a crew, so when it gets made right now, they are empty, and not working. any help would be greatly appreciated. sorry for lack of info, but i will try to answer any question i get asked about this, as best i can. *EDIT* i have begun looking at the vehicle shop code, and made copies of the files, renamed them to drone, and see if i can make it work as i intend it. no clue if i will succeed, but i will try to keep this post updated, and try suggestions.
  10. followed this tutorial, but cops seem immune to getting restrained. any idea why, or how to fix this? want to give players the ability to take cops hostage..
  11. found a possible bug, but could be due to a script i have running, but just gonna post it here in case it gets relevant. bombs only damage myself, no other players take damage, so i can stand next to a guy, and the explosion does nothing to him, but kills me(and after adding a line of code for debugging, finding out its the set damage, not the bomb itself) thinking its my anti VDM script interfering, so gonna try and disable that, and see if it still happens. *EDIT* not my anti VDM script, was not even turned on... any ideas? *EDIT 2* just worked like it was supposed to, after the server was restarted... no clue what i changed, or what actually fixed it, but it seems to work now, will be back if it fails again
  12. nice one, did a modification to make it english, but will make it danish soon and have it on my server, works flawlessly on 4.4r4. i thank you for making it, and hope it is fine i modify it for my own purposes
  13. is it possible this could get updated to 4.4R4? having trouble getting it to work, likely code added in the wrong places.
  14. This server is closed as of the 20-may due to low player count, and server expenses becoming too much for the person paying the bills. it was a fun experience to have been a part of the server(as the guy paying the bills, and handling all scripting) a new server might be started at a later date, smaller and more focused. but that will be in the future. Thanks for this round.