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  • Announcements

    • Rozo

      Donations   09/18/2016

      Hello,
        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.

Nikos

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About Nikos

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  1. Well, that's a bad situation and it reflects and even worse business attitude on behalf of BI. Publishing a new version every month makes the whole A3 game looks like a beta with server admins and coders run like maniacs to keep their missions compatible with the latest version all the time. Someone could call it lack of reverse compatibility and this is a very bad thing in the software industry. No doubt, BI cannot take into consideration all the game mods out there being so versatile, but giving at least a relatively stabilized version should be a priority. It is marketing... just this. Yes, BI made A3 to be a military game and yes they did not had in mind life mods but... Not only life mods have problems (remember that database issue when 1.64 was published) and life mods hold a significant portion in BI's profit pie. BI, should not neglect that. Anyway, only my opinion. I start getting tired by all of this.
  2. ...well, the problem is even worse. If a car crashes onto a house and then it explodes could it cause damage to the house? What if that house belongs to someone, who is online and has storage inside?
  3. It seems, after the update, the vehicles behavior has changed. Crashing at 80 kph and they are damaged so badly they explode after a few seconds. It happens while testing scenarios as well. It is definitely not a framework issue. That's one more BI success.
  4. I felt the same in the beginning. I have a question though, if what you want is only to play, why don't you just join an existing server and avoid all the headache of administering? Personally, I started my own server because I could not find what I wanted but since my server is empty most of the time I assume "what I wanted" is quite rarely wanted. lol I mean, if I could find the server of my preference I would quit my own and join an existing community. What are you looking for? There are many servers out there to match most personal tastes. Some of them mature enough as well.
  5. In that case, one option is to setup Spyglass accordingly and the other is to disable it at your Config_Master.hpp. Do the second only if you are using alternative anti-hacking tools (like Infistar, BE) or it is NOT a public server.
  6. I don't know about the others, but I am a bit confused. Do you want to start your own server or just play? Case 1: If you just want to play, there is no need to download anything. Just join an existing server and play. If this is what you did and was kicked off by Spyglass, it is a server's issue and there nothing you can do except join another server. Case 2: If you are trying to start you own server things are more complicated than simply downloading something. What is your case?
  7. I have found a bug but I believe it is related to ARMA 3 physics. Whenever you attempt to pull a boat, using another boat, the one being pulled is flying.
  8. Is the server, you are trying to join, your own server or someone else's?
  9. Correct me if I am wrong. These are commits from the "non-expanded housing" to "Release v1", right?
  10. It is not that simple unless we are talking about a vanilla server. Most of us have modified things, here and there, to suit our needs. That means, someone wanting to install the expanded housing needs to track the modified or new files, which are marked as "Release v1" in the github announcement. This may be not enough though. Each of the already existing, in an existing server, files must be compared to the "Release v1" and changes applied. That's in order to avoid losing our changes, if done. In a Vanilla server, even in one with only a few modifications, things are very easy of course.
  11. I have an Altis Life server on my PC (un-modded) but I want to setup a second one (modded). Both servers will be used for testing purposes, therefore only one of them will be started at any time. What are the steps to setup the second? I mean is it just like the first one, excluding a different folder and database name? If the database name is not "altislife" but something else to be distinguished is it going to cause any issues?
  12. ANIMAL TRACKING DESCRIPTION It can help finding animals when you are hunting by informing you about nearby animals (sheep, goats, roosters and hens). It provides information about the type of animals, it's generic distance and generic direction. In order to keep it realistic like real hunting tracking, it does not provide compass bearings but directions relative to where you are facing (ahead, right, left, behind) actually dividing your relative orientation circle in quadrants. The distance information also simulates the way a hunters looks for animal traces so "very recent traces" means less than 50m away, "recent" means 50-100 meters and "old" means 100-200 meters. It works only when you are on foot (not on a vehicle). In order to use that, you have to purchase the introduced Virtual Item "Hunting Kit", available at the Market. It is tested in 4.4r3 and works without any problems. I hope, I did not forget anything. The script is written by me so there are no copyright issues. You may use it in your servers or modify it to serve your needs. Just don't sell it as is, since it is a free offer to the community. I hope you have some amusing time in the Hunting Grounds. INSTALLATION STEP 1. At your mission folder, go inside core\items, create a new file and name it fn_huntingKit.sqf. Then paste in it the following code: /* File: fn_huntingKit.sqf Author: Nikos (Ravenheart) Description: Hunting Kit helps to track animals. To be used at the Hunting Area. */ private["_foundAnimal","_foundDistance","_foundDirection"]; closeDialog 0; _check_animals = ["Hen_Random_F","Cock_Random_F","Goat_Random_F","Sheep_Random_F"]; //What animals to look for. _check_distance = 200; //How should the kit look. if (vehicle player != player) exitWith {hint "You cannot examine the ground from within a vehicle!"}; _track = [typeof (nearestObjects [player, _check_animals, _check_distance] select 0), getpos player distance getpos (nearestObjects [player, _check_animals, _check_distance] select 0), player getreldir (nearestObjects [player, _check_animals, _check_distance] select 0)]; _foundAnimal = "void"; if (_track select 0 == "Hen_Random_F") then {_foundAnimal = "Hen";}; if (_track select 0 == "Cock_Random_F") then {_foundAnimal = "Rooster";}; if (_track select 0 == "Goat_Random_F") then {_foundAnimal = "Goat";}; if (_track select 0 == "Sheep_Random_F") then {_foundAnimal = "Sheep";}; if (_track select 0 == "Rabbit_F") then {_foundAnimal = "Rabbit";}; _foundDistance = "Old"; if (_track select 1 <= 100) then {_foundDistance = "Recent";}; if (_track select 1 <= 50) then {_foundDistance = "Very Recent";}; _foundDirection = "Ahead"; if (_track select 2 >= 45 && _track select 2 < 135) then {_foundDirection = "to the Right";}; if (_track select 2 >= 135 && _track select 2 < 225) then {_foundDirection = "Behind";}; if (_track select 2 >= 225 && _track select 2 < 315) then {_foundDirection = "to the Left";}; if (_foundAnimal == "void") then { hint "No traces of animals found"; } else { hint format ["There are %1 traces of a %2 leading %3.",_foundDistance,_foundAnimal,_foundDirection]; }; STEP 2. Open core\pmenu\fn_useItem.sqf, find switch (true) do { and right below that paste the following code, so you have a new "case" statement: case (_item isEqualTo "huntingKit"): { [] spawn life_fnc_huntingKit; }; STEP 3. Open Config_vItems.hpp, find class market { name = "STR_Shops_Market"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "pickaxe", "toolkit", "fuelFull", "peach", "storagesmall", "storagebig", "rabbit_raw", "hen_raw", "rooster_raw", "sheep_raw" }; }; and add the Hunting Kit item in the items[] line so it looks similar to the following (I have added it before the pickaxe: class market { name = "STR_Shops_Market"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "huntingKit", "pickaxe", "toolkit", "fuelFull", "peach", "storagesmall", "storagebig", "rabbit_raw", "hen_raw", "rooster_raw", "sheep_raw" }; }; STEP 4. In the same file, find: class pickaxe { variable = "pickaxe"; displayName = "STR_Item_Pickaxe"; weight = 2; buyPrice = 750; sellPrice = 350; illegal = false; edible = -1; icon = "icons\ico_pickaxe.paa"; }; ..and right after, add this: class huntingKit { variable = "huntingKit"; displayName = "STR_Item_huntingKit"; weight = 2; buyPrice = 800; sellPrice = 300; illegal = false; edible = -1; icon = "icons\ico_huntingKit.paa"; }; STEP 5. In your Mission folder, open Functions.hpp, inside the Class Items block add this as a new line: class huntingKit {}; STEP 6. In your Mission folder, open stringtable.xml, find: <Key ID="STR_Item_Pickaxe"> <Original>Pickaxe</Original> <Czech>Krumpáč</Czech> <Spanish>Pico</Spanish> <Russian></Russian> <German>Spitzhacke</German> <French>Pioche</French> <Italian>Piccone</Italian> <Portuguese>Picareta</Portuguese> <Polish>Kilof</Polish> </Key> ..and right after that add this: <Key ID="STR_Item_huntingKit"> <Original>Hunting Kit</Original> </Key> STEP 7. In your Mission folder, open Config_Master.hpp, find: saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull","spikeStrip","lockpick","boltcutter","blastingcharge","defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; //Array of virtual items that can be saved on your player. ..and add the Hunting Kit so it look similar to this: saved_virtualItems[] = { "pickaxe","huntingKit","fuelEmpty","fuelFull","spikeStrip","lockpick","boltcutter","blastingcharge","defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; //Array of virtual items that can be saved on your player. STEP 8. Finally, in your Mission folder, open the icons folder and put the ico_huntingKit.paa file: ico_huntingKit.paa
  13. Valid point. +1
  14. No one was born knowing scripting and the best way to learn is by starting (and running) an educational server. I find your phrase void in a circular way if you see what I mean. Therefore I assume you did not mean exactly this. Anyway, back to the script, which is the interesting part of this thread, have you thought of making it accessible from the ActionKeyHandler instead? Are you afraid of potential conflicts with other actions or it is just a matter of preference? I understand adding too many actions in the ActionKeyHandler requires a lot of attention but... What do you think?