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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 Nikos

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    Advanced Member
  1. Hemtt

    So, is there really no way to apply a texture to the Hemtt cargo area?
  2. The markers do not seem to be a problem. If you set their alpha to zero (far left at the slide bar) they will be invisible. However, I tried both methods. The buildings disappeared but their positions were visible in the map. I mean pressing "M".
  3. Will this work in MP?

    I have attached it to a virtual item, calling it from fn_useItem.sqf when the player is using the item (from the "Y" menu) with this call: case (_item isEqualTo "fn_repairStructure.sqf"): { [] spawn life_fnc_repairStructure; };
  4. Will this work in MP?

    Actually my concern is about if the other player will see the items restored or I need some extra server call. The array to repair is filled by nearestTerrainObjects which would only pick terrain items.
  5. Hello everybody, I have written the following script which will allow a player to repair damaged map objects. It works fine in my local server, in an SP test environment, but I have a few concerns about that setdammage 0 command, near the end of the block with the many question marks. In SP, the items are restored but I am not sure if it is enough for an MP environment. I mean is everybody going to see the item restored after that? My problem is that I cannot test it yet in MP. Thanks in advance. #include "..\..\script_macros.hpp" /* File: fn_repairStructure.sqf Author: Nikos (Ravenheart) Description: Repair damaged map objects. */ private ["_allobjects","_damagedobjects","_objects","_repaired","_earnings","_reward","_progressBar","_cP"]; life_interrupted = false; _reward = 250; //Reward per structure repaired. //Error Checking if (life_action_inUse) exitWith {}; if !(isNull objectParent player) exitWith {}; if (player getVariable "restrained") exitWith { hint localize "STR_NOTF_isrestrained"; }; if (player getVariable "playerSurrender") exitWith { hint localize "STR_NOTF_surrender"; }; if (vehicle player != player) exitWith {hint "You cannot repair from inside a vehicle!"}; //Ok, let's start closeDialog 0; life_action_inUse = true; _allobjects = []; _damagedobjects = []; _repaired = 0; _earnings = 0; _allobjects = nearestTerrainObjects [player,[],5]; {if (getdammage _x > 0) then {_damagedobjects = _damagedobjects + [_x]};} forEach _allobjects; _objects = count _damagedobjects; hint format ["Found %1 structures needing repairs...",_objects]; _title = format [localize "STR_ISTR_Repairing"]; { //Setup the progress bar disableSerialization; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; _titleText ctrlSetText format ["%2 (1%1)...","%",_title]; _progressBar progressSetPosition 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; uiSleep 0.25; if (isNull _ui) then { "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; }; _cP = _cP + 0.01; _progressBar progressSetPosition _cP; _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title]; if (_cP >= 1 || !alive player) exitWith {}; if (life_istazed) exitWith {}; //Tazed if (life_isknocked) exitWith {}; //Knocked if (life_interrupted) exitWith {}; if (player getVariable ["restrained",false]) exitWith {}; }; //Kill the UI display and check for various states "progressBar" cutText ["","PLAIN"]; player playActionNow "stop"; if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;}; if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;}; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; _x setdammage 0; //????????????????????? _reward = _reward - (_reward*0.1); if (_reward < 0) then {_reward = 0}; CASH = CASH + _reward; _repaired = _repaired + 1; _earnings = _earnings + _reward; } forEach _damagedobjects; hint format ["You have repaired %1 structures, earning %2",_repaired,_earnings]; life_action_inUse = false;
  6. [Tutorial] Gang Capturable Areas

    I also confirm it works perfectly in 5.0.
  7. [Tutorial] how to add Anti-VDM

    I haven't tried it, but am I wrong believing that if a player is already wounded, will be 100% healed after been run over, which means people might use being run over instead of visiting a hospital?
  8. [Tutorial] Radiation Area

    So, just a small improvement. The way it is, if you use a First Aid Kit, its effect will be negated after 5 seconds, when the script "awakes" as it keeps your damage internally and so does not calculate your health increase after the First Aid Kit usage. To bypass this, you can simply add: _damage = getDammage _player; right above: _player setDamage (_damage + 0.1); ...and you can sustain more inside the radiation area, without the suit, provided you have a number of First Aid Kits to use.
  9. [Tutorial] Radiation Area

    Disregard. I found my mistake. lol
  10. [Tutorial] Radiation Area

    What's the necessary remoteexec.txt entry for that to work? I got #1 "life_fnc_radarea [civ_1]" #1 "life_fnc_radarea [civ_1]" in the log. I have added !life_fnc_radarea but it still kicks me when entering the zone.
  11. Check the vehicle's owner

    It works. Thanks for your help.
  12. Check the vehicle's owner

    Actually, I did not have the brackets before and I was getting the same error message. I removed them again now and the same message persists. Anyway, I will have a look into it again tomorrow as I am too tired now. Thanks for your help anyway.
  13. Check the vehicle's owner

    Ok, here is what I have done in fn?lockpick.sqf: _me = []; _owners = []; _me = [getplayeruid player,player getvariable name]; _owners = _curTarget getvariable ["vehicle_info_owners"]; _isSafezone = if (player distance (getMarkerPos "safe_zone_1") <= ((getMarkerSize "safe_zone_1") select 0)+10) then {true} else {false}; if ((_isSafezone) && !(_me in _owners)) exitWith {hint localize "STR_ISTR_SafeZone";}; However, this give me error in .rpt: Error in expression <playeruid player,player getvariable name]; _owners = _curTarget getvariable ["ve> Error position: <]; _owners = _curTarget getvariable ["ve> Error Missing [ File core\items\fn_lockpick.sqf [life_fnc_lockpick], line 89 Error in expression <playeruid player,player getvariable name]; _owners = _curTarget getvariable ["ve> Error position: <]; _owners = _curTarget getvariable ["ve> Error Missing [ File core\items\fn_lockpick.sqf [life_fnc_lockpick], line 89 Do you see anything obvious? Am I getting blind? In the meanwhile line 89 has nothing to do with that and it is way lower in an area I have not touched but if "matching" is lost it could hit anywhere.
  14. Check the vehicle's owner

    I have checked that. The check is about having the key in your key chain or not. If you do not you are allowed to lockpick your own car and if the action is successful, you get a key copy. So far, I have changed the lockpicking item so that "if in_safe_zone exit". That is in pseudocode. I need something like "if in_safe_zone && not (player in owners) exit". I am not sure how to implement the second condition.