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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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Everything posted by Nikos

  1. Well...

    After a long absence, I think it was about a year, I came to see how things have changed in "life". To my my disappointment, it hasn't... At least not much. I actually expected servers to have evolved into a different level of gameplay. For God's sake, I mean it's been a year, new features for someone who has lost contact with Arma 3 and Altis Life for a year, should be present but I still see "zipties system", "second Fed", "meth" etc, etc, etc... Ok, a few servers I visited, were nothing more than just above the standard framework and those which seemingly have been worked somewhat more do have what was usual a year ago. Ok, it is not grieving, just a bit of surprise and to make a little fun I could say, that "zipties system" is the number one subject of discussion for more time than my year of absence. It should be so perfect by now that there would be no need to even mention it. I guess, experienced people do leave and newcomers, reasonably lacking experience come into the scene. That would justify the situation.
  2. Here is some real-life "backstage" about the making of Arma 3. I am sure most of you, know the first one. 1. Altis and Stratis are existing real-life Greek island in the Aegean Sea. Altis is "Lemnos" in real life and Stratis is "Agios Efstratios". You can even notice a resemblance in the second case. The coast line, the inland geography, the cities' locations and the roads are real. Even the urban topography (streets etc.) is very close to the reality. 2. The names are different though. Bohemia was planning to use the names "Greece", "Lemnos" and "Agios Efstratios" in the beggining, with Lemnos having split from Greece under a dictatorship, US and NATO camping in Agios Efstratios, planning a strike back against the Iranian forces who would move towards Europe through Lemnos. They were forced to change the names to Altis, Stratis, BluFor and Opfor after the Greek government reacted against a scenario of a Greek island been split, a dictatorship etc. etc. The German government accepted the Greek demand and forced Bohemia not ti use the real names. In fact they had to do so because of the next one. 3. I remember back in 2012, if I remember correctly, I heard in the news (I live in Greece) that two Germans were arrested in Lemnos island, because they were photographing military establishments of the Greek army, which is strictly forbidden. They were initially charged for espionage although they claimed they were working for a German software house in a military simulation game-project. They were kept in prison for 6 months until the situation was clarified.
  3. Well...

    Valid point. Even though, I remember about one, one and a half, year ago, a big bang happened: crafting, debit cards, truck missions, towing, shipwrecks, skill trees... After a year I don't see a similar blooming. There are a few good new scripts like the Green Area GodMode but not as many as in the past. Anyway...
  4. Malden Was Trash!?!?!?!?!

    ...talking about Bohemia, I wonder sometimes whether they listen to what people are waiting for. I have seen people, in Arma 3 forums, asking motorbikes but Bohemia gave us... karts. Anyway, that's out of scope.
  5. Malden Was Trash!?!?!?!?!

    I think, Altis and Stratis are the most complete maps ever made by Bohemia. They have a realistic and unique "character" and Altis is the most successful because of its size. I would also like a Stratis Life map but it would require a lot of design work not to end up in a war zone. Tanoa was different but with 90% of the buildings either not enterable or half-enterable it was an epic fail from a "life" point of view. Now, Malden, was in between. If you had played Altis and Tanoa it did not have many things to see. Of course that's just me.
  6. "During Martial Law, all civilians need to go inside or they may be arrested. If you are armed (including a weapon on your back), the police can ask you to surrender your weapon, but also have the right to detain you send you to jail." Don't you think this makes the cops an extra threat for any civilian? I mean what's the point for a civilian to buy a legal weapon if it may be seized whenever martial law is declared? It sounds, to my ears, as a civilian can also be robbed (in terms of a purchased weapon) by cops too.
  7. Hemtt

    So, is there really no way to apply a texture to the Hemtt cargo area?
  8. 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
  9. 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".
  10. 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;
  11. 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; };
  12. 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.
  13. [Tutorial] Gang Capturable Areas

    I also confirm it works perfectly in 5.0.
  14. [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?
  15. [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.
  16. [Tutorial] Radiation Area

    Disregard. I found my mistake. lol
  17. [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.
  18. Check the vehicle's owner

    It works. Thanks for your help.
  19. Guys, I want to check if the player trying to lockpick a vehicle actually owns it. The reason? I have disabled, by script, lockpicking inside a safe zone, but I want to give that oprion to the owner, in case he has dropped the key by mistake.
  20. 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.
  21. 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.
  22. 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.
  23. Thoughts

    To be honest, I never thought I would make such a post. I have about 3000 hours playing in Life servers. With Cops, Gangs and Civilians being the three major parties (I leave aside EMS as they are untouched by any conflict) it always end up in Cops vs Gangs as a Civilian will soon become a Gang member (or Cop). Otherwise he will always be robbed by one side or ticketed/arrested by the other, if he decides to obtain the weaponry to defend himself. There is the option to anchor inside the Green Area, of course, but that is meaningless. So, my question is: are there not any people who would enjoy, just for a change, to simulate the life of a peaceful villager and as in real life, "live" in safety without earning much? Maybe a huge Green Zone with poor jobs and the standard remainder with the more lucrative ones plus the danger of being robbed etc. A friend of mine told me that it would be boring without fighting in a huge area and it's Arma community, they want to fight. It is a matter of choice but it sounds reasonable. However, if the community wants the fighting aspect so much, why not choose pure military mods? It's only my thoughts. To be honest I start to prefer other mods in the style of "Antistasi" in MP, which are more straight forward war gaming rather than getting robbed until you become an outlaw and then rob to fight against the cops. I am not blaming any gaming style, nor I try to advertise other mods. Some of you know how much I liked Life. Please, do not misunderstand me. What is your opinion guys?
  24. Thoughts

    I agree with both of you guys and I thank you for your replies. Indeed, it is an Arma community and Arma means weapons and fighting. When I said "huge green zone" I meant something like a 5k radius where people will have to grind, if they want to play safe (when they want to play safe) where a Zamak would take something like 10 runs or go out and play in the 80% of the island in the standard style of Altis Life with gang areas, robbable... things and people, illegal trading and profitable legal trading and dangerous missions. I got this idea after having seeing some people, in large servers, anchored in Kavala square not to be robbed, trying to RP just there and eventually abandoning the servers after a while and some others saying they prefer empty servers for the same reason. I may be wrong but my view is it does not really remove anything from the known game style. It just gives to those people something to do. Anyway, I may give it a try, although it would take some time.