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    • 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. Hemtt

    So, is there really no way to apply a texture to the Hemtt cargo area?
  2. 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
  3. 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".
  4. 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;
  5. 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; };
  6. 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.
  7. [Tutorial] Gang Capturable Areas

    I also confirm it works perfectly in 5.0.
  8. [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?
  9. [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.
  10. [Tutorial] Radiation Area

    Disregard. I found my mistake. lol
  11. [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.
  12. Check the vehicle's owner

    It works. Thanks for your help.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. PLEASE READ - WARNING "Madness"

    A few days ago, he asked me, via a PM here, if I would be interested to make a community with him. The name "Ellis" sounds familiar too but I cannot remember from where.
  20. About RP

    No doubts there are very skilled developers in the community. However, the most important part for a server is the most neglected one: RP. You decide to start a server and you know how you want it to be. Very well. You are going to spend hours and hours mapping, texturing, writing scripts, testing and setting up thing. Spend some more time to build a story to support how the server will look when it is live and before the first player joins. Write a short story and communicate it through your forums or even better both in your forums and in-game somehow. As an example, you have some Rebel Outposts. What are those npc-people? Just opportunists, outlaws, selling weaponry? If so, selling advances war vehicles and machines is unrealistic. Maybe they could modify offroad adding a 50mm gun but they cannot have armed Ifrits and Hellcats to sell. Are they remnants of a defeated party in a finished civil-war? That would justify something more complex than Katibas and AKs. Now, what are their objectives? Do they want just to take control of the island for their own profit? Are they an opposite political side wanting to help people by starting a rebellion against the government? In that case, criminal gangs of outlaws may also buy their weapons, of course, but at a higher price and there MUST be at least one whitelisted gang which If they want to help people they will not rob and them. Simple, civilians may also help them, in secrecy, having their own reasons for not joining them directly. They do not join them, maybe, because they have a family or they are too old, or they just want to have options in case the government prevails, or... whatever and they can help them by several ways. Hiding them in their houses when the Cops are looking for them (please disable the robbable houses, it ruins all RP if you have to sneak into your house not to reveal which one is your), spy for them, etc. Giving RP to the community will help them to build their own stories and give RP. Certainly, the Cops have to be better equipped. In any case, they are part of the government's mechanism which has been able to prevail. It is is unrealistic to give them only MXs against GMG Ifrits. If the Rebels were that more powerful they would be the government. In other cases I have seen a radioactive area, not a plutonium mine or such. Just a radioactive area. How did it come? Has there been an accident, or an attack a few years ago? What is the purpose of having it on the map? Is there something valuable, and hard to find in there? Abandoned property maybe? If so, the government will have prohibited entrance to that area. A KOS area plus the radiation needing a radiation suit to go there and search in danger of being shot any time? Too dangerous but maybe worthy if what may be found there is very valuable but unsure if you will find it. Some people, knowing the area well, may offer escorting services for opportunists wanting to go there for some pay-back of course. Another situation: do you have a NATO force on the island? Why is that? What has happened? Do they have the same objectives as the government, in the long-term or they are here to control the government by giving-taking? Would they play a double-sided game between Cops and the Rebels? Ok, guys we have seen and see such "games" in real life (not only by NATO, it is not a political comment) so introduce it in your server if you want. Then, should Rebels consider them as 100% enemies or try to obtain some benefits from them against the Cops. Is NATO 100% dedicate to support the Cops against Rebels or try to maintain an undercover balance for their own objectives? Let Civilians also be neutral between them, or favor one or the other based on situation. Let's play strategy and politics a bit here... For sure, RP is not just "this is a robbery, hands up or I shoot" and if you guys, cannot or don't want to spend some time to make such a story, don't expect your players to RP well. Be creative and your community will follow. P.S. Please, avoid using political concept labels if you are not sure what they mean exactly. Using the name of a political system to describe something different and sometimes bad, in your server, due to ignorance, may push real life supporters of the system away. It has happened to me recently.
  21. I paid a visit to the server. The owner explained to me that the initial huge money (and huge paychecks I assume) is just for Beta testing purposes and will be wiped when the server goes live. Fair enough. Here are a few things I have noticed: 1. Economy. No matter how low will be the initial bank account, the game is much too easy. The mining goods prices and licenses costs are left to default which is quite balanced anyways, however the firearms license and especially the rebel license are way too cheap. That's 10K and 75K respectively. If I can earn 70K in the first copper run on an offroad, I could get a rebel license in the first 30minutes and this is bad. My advice is, if you are to leave mining goods/licenses cost as they are, make a 25K initial bank account, a 1K paycjeck every 10 minutes, increase the firearms license to 100K-150K and the rebel license to something between 750K to 1 mil. I also suggest to increase trucks and helicopter prices by about 50%, as well as Truck and Pilot licenses. Finally, take the open type "Truck" from the Car Shop and Move it to the Truck Shop 2. Weapons/Safety. The rebel weaponry is good. Not too powerful, not too weak. I would removed the armed offroad though. You could add a couple more riffles maybe but it's about right. Never, never, never, give them armed helicopters. It would make every riffle void unless you also introduce Titans. However, in that case it becomes a war zone. Give a couple of rentable-only armed vehicels to the Police. The Rebels should not have an easy work to do, if you want it realistic. I don;t bother if the gun store is on Kavala square since the pricing was such that a just connected troll cannot buy a Rook and start shooting everyone. I noticed there is no Vehicle Garage at the Rebel Outposts for any vehicle type. 3. Green Zones. There are not. Maybe they will be added but they have to be. 4. Taxi. It is nice to have a taxi service but I was confused a bit, seeing also Ifrit and Strider taxis (escpecially since they share the same skin as the rebel ones) as well as taxi driver weaponry. I would prefer a taxi job done with hatchbacks and SUVs and have the job protected from crime via server rules. At elast as it concerns the taxi drivers and their cars while on duty. Obviously taxi drivers should not be allowed to commit crimes either while on duty. Also, you must have some scripted mechanism to call a taxi and have the driver paid automatically based on distance. 5. I will not lie. What I saw is a vanilla server. This is not the worst thing in the world. If the gameplay and RP will work very well, I would have no serious issues with having no extra functionalities. There is a huge community which everyone knows, which have all the effects and functions you could imagine but the gameplay simply sucks. Well, I guess that's all from my POV.
  22. I am afraid with 5mil start and public cops there is no way to maintain RP. First of all, guys wanting heavy weapons quickly, will populate the server and second cops-wanna-be kids and trolls will have access to police weapons from the first minute.

    I want to be fair, so I want to say that despite the issues the server has, you seem to care about what people think about it and you seem you try to correct those issues. This is good and has to be spotted as something positive.

    I joined earlier and there were two other civilians. I quickly noticed there was no Car Shop and DMV on the map so I asked (typed) on the side channel without receiving any answer. I connected again just now and I see you have added these stores, however the door of the DMV office does not open. Has someone purchased the building? I don't know. All in all it seems like a vanilla server with a few places been moved a bit. I cannot say anything about the community as I had no chance to RP but believe me your initial ad ("we are great at shooting") does not promise a lot. That's only an advise.