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  • Announcements

    • AltisLifeRpg

      Opening Announcement   09/13/2016

      Opening Announcement We are happy to announce the official reopening of the community assistance forum Altis Life RPG (open source public property). Before going any further, let's go over the current situation. As you are already aware, the forum and the database of Altisliferpg.com had been hacked a few weeks ago. This unfortunate situation has touched many communities of Arma 3. The various databases were erased, and since they were under the responsibility of the previous administration, no backup was able to recover the lost data. This means that all the tedious work must be redone. This regrettable situation has led Tonic to transfer the responsibility of its administration to a new and neutral party. This party has as sole goal to reunite every community, as diverse as they are, together to perpetuate the development of our beloved mod AltisLifeRPG.  First of all, I think it is important to clarify our intentions. Foremost, we want to reassure you that we are not proclaiming being the owners of the previous versions of Altis Life (open source public property) in collaboration with BoGuu based on Tonic' codes. As you know, Boguu has been a major player in the most recent versions. Please note that this platform is and will always remain open to future developers such as Boguu that would like to elevate Altis Life RPG to the next level. By doing so, we take our role as an official reference platform very seriously in the eyes of the vast community of Altis Life RPG. We are ready to face this responsibility. We are aware that the content added by users could be provided by external sources or from the original website. If you see a tutorial that you've created on our platform where you are not credited as the author, please mention it immediately to the administration and we will promptly fix the situation. Please note that seeing the overwhelming amount of content added by the community, we will not proactively search other community assistance websites to validate if proper credits were given to the various authors. Instead, it will be the author's responsibility to be proactive in contacting the administration. Since the majority of the content found on other websites came originally from Altisliferpg.com, we encourage members joining us to share any content deemed pertinent coming from other platforms without forgetting to credit the authors.       Finally, to clarify the rumors circulating: - The forum was not scammed. It was transferred directly from Bryan 'Tonic' Boardwine to our administration. A domain cannot be scammed. - The forum was transferred as an independent entity which has as a sole mission to perpetuate the forum and not let it die out.       Altisliferpg.com Regards, the Administration.       Feel free to join us on Discord in the Altis Life RPG Community section of the forum.   And of course if you have any question, feel free to message us here.
    • 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.
joew

[TUTORIAL] Speed Bomb [4.4R4 100%]

This tutorial add one terrorist item: Speed Bomb.

What it do?
- It do terrorims lol
- You plant the bomb on one vehicle.
- When the vehicle goes up 70 Km/h the bomb is activated.
- It blows up if the vehicle goes down 50 Km/h MUHUA MUHUA MUHUA (evil laughs)
- It tells you when the bomb is activated
- It tells the victim that he have a bomb and he can't goes down 50 km/h
- It tells you when the bomb explodes ;)

It can't be defused.
It kills.
It is the best for terrorism
It is the nightmare of the cops ;)

You could check it:


So let's go to the tutorial.

Author: Fuzz
Made in: 2014
AltisLife cache restore by me and changed it to run with 4.4 by me ;) and some others small changes.
Fell free to change all that you need.

 

1- FIRST STEP: Create the vItem: speedbomb

1.1) Open Config_vItems.hpp and add:

class speedbomb {
        variable = "speedbomb";
        displayName = "STR_Item_SpeedBomb";
        weight = 10;
        buyPrice = 100000;
        sellPrice = 90000;
        illegal = true;
        edible = -1;
        icon = "icons\ico_speedbomb.paa";
    };

Inside class VirtualItems and add the icon: ico_speedbomb.paa inside icons folder.


1.2) Add the item to one seller:

1.2.1) Rebel Shop:

class rebel {
        name = "STR_Shops_Rebel";
        side = "civ";
        license = "rebel";
        level[] = { "", "", -1, "" };
        items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "toolkit", "fuelFull", "peach", "boltcutter", "blastingcharge", "speedbomb" };
    };

Inside class VirtualShops


OR (could be both too, you choose)


1.2.2) Create a new one (Terrorist Shop):

class terrorist {
        name = "STR_Shops_Terrorist";
        side = "civ";
        license = "terrorist";
        level[] = { "", "", -1, "" };
        items[] = { "speedbomb" };
    };

Inside class VirtualShops and add in the stringtable.xml :

<Key ID="STR_Shops_Terrorist">
            <Original>Terrorist Shop</Original>
            <Czech>Teroristický Obchod</Czech>
            <Spanish>Tienda de Terrorista</Spanish>
            <Russian>Террорист магазин</Russian>
            <German>Selbstmord-Shop</German>
            <Italian>Negozio Terrorist</Italian>
            <French>Marché du Terrorisme</French>
            <Portuguese>Loja Terrorista</Portuguese>
            <Polish>Terrorist sklepu</Polish>
</Key>


1.3) Set up the name that will show on Y menu and shop:
Add in: stringtable.xml

<Key ID="STR_Item_SpeedBomb">
            <Original>Speed Bomb</Original>
            <Czech>Rychlost Bomb</Czech>
            <Spanish>Bomba de velocidad</Spanish>
            <Russian>Скорость бомба</Russian>
            <German>Geschwindigkeit Bombe</German>
            <French>Speed Bomb</French>
            <Italian>Velocità Bomb</Italian>
            <Portuguese>Bomba de Velocidade</Portuguese>
            <Polish>szybkość Bomb</Polish>
</Key>


2- SECOND STEP: Create the function file.

Create the file: fn_speedBomb.sqf inside core\items :

    /*
    	File: fn_speedBomb.sqf
    	Author: Fuzz
    	
    	Description:
    	Attaches a speed bomb to a vehicle.
    */
    private["_unit"];
    _unit = cursorTarget;
    
    if(!license_civ_rebel) exitWith {hint "You need Rebel Training to use it."}; // OPTIONAL - If you want license to plant the bomb.
    if((!(_unit isKindOf "LandVehicle"))&&(!(_unit getVariable ["restrained",false]))) exitWith {hint "You cannot add a speed bomb unit to this."};
    if(player distance _unit > 7) exitWith {hint "You need to be within 7 feet!"};
    if(!([false,"speedbomb",1] call life_fnc_handleInv)) exitWith {};
    closeDialog 0;
     
    life_action_inUse = true;
     
    player playMove "AinvPknlMstpSnonWnonDnon_medic_1";
    sleep 1.5;
    waitUntil {animationState player != "ainvpknlmstpsnonwnondnon_medic_1"};
     
    life_action_inUse = false;
    if(player distance _unit > 7) exitWith {titleText["You are not in range!","PLAIN"];};
     
    titleText["You have attached an armed speed bomb to this vehicle.","PLAIN"];
    //life_experience = life_experience + 25;
     
    [_unit] spawn
    {
    	_veh = _this select 0;
    	waitUntil {(speed _veh) > 70}; // 70 - Speed for activate the bomb. You can change if you want ;)
    	[[_veh, "caralarm",10],"life_fnc_playSound",true,false] spawn BIS_fnc_MP;
    	hint "A speed bomb you planted on a vehicle has just become active!";
    	{ [[2,"A speed bomb has been activated on this vehicle and will detonate when your speed drops below 50km/h!"],"life_fnc_broadcast",_x,false] spawn BIS_fnc_MP; } foreach (crew _veh);
    	waitUntil {(speed _veh) < 50}; // 50 - Speed that the bomb will explode. You change it what you want. Don't forget to change the text above too.
    	serv_killed = [player,"1090"];
    	publicVariableServer "serv_killed";
    	_test = "Bo_Mk82" createVehicle [0,0,9999];
    	_test setPos (getPos _veh);
    	_test setVelocity [100,0,0];
    	hint "A speed bomb you planted on a vehicle has DETONATED!";
    };


3 - THIRD STEP: Set the explosion sound

Add in description.ext inside class CfgSounds :

class bombarm
    {
        name = "bombarm";
        sound[] = {"\sounds\bombarm.ogg", 1.0, 1};
        titles[] = {};
    };

And add the sound file: bombarm.ogg inside sounds folder.

4 - FOURTH STEP - Add the action function to plant the bomb.

Open core\pmenu\fn_useItem.sqf and add:

case (_item isEqualTo "speedbomb"):
    {
    	[] spawn life_fnc_speedBomb;
    };

Inside: switch (true) do and above:

Quote

default {
        hint localize "STR_ISTR_NotUsable";
    };

Like as:

switch (true) do {
    case (_item in ["waterBottle","coffee","redgull"]): {
        ...
    };

    ...

    case (_item in ["apple","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","donuts","tbacon","peach"]): {
        if (!(M_CONFIG(getNumber,"VirtualItems",_item,"edible") isEqualTo -1)) then {
            if ([false,_item,1] call life_fnc_handleInv) then {
                _val = M_CONFIG(getNumber,"VirtualItems",_item,"edible");
                _sum = life_hunger + _val;
                switch (true) do {
                    case (_val < 0 && _sum < 1): {life_hunger = 5;}; //This adds the ability to set the entry edible to a negative value and decrease the hunger without death
                    case (_sum > 100): {life_hunger = 100;};
                    default {life_hunger = _sum;};
                };
            };
        };
    };

    case (_item isEqualTo "speedbomb"):
    {
    	[] spawn life_fnc_speedBomb;
    };

    default {
        hint localize "STR_ISTR_NotUsable";
    };
};

 

5 - FIFTH AND LAST STEP:

Open the file Functions.hpp and add:

class speedBomb {};

Inside: class Items like as:

class Items {
        file = "core\items";
        class blastingCharge {};
        class boltcutter {};
        class defuseKit {};
        class flashbang {};
        class jerrycanRefuel {};
        class jerryRefuel {};
        class lockpick {};
        class placestorage {};
        class spikeStrip {};
        class storageBox {};
        class speedBomb {};
    };


I think its all!

Sorry if i missed something, i'm very new, so just say that is missing something and ill look ;)

Have fun!!!

Files:
ico_speedbomb.paa
bombarm.ogg

  • Like 1

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4.4R4 ??

[[_veh, "caralarm",10],"life_fnc_playSound",true,false] spawn BIS_fnc_MP;
    	hint "A speed bomb you planted on a vehicle has just become active!";
    	{ [[2,"A speed bomb has been activated on this vehicle and will detonate when your speed drops below 50km/h!"],"life_fnc_broadcast",_x,false] spawn BIS_fnc_MP; } foreach (crew _veh);
    	
        [_veh,"carAlarm"] remoteExec ["life_fnc_say3D",RANY];
    	hint "La bombe de vitesse vien d'ètre activer !";
    	{ [2,"Une bombe de vitesse a été activée sur ce véhicule et détonera quand votre vitesse seras en dessous de 50km/h!"] remoteExec ["life_fnc_broadcast"]; } foreach (crew _veh);
    	
Edited by CapOral

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On 2017-2-17 at 2:56 PM, Hunlaik said:

How?

The icon he provided you place in the root icons folder - 

class speedbomb {
        variable = "speedbomb";
        displayName = "STR_Item_SpeedBomb";
        weight = 10;
        buyPrice = 100000;
        sellPrice = 90000;
        illegal = true;
        edible = -1;
        icon = "icons\ico_speedbomb.paa";
    };

You add this to Config_VItems.hpp and he's saying you need to add the icon to the folder that's all buddy

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On ‎18‎/‎06‎/‎2017 at 6:26 AM, TulparHAN said:

What can be done to bomb the bomb?

For example, if you drive 5 km, then the bomb is deactivated.

I didn't tested it, so I've no idea if this works or not, but you can try:

Spoiler
/*
     File: fn_speedBomb.sqf
     Author: Fuzz
     
     Description:
     Attaches a speed bomb to a vehicle.
*/
private["_unit","_distance","_oldPos","_traveledDistance"];
_unit = cursorTarget;
if(!license_civ_rebel) exitWith {hint "You need Rebel Training to use it."}; // OPTIONAL - If you want license to plant the bomb.
if((!(_unit isKindOf "LandVehicle"))&&(!(_unit getVariable ["restrained",false]))) exitWith {hint "You cannot add a speed bomb unit to this."};
if(player distance _unit > 7) exitWith {hint "You need to be within 7 feet!"};
if(!([false,"speedbomb",1] call life_fnc_handleInv)) exitWith {};
closeDialog 0;
 
life_action_inUse = true;
 
player playMove "AinvPknlMstpSnonWnonDnon_medic_1";
sleep 1.5;
waitUntil {animationState player != "ainvpknlmstpsnonwnondnon_medic_1"};
 
life_action_inUse = false;
if(player distance _unit > 7) exitWith {titleText["You are not in range!","PLAIN"];};
 
titleText["You have attached an armed speed bomb to this vehicle.","PLAIN"];
//life_experience = life_experience + 25;
 
[_unit] spawn
{
 _veh = _this select 0;
 waitUntil {(speed _veh) > 70}; // 70 - Speed for activate the bomb. You can change if you want ;)
 _distance = 0;
 _oldPos = position player;
 hint "A speed bomb you planted on a vehicle has just become active!";
 { [[2,"A speed bomb has been activated on this vehicle and will detonate when your speed drops below 50km/h!"],"life_fnc_broadcast",_x,false] spawn BIS_fnc_MP; } foreach (crew _veh);
 while {true} do {
  _traveledDistance = _oldPos distance position player;
  _distance = _distance + _traveledDistance;
  _oldPos = position player;
  if (_distance >= 5000) exitWith {
   { [[2,"You traveled more than 5KM! The bomb has been deactivated."],"life_fnc_broadcast",_x,false] spawn BIS_fnc_MP; } foreach (crew _veh);
   hint "The speed bomb you planted on a vehicle has DEACTIVATED! Its traveled more than 5KM.";
  };
 } 
 waitUntil {(speed _veh) < 50}; // 50 - Speed that the bomb will explode. You change it what you want. Don't forget to change the text above too.
 serv_killed = [player,"1090"];
 publicVariableServer "serv_killed";
 _test = "Bo_Mk82" createVehicle [0,0,9999];
 _test setPos (getPos _veh);
 _test setVelocity [100,0,0];
 hint "A speed bomb you planted on a vehicle has DETONATED!";
};

 

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1 hour ago, WitZ said:

@joew Where did you got the script from, who is Fuzz?

If you read the top, it is from thr altisliferpg cache and fuzz is the author of the script

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23 hours ago, Deadlesszombie said:

If you read the top, it is from thr altisliferpg cache and fuzz is the author of the script

I dont believe its from fuzz

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