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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.
[IL] KingCrazyHunter

[TUTORIAL] Teargas (Fixed)

52 posts in this topic
1 hour ago, Hyper4u.'<3 said:

weird coz it worked for me :)

Considering you never use it, and the engine doesn't magically understand the variable name's meaning, that's not possible

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21 hours ago, BoGuu said:

Considering you never use it, and the engine doesn't magically understand the variable name's meaning, that's not possible

obv it did work for me tho :)

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On 3/31/2017 at 5:02 PM, suicidsasquatch said:

still spawn in with a blurry screen also how do you make it to where you have a blurry screen while you're in the tear gas? the screen moves just no blur

 

"dynamicBlur" ppEffectAdjust [20]; // intensity of blur 

Below 

"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 0.6, 1.8, 0.7],  [0.199, 0.587, 0.114, 0.0]]; 

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6 hours ago, Hyper4u.'<3 said:

obv it did work for me tho :)

 

Then you've done something that isn't in the OP, or you're just very silly ;)

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Yay! Great Script and thank you for posting it. I do have one question though. How would I write it if say I, wanted to add another item attached to the script. What would be between "SmokeShellOrange" and "1Rnd_SmokeOrange_Grenade_shell" to say either can work. For example,                                                                                                                                                                                                                           waituntil{
    ((nearestObject [getpos player, "SmokeShellOrange", "1Rnd_SmokeOrange_Grenade_shell"]) distance player < 10)
    and
    (getpos (nearestObject [getpos player, "SmokeShellOrange", "1Rnd_SmokeOrange_Grenade_shell"]) select 2 < 0.5)
    };    

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I tried to use it on the 5.0 version and it doesn´t work well. When I´m Joining the screen is Blurry and the Classname for the Helmet is also wrong because i cant use/see it in my shops.

( And yes, I followed the Tutorial 1:1 )

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45 minutes ago, BitDr0p_ said:

I tried to use it on the 5.0 version and it doesn´t work well. When I´m Joining the screen is Blurry and the Classname for the Helmet is also wrong because i cant use/see it in my shops.

( And yes, I followed the Tutorial 1:1 )

currently bugged for 5.0 after the x64 bit update

working on a fix

  • Like 1

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got it working on 4.4r4, if you want a gas mask need to either put in a facewear item as gas mask or changed the coding to helmet, also doing what @immortalchaos does fix the blur screen upon logging in

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Fixed the script + added smoke for people who use GL

Let me know if there are any bugs/issues

Edited by [IL] KingCrazyHunter

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even after fix still not working for me, i think its around step #3, im using a fresh version of 4.4R4 and nothing can someone post an example of what this should look like?
 

Edited by House.M

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On 5/25/2017 at 2:02 AM, House.M said:

even after fix still not working for me, i think its around step #3, im using a fresh version of 4.4R4 and nothing can someone post an example of what this should look like?
 

It works fine for me on 4.4

2 hours ago, Wilder said:

Nothing happens when walking through smoke , did all fixes in comment still.

There are no fixes in comments to do everything is in the tutorial that you need to do

  • Like 1

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2 hours ago, [IL] KingCrazyHunter said:

It works fine for me on 4.4

There are no fixes in comments to do everything is in the tutorial that you need to do

Tried again , Not working , I walk into it and nothing happens.

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35 minutes ago, House.M said:

i tried on a raw unedited file and nothing. I'll keep playing with it and figure something out

 

Same here

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Fixed this once again, aparently I cannot use this as a function had to use it as a script, fully tested on 5.0 and works, leave me alone now...

  • Like 2

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On 6/6/2017 at 3:53 PM, [IL] KingCrazyHunter said:

Fixed this once again, aparently I cannot use this as a function had to use it as a script, fully tested on 5.0 and works, leave me alone now...

Yes, it works a described! Just did it, took all of 5 minutes. The OP is updated to work on v5.0. Thank you for this funny script!

Edited by one
  • Like 1

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hello ,

i have just one question it's possible to change headgear to googles in the script because when i change it doesn t work ..

thanks for your futur reply

 

(sorry for my anglish i tried without translator i m french ;-)

 

 

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On 8/13/2017 at 5:35 AM, Grinder Clipper said:

hello ,

i have just one question it's possible to change headgear to googles in the script because when i change it doesn t work ..

thanks for your futur reply

 

(sorry for my anglish i tried without translator i m french ;-)

 

 

Its a bit late for a response but in case you or anyone else is wondering you would change this 

        if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit
        if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit

to this:

        if (goggles player != "Your goggles here") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "your goggles here") then {antidote1 = 2581}; // Player carries the Gas Suit

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On 1/9/2018 at 6:50 AM, TwisT said:

Its a bit late for a response but in case you or anyone else is wondering you would change this 

        if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit
        if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit

to this:

        if (goggles player != "Your goggles here") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "your goggles here") then {antidote1 = 2581}; // Player carries the Gas Suit

not really needed for people with chromosomes

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Hi, für mich funktioniert es nicht.
Ich bin in 4.4r3
Hier ist der interessante Teil des Codes.

playerNearGas=false;

[] spawn {
    while {true} do
    {

        if
        (
        (((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 20))
        or
        (((nearestObject [getpos player, "G_40mm_SmokeYellow"]) distance player < 15))
        ) then
        {
        playerNearGas=true;
        }
        else
        {
        playerNearGas=false;
        };

    uiSleep 3;
    };
};

[] spawn {
    while {true} do
    {

         "dynamicBlur" ppEffectEnable true; // enables ppeffect
         "dynamicBlur" ppEffectAdjust [0]; // enables normal vision
         "dynamicBlur" ppEffectCommit 15; // time it takes to normal
         resetCamShake; // resets the shake
         20 fadeSound 1; //fades the sound back to normal

        waituntil {playerNearGas}; // Wait till a Gas Grenade is near player


        
       
		if (goggles player != "Mask_M40_OD") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "Mask_M40_OD") then {antidote1 = 2581}; // Player carries the Gas Suit
		if (goggles player != "Mask_M50") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "Mask_M50") then {antidote1 = 2581}; // Player carries the Gas Suit
		if (goggles player != "TAC_SF10") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "TAC_SF10") then {antidote1 = 2581}; // Player carries the Gas Suit

        if (antidote1 == 2583) then {
         "dynamicBlur" ppEffectEnable true; // enables ppeffect
         "dynamicBlur" ppEffectAdjust [20]; // intensity of blur
         "dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred
         enableCamShake false; // enables camera shake
         addCamShake [10, 45, 10]; // sets shakevalues
         player setFatigue 1; // sets the fatigue to 100%
         5 fadeSound 0.1; // fades the sound to 10% in 5 seconds
        };

    uiSleep 1;
    };
};

 

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