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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.
Pasta_Bake

help
Housing Questions & Help

Hey everyone,

I have a question so I'm looking at the housing stuff in the files and I have made it so Players can by modded homes around the map I have a question we can't unlock the house from outside and most doors won't open when pressing U next to them but the unbought version of the house is fully enterable?

I'm thinking that it is something to do with these numbers at the end of the code maybe they mean the number of doors in the House? I'm just guessing at this point but the location is core\housing\gethousinglocations.sqf  I have put the file below if someone could explain what these numbers mean it would be greatly apprenticed.

/*
    File: fn_getBuildingPositions.sqf
    Author: Bryan "Tonic" Boardwine

    Description:
    Retrieves all 3D-world positions in a building and also restricts
    certain positions due to window positioning.
*/
private["_building","_arr","_restricted","_exitLoop","_i"];
_building = _this select 0;
_arr = [];

_restricted = switch (typeOf _building) do {
case "Land_Ranch_DED_Ranch_01_F": {[0,1,2,3,4,5]};
case "Land_Ranch_DED_Ranch_02_F": {[0,1,2,3,4,5]};
case "Land_HouseA": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseB": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseC1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseC_R": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseA1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseB1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseDoubleAL": {[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]};
default {[]};
};

_i = 0;
_exitLoop = false; //Loops are not fun.
for "_i" from 0 to 1 step 0 do {
    if (!(_i in _restricted)) then {
    _pos = _building buildingPos _i;
    if (_pos isEqualTo [0,0,0]) exitWith {_exitLoop = true;};
    _arr pushBack _pos;
    };
    if (_exitLoop) exitWith {};
    _i = _i + 1;
};

_arr;

 

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The housing script will not work with any buildings placed on the map via the editor. 

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18 minutes ago, Wackbatt said:

The housing script will not work with any buildings placed on the map via the editor. 

These Houses are placed on the map, not via editor I got everything else to work bit the issues listed above in the original post.

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Some housing mods do not have the required door configs (I guess thats what they are called /shrug) for them to work properly with the housing script. Nothing you can do about that. Which mod in particular are you having issues with?

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It's the Houses in this config I would like to know what the numbers mean when you insert the class name is it counting doors? (These houses are placed most maps by the author of the map that are on modded Life servers of some sort) It's just getting them to be able to open them from the outside and open doors when its bought. But when it's not bought at all all the doors work.

case "Land_Ranch_DED_Ranch_01_F": {[0,1,2,3,4,5]};
case "Land_Ranch_DED_Ranch_02_F": {[0,1,2,3,4,5]};
case "Land_HouseA": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseB": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseC1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseC_R": {[0,1,2,3,4,5,6,7,8]};
case "Land_HouseA1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseB1_L": {[0,1,2,3,4,5,6,7,8,9]};
case "Land_HouseDoubleAL": {[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]};
default {[]};

It's just the numbers I need to know what's the purpose then I could maybe work out the rest on my knowledge. I got most of the housing script to work on my own. just this issues is killing me but I understand what you are saying about the door configs. but would that not make it so they are not able to open at all even if a player does not own them?

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have you added the house class names in fn_houseConfig.sqf?

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Yes just to double check

/*
    File: fn_houseConfig.sqf
    Author: Bryan "Tonic" Boardwine

    Description:
    Master config file for buyable houses?
*/
private["_house"];
_house = [_this,0,"",[""]] call BIS_fnc_param;
if (_house isEqualTo "") exitWith {[]};

/*
    Return Format:
    [price,# of containers allowed]
*/
switch (true) do {
    case (_house in ["Land_Ranch_DED_Ranch_01_F","Land_Ranch_DED_Ranch_02_F"]): {[1550000,2]};
    case (_house in ["Land_HouseA","Land_HouseB"]): {[1550000,2]};
    case (_house in ["Land_HouseC_R","Land_HouseC1_L"]): {[1550000,2]};
    case (_house in ["Land_HouseA1_L","Land_HouseB1_L"]): {[1550000,2]};
    case (_house in ["Land_HouseDoubleAL"]): {[1550000,2]};
    default {[]};
};

That's the whole file but I hope I have added them right :/

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These houses you are trying to use, is that the house the Australien guy made? 

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