Welcome to Altis Life RPG

Register now to gain access to all of our features.
Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more.


Note that you can now sign-in with your Steam account.


This message will be removed once you have signed in.

  • 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.
IceEagle132

[TUTORIAL] Cop / Medic barriers via menu 4.0+

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Difficulty: Easy

Publish by:  AlaskaVet

Source AltisLifeRPG.com cache

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Script: barrier menu for Cops / Medics AL4.0 +
Version: Altis Life 4.0+ (! 3.1.4.8 not compatible tested in 4.4r3)

Author: Maximum
~ Barrier menu for Cops / Medics
~ Expandable with additional barriers
~ Behalf of the barriers easily adaptable

instructions:
Open your Functions.hpp and inserts under the following

class Placeables {
file = "core\functions\placeables";
 class placeablesInit {};
 class medicPlaceablesInit {};
 class placeablesMenu {};
 class placeablesRemoveAll {};
 class placeablePlace {};
 class placeableCancel {};
 class placeablesPlaceComplete {};
};

Open your configuration.sqf (found in the core folder) and adds the following one

/*
**************************************
****** Placeables Variables *****
**************************************
*/
life_definePlaceables = //Array aller Absperrungen (Cop + Medic)
[
 "RoadCone_F",
 "RoadCone_L_F",
 "RoadBarrier_F",
 "RoadBarrier_small_F",
 "PlasticBarrier_03_orange_F",
 "Land_CncBarrier_stripes_F",
 "Land_PortableLight_single_F",
 "Land_PortableLight_double_F"
];
life_bar_limit = 100; //Maximale Anzahl Absperrungen pro Person

Open your fn_keyHandler.sqf (found in the folder core / functions) and replaces your case 57 , case 39 and case 211 (if available, otherwise reinsert) here by:

//Space key for Jumping
case 57: {
 if (!_shift && life_barrier_active) then {
 0 spawn life_fnc_placeablesPlaceComplete;
 };
 if (isNil "jumpActionTime") then {jumpActionTime = 0;};
 if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
 if (life_barrier_active) then { [true] call life_fnc_placeableCancel; };
 jumpActionTime = time; //Update the time.
 [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
 _handled = true;
 };
};
//Ö-Key
case 39: {
 if ({isNull(findDisplay 20000)} && {playerSide in [west,independent]}) then {
 0 spawn life_fnc_placeablesMenu;
 _handled = true;
 };
 _handled = true;
};
//ENTF-Key
case 211: {
 if ({playerSide in [west,independent]} && {(typeOf cursorTarget) in life_definePlaceables}) then {
 deleteVehicle cursorTarget;
 hintSilent "Die Absperrung wurde entfernt";
 };
};

Opens the files fn_initCop.sqf and fn_initMedic.sqf and inserts at the end of the following
fn_initCop.sqf:

[] spawn life_fnc_placeablesInit;

fn_initMedic.sqf:

[] spawn life_fnc_medicPlaceablesInit;

Open your MasterHandler.hpp (found in the dialog-folder) and adds its following

#include "placeables.hpp"

Creates a new file placeables.hpp in dialog-folder with the following content

class Life_Menu_Placeables {
 idd = 20000;
 name= "life_menu_placeables";
 movingEnable = false;
 enableSimulation = true;
 onLoad = "";

 class controlsBackground {
 class Life_RscTitleBackground: Life_RscText {
 colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
 idc = -1;
 x = 0.1;
 y = 0.2;
 w = 0.6;
 h = (1 / 25);
 };
 class MainBackground: Life_RscText {
 colorBackground[] = {0, 0, 0, 0.7};
 idc = -1;
 x = 0.1;
 y = 0.2 + (11 / 250);
 w = 0.6;
 h = 0.6 - (22 / 250);
 };
 };
 class controls {
 class Title : Life_RscTitle {
 colorBackground[] = {0, 0, 0, 0};
 idc = -1;
 text = "Available placeables";
 x = 0.1;
 y = 0.2;
 w = 0.6;
 h = (1 / 25);
 };
 class PlaceablesList : Life_RscListBox {
 idc = 20001;
 text = "";
 sizeEx = 0.035;
 x = 0.12;
 y = 0.26;
 w = 0.56;
 h = 0.370;
 };

 class CloseButtonKey : Life_RscButtonMenu {
 idc = -1;
 text = "$STR_Global_Close";
 onButtonClick = "closeDialog 0;";
 x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
 y = 0.8 - (1 / 25);
 w = (6.25 / 40);
 h = (1 / 25);
 };
 class RemoveAll : life_RscButtonMenu {
 idc = -1;
 text = "Remove all";
 onButtonClick = "[] call life_fnc_placeablesRemoveAll";
 x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
 y = 0.8 - (1 / 25);
 w = (6.25 / 40);
 h = (1 / 25);
 };
 class Place : Life_RscButtonMenu {
 idc = -1;
 text = "Place";
 colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
 onButtonClick = "[] spawn life_fnc_placeablePlace;";
 x = 0.32;
 y = 0.69;
 w = (6.25 / 40);
 h = (1 / 25);
 };
 };
};

Adds the "placeables" folder of the file attached to your functions-folder placeables.rar

Share this post


Link to post
Share on other sites

+1 for non killing placeables

 

and is it possible to add a function to turn the objects left/right? maybe with Q/E   in 15 degree steps or something?

Share this post


Link to post
Share on other sites
On 2/5/2017 at 9:39 AM, Duelist said:

How i place the barriers,

in the scroll menu isn´t any tab for that

Mfg

Duelist

Inside of your fn_keyHandler.sqf

Find the 

Quote
//Ö-Key
case 39: {
 if ({isNull(findDisplay 20000)} && {playerSide in [west,independent]}) then {
 0 spawn life_fnc_placeablesMenu;
 _handled = true;
 };
 _handled = true;
};

And change the 

Quote

case 39:

To whatever button you want it to be on. This is how you open the menu for it.

You can see all the case numbers with the keys it matches here: https://community.bistudio.com/wiki/DIK_KeyCodes#German_keyboard

Share this post


Link to post
Share on other sites
On 2/10/2017 at 9:38 AM, Fox059 said:

How can I set cop level

Exemple.

["Cone", "RoadCone_F", coplevel >2]

This is untested but try this?

 

ignore this, missed a part

Edited by ToxicRageTv
  • Like 1

Share this post


Link to post
Share on other sites
19 minutes ago, ToxicRageTv said:

This is untested but try this?

["Cone", ["life_coplevel", "SCALAR", 1]];

 

Thanks, but it did not work for me.

Share this post


Link to post
Share on other sites

Maybe?

{ "RoadCone_F", { "life_coplevel", "SCALAR", 1 } };

or

["RoadCone_F", { "life_coplevel", "SCALAR", 1 } ];

 

Share this post


Link to post
Share on other sites
life_barrier_active = false;
life_barrier_activeObj = ObjNull;
life_placeables =
[
	["Cone","RoadCone_F", { "life_coplevel", "SCALAR", 3 } ],
	["Cone With light","RoadCone_L_F"],
	["Wooden barrier","RoadBarrier_F"],
	["Wooden barrier with light","RoadBarrier_small_F"],
	["Orange plastic barrier","PlasticBarrier_03_orange_F"],
	["Concrete barrier","Land_CncBarrier_stripes_F"],
	["Portable light","Land_PortableLight_single_F"],
	["Portable Light (Double)","Land_PortableLight_double_F"]
];
life_bar_placey = [];

It did not work, maybe I'm wrong in the code. No errors in RPT

Share this post


Link to post
Share on other sites
2 minutes ago, Fox059 said:
life_barrier_active = false;
life_barrier_activeObj = ObjNull;
life_placeables =
[
	["Cone","RoadCone_F", { "life_coplevel", "SCALAR", 3 } ],
	["Cone With light","RoadCone_L_F"],
	["Wooden barrier","RoadBarrier_F"],
	["Wooden barrier with light","RoadBarrier_small_F"],
	["Orange plastic barrier","PlasticBarrier_03_orange_F"],
	["Concrete barrier","Land_CncBarrier_stripes_F"],
	["Portable light","Land_PortableLight_single_F"],
	["Portable Light (Double)","Land_PortableLight_double_F"]
];
life_bar_placey = [];

It did not work, maybe I'm wrong in the code. No errors in RPT

did you try the 

{ "RoadCone_F", { "life_coplevel", "SCALAR", 1 } };

Share this post


Link to post
Share on other sites

redo your configuration file and set it back to the original post and maybe try this in the keyHandler??

//Ö-Key
case 39: {
	if ((FETCH_CONST(life_coplevel) isEqualTo 1) || (FETCH_CONST(life_mediclevel) isEqualTo 1)) then {
 		if ({isNull(findDisplay 20000)} && {playerSide in [west,independent]}) then {
		 0 spawn life_fnc_placeablesMenu;
		 _handled = true;
	};
 };
 _handled = true;
};

 

Edited by ToxicRageTv

Share this post


Link to post
Share on other sites
15 minutes ago, ToxicRageTv said:

Or maybe try this in the keyHandler

//Ö-Key
case 39: {
	if ((FETCH_CONST(life_coplevel) isEqualTo 1) || (FETCH_CONST(life_mediclevel) isEqualTo 1)) then {
 		if ({isNull(findDisplay 20000)} && {playerSide in [west,independent]}) then {
		 0 spawn life_fnc_placeablesMenu;
		 _handled = true;
	};
 };
 _handled = true;
};

 

That way, it will prevent the smaller police officer from opening the menu, right?

I would just like to prevent the police level from creating certain objects

Share this post


Link to post
Share on other sites
2 minutes ago, Fox059 said:

That way, it will prevent the smaller police officer from opening the menu, right?

I would just like to prevent the police level from creating certain objects

yea, for now, thats the best i can offer. Someone els might know a better way

  • Like 1

Share this post


Link to post
Share on other sites
9 minutes ago, ToxicRageTv said:

yea, for now, thats the best i can offer. Someone els might know a better way

I'm happy with your help, thank you.

Share this post


Link to post
Share on other sites

The script doesn't work for me. I have make different for this working.

So know my menu is on the Y key and this work correctly.
But I can't remove one by one my object ?!

Have you an idee ? Can you help me ? Thx verry much :D

Share this post


Link to post
Share on other sites
3 hours ago, Cyril | NaγŁz™ said:

I don't understand how open the menu ?

You define the key as shown in the tutorial

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now