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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.
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Pril-

Creating Truck Missions

This tutorial was written using the default dp missions of the Framework. This version works on 5.0, but it would work on any version of the framework.

 

This tutorial is about creating delivery truck missions, instead of packages. You can add both, just create a new file with the same file structure of the edited file.

I was asked to make it so the player receives keys, but cant store it etc. 

 

First things first. Goto the editor, and place an empty marker down where your "Get Delivery Mission" NPC is. Make sure its not to close else the vehicle may spawn, and kill the player. 

Call the marker >> truck_mission_spawn1 (I names mine this as I have multiple. Save the mission, and lets start adding the code structure.

 

Open the file: core/actions/fn_getDPMission.sqf

In the private var, add 

private ["_marker","_trucksArr","_dir","_vehMark"];

(If you do not wish to enable vehicle markers locally for the player getting the mission. Do not add _vehMark.

 

Underneath _target = param, add the following

_trucksArr = [
                "B_Truck_01_mover_F",
                "B_G_Van_01_transport_F",
                "B_T_Truck_01_covered_F",
                "B_Truck_01_fuel_F",
                "O_Truck_02_transport_F",
                "O_Truck_02_box_F",
                "O_Truck_03_covered_F",
                "O_T_Truck_03_repair_ghex_F"
             ];

Change the class names to the trucks you wish to use. Head over to Bohemia's website and find your own if you want to change them, or add more... Underneath that, add the following

_marker = getMarkerPos "truck_mission_spawn1";
_dir = markerDir "truck_mission_spawn1";

Underneath } else { _dp = LIFE_SETTINGS .. add the following.

hint "You have received keys for this vehicle, but you cannot store the vehicle. \n\nAny attempt to do so, will automatically be reported to the admins.";
    dpTruck = (_trucksArr call BIS_fnc_selectRandom) createVehicle _marker;    
    dpTruck setDir _dir;
    dpTruck setPos _marker;
    dpTruck setVectorUp (surfaceNormal _marker);
    dpTruck disableTIEquipment true;
    life_vehicles pushBack dpTruck;

 

Now lets make it so cops cant impound it, you cannot chop it, and lets also create the vehicle markers (incase you have lost the truck some how.)

 

Underneath the above, add the following. (This sets the vehicles var so it can't be impounded etc, we're also going to give the player some keys for the vehicle.) 

dpTruck setVariable["NPC",true];
    [getPlayerUID player,playerSide,dpTruck,1] remoteExecCall ["TON_fnc_keyManagement",2];

 

And now we clear the vehicles inventorys, just incase Arma adds shit to them.

clearWeaponCargoGlobal dpTruck;
     clearMagazineCargoGlobal dpTruck;
     clearItemCargoGlobal dpTruck;
     clearBackpackCargoGlobal dpTruck;

 

Now underneath that, if you want to enable players to choose weather or not they want vehicle markers. Add the following.

 

_result = ["Would you like to turn on Vehicle Marker for this vehicle?", "Truck Mission Markers", "Yes", "No"] call BIS_fnc_guiMessage;
    if(_result) then {
    _vehMark = createMarkerLocal ["dTruckMark",dpTruck];
    _vehMark setMarkerColorLocal "ColorGreen";
    _vehMark setMarkerTypeLocal "mil_dot";
    _vehMark setMarkerTextLocal "Delivery Truck Location";
    _vehMark setMarkerAlphaLocal 0.95;
    };

 

Now, we need to be able to check weather or not the player has blown up the vehicle, or destroyed it somehow. So go down to line (roughly 90) and add the following

 

[] spawn {
    waitUntil {!life_delivery_in_progress || !canMove dpTruck};
    if (!canMove dpTruck) then {
        life_cur_task setTaskState "Failed";
        player removeSimpleTask life_cur_task;
        ["DeliveryFailed", ["The truck was destoryed! Mission failed!"]] call BIS_fnc_showNotification; //Localize it if you want.
        life_delivery_in_progress = false;
        life_dp_point = nil;
    };
};

 And directly underneath that, add the while true do so the marker is persistent with the vehicle (when it moves, the marker moves also)

 

while { true } do {
   "dTruckMark" setMarkerPosLocal (getPos dpTruck);
    sleep 1;
};

 

Now save that file, and open up core/actions/fn_dpFinish.sqf

 

Add these two lines, above CASH = CASH ...

 

deleteVehicle dpTruck;
deleteMarkerLocal "dTruckMark";

 

If you dont want players to be able to chop the vehicle, save the above file, and open up core/shops/fn_chopShopSell.sqf 

add the following right underneath if(isNull _vehicle)

 

if (_vehicle isEqualTo dpTruck) exitWith {titleText["You are not allowed to chop this vehicle.","PLAIN"];

 

The Variable we set to the dpTruck is called via a lot of other scripts, such as the impoundAction. So we are just setting a variable to the dpTruck that has already been created. Basically, it doesn't let cops impound it because its variable is NPC.

 

I think that's all the editing that needs to be done. Be sure to change the stringtable text from "deliver this package" to "deliver this truck".. or you can leave it, up to you. If you have any issues, hmu. Ill try and help providing you followed this thread properly, you should have no issues.

Edited by Pril-
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5 hours ago, XoTTaBbI4 said:

How to make a truck can be taken on all dp missions?

Umm what?

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Don't post a script and then be an asshole when someone asks for help on your OWN script.

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5 hours ago, Prophet said:

Don't post a script and then be an asshole when someone asks for help on your OWN script.

Then again why do people bother coding if they don't know what they are doing?

 

Anywho,

@Pril- Thank you pril for your contributions on the website!

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10 hours ago, Prophet said:

Don't post a script and then be an asshole when someone asks for help on your OWN script.

I released something.. If someone chooses to use it thats fine, but if they want stuff added. Im not going to do it for them, i will guide them if they start but not going to spoon feed them!

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11 hours ago, Pril- said:

Im not going to spoon feed you! 

I just asked if I could add truck_mission to every mission.

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5 hours ago, XoTTaBbI4 said:

I just asked if I could add truck_mission to every mission.

Its a whole new process to do, but yes its possible. Im not in the position to make it though. Ill provide support if you decide to attempt it!

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20 hours ago, Prophet said:

Don't post a script and then be an asshole when someone asks for help on your OWN script.

Him choosing not to tell someone to do something simple is being a dick? He was nice enough to release this script and he can take it down just as easily.

If anything he is helping him learn.

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On 9/2/2017 at 2:59 PM, [IL] KingCrazyHunter said:

Him choosing not to tell someone to do something simple is being a dick? He was nice enough to release this script and he can take it down just as easily.

If anything he is helping him learn.

I understand that but the way he said it he could've worded it more nicely, he just seemed to straight up not help at all. He may not be as experienced as you or I.

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So you have it to only spawn at one place, and so someone can get the mission else were but the truck will only spawn at that one spot. Why don't you just make it spawn near that NPC?

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On 9/13/2017 at 6:41 PM, GraveYard said:

So you have it to only spawn at one place, and so someone can get the mission else were but the truck will only spawn at that one spot. Why don't you just make it spawn near that NPC?

Why don't you do it yourself?

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