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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.
TaskForceTactical

Giving Keys To A Vehicle That Spawns From Objectives

Hello i have made a robbable thing which gives you a vehicle upon the timer expiring i have tried adding this beneath the vehicle spawn part of the  script : 

        life_vehicles pushBack resVeh;
        [getPlayerUID player,playerSide,resVeh,1] remoteExecCall ["TON_fnc_keyManagement",2];

but that does not appear to work either i am lost right now cant figure out why this doesnt work if anyone could help me fix this that would be great 

Thanks -Brandon

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Trust me, if as I said, if you follow the key management for this
 

 

It can be done.

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_vehicle = vehicle player; WaitUntil {! IsNil "_vehicle"};_vehicle allowDamage false;_vehicle allowDamage true;[_vehicle] call life_fnc_clearVehicleAmmo;[_vehicle, "trunk_in_use", false, true] remoteExec ["TON_fnc_setObjVar", 2];[_vehicle, "vehicle_info_owners", [[getPlayerUID player, profileName]], true] remoteExec ["TON_fnc_setObjVar", 2];_vehicle disableTIEquipment true;Life_vehicles pushBack _vehicle;[GetPlayerUID player, playerSide, _vehicle, 1] remoteExec ["TON_fnc_keyManagement", 2];[(GetPlayerUID player), playerSide, _vehicle, 0] remoteExec ["TON_fnc_vehicleCreate", 2];
[0] call SOCK_fnc_updatePartial;


im sure this can be a good start for you, change _vehicle to your vehicle obviously

 

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Thanks everyone for the help trying it now, Also pril i have tried everything with your given command and i just havnt been able to see whats wrong with it

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49 minutes ago, TaskForceTactical said:

Thanks everyone for the help trying it now, Also pril i have tried everything with your given command and i just havnt been able to see whats wrong with it

it should work, whenever i spawn in a vehicle with infistar and run that, it adds it to my garage, gives me trunk access, as well as gives me keys haha. was also working for cars that were spawned via a loot-box system i have working on my server

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ok just tested and it doesnt work i dont know what im doing wrong here my script : 

#include "../../script_macros.hpp"
/*
    Author: GetSomePanda / Panda
    SteamID: 76561198145366418
    File Name: fn_handleBlastingCharge.sqf
    Information: Nothing really special, just handles the fed explosion over the server so if the client who place the charge logs out it still blows up.
*/
private ["_bomb","_time","_vehiclearray","_marker","_dir"];
_time = time + (1 * 30);
waitUntil{(round(_time - time) < 1)};
sleep 0.9;
if (!(fed_bank2 getVariable["chargeplaced",false])) exitWith {};
_bomb = "Bo_GBU12_LGB_MI10" createVehicle [getPosATL fed_bank2 select 0, getPosATL fed_bank2 select 1, (getPosATL fed_bank2 select 2)+0.5];
fed_bank2 setVariable ["chargeplaced",false,true];
fed_bank2 setVariable ["safe_open",true,true];
fed_bank2 setVariable ["locked",false,true];


_marker = getMarkerPos "reserve_air_1";
_dir = markerDir "reserve_air_1";

_vehiclearray = [
            "B_Heli_Light_01_F",
            "B_Heli_Transport_01_F",
            "B_Heli_Light_01_armed_F",
            "CUP_B_UH1Y_GUNSHIP_USMC",
			"CUP_B_AH1Z_USMC",
			"CUP_B_AV8B_AGM_USMC"
        ];


        resVeh = (_vehiclearray call BIS_fnc_selectRandom) createVehicle _marker;
        resVeh setDir _dir;
        resVeh setPos _marker;
        resVeh setVectorUp (surfaceNormal _marker);
        resVeh = vehicle player; WaitUntil {! IsNil "resVeh"};resVeh allowDamage false;resVeh allowDamage true;[resVeh, "trunk_in_use", false, true] remoteExec ["TON_fnc_setObjVar", 2];[resVeh, "vehicle_info_owners", [[getPlayerUID player, profileName]], true] remoteExec ["TON_fnc_setObjVar", 2];resVeh disableTIEquipment true;Life_vehicles pushBack resVeh;[GetPlayerUID player, playerSide, resVeh, 1] remoteExec ["TON_fnc_keyManagement", 2];[(GetPlayerUID player), playerSide, resVeh, 0] remoteExec ["TON_fnc_vehicleCreate", 2];

        clearWeaponCargoGlobal resVeh;
        clearMagazineCargoGlobal resVeh;
        clearItemCargoGlobal resVeh;
        clearBackpackCargoGlobal resVeh;

 

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createVehicle _marker;

I believe you mean to spawn the actual vehicle?

 

Also, you could just skip the vehicle player part and make it simply your vehicle instead of waiting until the player is inside the vehicle. Have the keys and stuff be given the moment the vehicle is created

 

In your code I don't believe you are creating your vehicle at all! Also, if I'm not mistaken this code runs over the server not the player as per the top description!!

 

A fix could be making your own script and running it when the blasting charge is placed

Edited by Deadlesszombie

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13 minutes ago, TaskForceTactical said:

yeh it works fine but just doesnt give keys vehicle spawns etc but my issue is being resolved by someone thank you for your help! :)

The issue is that the script is ran off the server, not off a player, so "player" won't work, you will need to make the script in another file that it runs for a player

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Hey, so extremely delayed update but i got it to give keys using this > 

Spoiler
#include "../../script_macros.hpp"
/*
    Author: GetSomePanda / Panda
    SteamID: 76561198145366418
    File Name: fn_handleBlastingCharge.sqf
    Information: Nothing really special, just handles the fed explosion over the server so if the client who place the charge logs out it still blows up.
*/
private ["_bomb","_time","_vehiclearray","_marker","_dir","_weaponsarray","_vehicle","_resVeh"];
_time = time + (1 * 30);
waitUntil{(round(_time - time) < 1)};
sleep 0.9;
if (!(fed_bank1 getVariable["chargeplaced",false])) exitWith {};
fed_bank1 setVariable ["chargeplaced",false,true];
fed_bank1 setVariable ["safe_open",true,true];
fed_bank1 setVariable ["locked",false,true];


_marker = getMarkerPos "reserve_car_1";
_dir = markerDir "reserve_car_1";

_weaponsarray = [
                "CUP_arifle_Mk16_CQC",
                "CUP_arifle_XM8_Carbine_FG",
                "CUP_arifle_FNFAL"
                ];

_vehiclearray = [
                "B_T_MBT_01_TUSK_F",
                "B_MRAP_01_hmg_F",
                "B_LSV_01_armed_F",
                "O_Truck_02_box_F",
				"B_MRAP_01_F"
                ];

        _resVeh = (_vehiclearray call BIS_fnc_selectRandom) createVehicle _marker;
        _resVeh setDir _dir;
        _resVeh setPos _marker;
        _resVeh setVectorUp (surfaceNormal _marker);
        life_vehicles pushBack _resVeh;

        [getPlayerUID player,playerSide,_resVeh,1] remoteExecCall ["TON_fnc_keyManagement",2];

        clearWeaponCargoGlobal resVeh;
        clearMagazineCargoGlobal resVeh;
        clearItemCargoGlobal resVeh;
        clearBackpackCargoGlobal resVeh;

 

but it does not give the player ownership and he cannot store it in garage so i tried this to no avail >

Spoiler
#include "../../script_macros.hpp"
/*
    Author: GetSomePanda / Panda
    SteamID: 76561198145366418
    File Name: fn_handleBlastingCharge.sqf
    Information: Nothing really special, just handles the fed explosion over the server so if the client who place the charge logs out it still blows up.
*/
private ["_bomb","_time","_vehiclearray","_marker","_dir","_weaponsarray","_vehicle","_resVeh"];
_time = time + (1 * 30);
waitUntil{(round(_time - time) < 1)};
sleep 0.9;
if (!(fed_bank1 getVariable["chargeplaced",false])) exitWith {};
fed_bank1 setVariable ["chargeplaced",false,true];
fed_bank1 setVariable ["safe_open",true,true];
fed_bank1 setVariable ["locked",false,true];


_marker = getMarkerPos "reserve_car_1";
_dir = markerDir "reserve_car_1";

_weaponsarray = [
                "CUP_arifle_Mk16_CQC",
                "CUP_arifle_XM8_Carbine_FG",
                "CUP_arifle_FNFAL"
                ];

_vehiclearray = [
                "B_T_MBT_01_TUSK_F",
                "B_MRAP_01_hmg_F",
                "B_LSV_01_armed_F",
                "O_Truck_02_box_F",
				"B_MRAP_01_F"
                ];

        _resVeh = (_vehiclearray call BIS_fnc_selectRandom) createVehicle _marker;
        _resVeh setDir _dir;
        _resVeh setPos _marker;
        _resVeh setVectorUp (surfaceNormal _marker);
        life_vehicles pushBack _resVeh;

        [getPlayerUID player,playerSide,_resVeh,1] remoteExecCall ["TON_fnc_keyManagement",2];
        [_resVeh, "vehicle_info_owners", [[getPlayerUID player, profileName]], true] remoteExec ["TON_fnc_setObjVar", 2];

        clearWeaponCargoGlobal resVeh;
        clearMagazineCargoGlobal resVeh;
        clearItemCargoGlobal resVeh;
        clearBackpackCargoGlobal resVeh;

 

 

any ideas on why it wont work?

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Because this script is executed by the server, and not the client. The keyword "player" always returns the unit controlled by the machine executing the script.
This, therefore, works locally since the server and player are the same.

You have many options for deciding how to handle this issue, for example, you could attach an event handler to the vehicle and then give keys and ownership to the first person to open it, or to the nearest person to a certain location when the timer reaches 0... it's really up to you, but we'll need more information on how you want this to work in order to help you further...

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Replace 

[getPlayerUID player,playerSide,_resVeh,1] remoteExecCall ["TON_fnc_keyManagement",2];
[_resVeh, "vehicle_info_owners", [[getPlayerUID player, profileName]], true] remoteExec ["TON_fnc_setObjVar", 2];

With something like this:

_resVeh addEventHandler ["GetIn", {
	[getPlayerUID (_this select 2),side (_this select 2),_this select 0,1] remoteExecCall ["TON_fnc_keyManagement",2];
	[_this select 0, "vehicle_info_owners", [[getPlayerUID (_this select 2), name (_this select 2)]], true] remoteExec ["TON_fnc_setObjVar", 2];
	(_this select 0) removeAllEventHandlers "GetIn";
}];

And that should work fine... (Hopefully, not too sure about the "name (_this select 2)" part...

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doesnt spawn the vehicle at all heres the script :| 

Spoiler
#include "../../script_macros.hpp"
/*
    Author: TaskForceTactical
    File Name: fn_handleBlastingChargeAir.sqf
    Information: Nothing really special, just handles the fed explosion over the server so if the client who place the charge logs out it still blows up.
*/
private ["_time","_vehiclearray","_marker","_dir","_weaponsarray","_resVeh"];
_time = time + (1 * 30);
waitUntil{(round(_time - time) < 1)};
sleep 0.9;
if (!(fed_bank1 getVariable["chargeplaced",false])) exitWith {};
fed_bank1 setVariable ["chargeplaced",false,true];
fed_bank1 setVariable ["safe_open",true,true];
fed_bank1 setVariable ["locked",false,true];


_marker = getMarkerPos "reserve_car_1";
_dir = markerDir "reserve_car_1";

_weaponsarray = [
                "CUP_arifle_Mk16_CQC",
                "CUP_arifle_XM8_Carbine_FG",
                "CUP_arifle_FNFAL"
                ];

_vehiclearray = [
                "B_T_MBT_01_TUSK_F",
                "B_MRAP_01_hmg_F",
                "B_LSV_01_armed_F",
                "O_Truck_02_box_F",
				"B_MRAP_01_F"
                ];

        _resVeh = (_vehiclearray call BIS_fnc_selectRandom) createVehicle _marker;
        _resVeh setDir _dir;
        _resVeh setPos _marker;
        _resVeh setVectorUp (surfaceNormal _marker);

        life_vehicles pushBack _resVeh;

_resVeh addEventHandler ["GetIn", {
	[getPlayerUID (_this select 2),side (_this select 2),_this select 0,1] remoteExecCall ["TON_fnc_keyManagement",2];
	[_this select 0, "vehicle_info_owners", [[getPlayerUID (_this select 2), name (_this select 2)]], true] remoteExec ["TON_fnc_setObjVar", 2];
	(_this select 0) removeAllEventHandlers "GetIn";
}];

        clearWeaponCargoGlobal resVeh;
        clearMagazineCargoGlobal resVeh;
        clearItemCargoGlobal resVeh;
        clearBackpackCargoGlobal resVeh;

 

 

(Weapons array has not effect but i just left it in for reference on my next script)

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35 minutes ago, TaskForceTactical said:

Ahh ok it spawns but i dont get keys 

Anything in the server.rpt from when you get into the vehicle?

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not from what i saw but it says i own the vehicle and when a cop impounds it, it says "B Bailey your prowler is being impounded by the police" but it doesnt go into garage 

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this is the entire script >>> 

Spoiler
#include "../../script_macros.hpp"
/*
    Author: TaskForceTactical
    File Name: fn_handleBlastingChargeAir.sqf
    Information: Nothing really special, just handles the fed explosion over the server so if the client who place the charge logs out it still blows up.
*/
private ["_bomb","_time","_vehiclearray","_marker","_dir","_weaponsarray","_vehicle","_resAir"];
_time = time + (1 * 5);
waitUntil{(round(_time - time) < 1)};
sleep 0.9;
if (!(fed_bank2 getVariable["chargeplaced",false])) exitWith {};
fed_bank2 setVariable ["chargeplaced",false,true];
fed_bank2 setVariable ["safe_open",true,true];
fed_bank2 setVariable ["locked",false,true];


_marker = getMarkerPos "reserve_air_1";
_dir = markerDir "reserve_air_1";

_weaponsarray = [
                "CUP_arifle_Mk16_CQC",
                "CUP_arifle_XM8_Carbine_FG",
                "CUP_arifle_FNFAL"
                ];

_vehiclearray = [
                "B_T_MBT_01_TUSK_F",
                "B_MRAP_01_hmg_F",
                "B_LSV_01_armed_F",
                "O_Truck_02_box_F",
				"B_MRAP_01_F"
                ];

        _resAir = (_vehiclearray call BIS_fnc_selectRandom) createVehicle _marker;
        _resAir setDir _dir;
        _resAir setPos _marker;
        _resAir setVectorUp (surfaceNormal _marker);
        life_vehicles pushBack _resAir;

_resAir addEventHandler ["GetIn", {
	[getPlayerUID (_this select 2),side (_this select 2),_this select 0,1] remoteExecCall ["TON_fnc_keyManagement",2];
	[_this select 0, "vehicle_info_owners", [[getPlayerUID (_this select 2), name (_this select 2)]], true] remoteExec ["TON_fnc_setObjVar", 2];
	(_this select 0) removeAllEventHandlers "GetIn";
}];

        clearWeaponCargoGlobal resAir;
        clearMagazineCargoGlobal resAir;
        clearItemCargoGlobal resAir;
        clearBackpackCargoGlobal resAir;

 

 

 

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