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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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JakeOnPcOnAlienWear

Looting dead body's

Hello all, So I got this mission from my friend that he was working on for altis. And got it all working and that good stuff, But for some reason when people die. Other people can come along and loot the dead bodies. I've looked into this and can not find a fix?

 

Just a thank you in advance if anyone helps with fix this.  <3 

 

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You have to simply supply us with more information

i could call best buy and tell them my phone doesn't work and hang up, expecting for them to help me thats what you are doing right now

provide us RPT logs, what scripts he has installed, what version of life you have, etc....

@JakeOnPcOnAlienWear

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It's probably just your master config, look in there and see what it says next to line 123 ish....should say: 

/*Death settings*/
drop_weapons_onDeath = false; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead

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39 minutes ago, JedINyte said:

It's probably just your master config, look in there and see what it says next to line 123 ish....should say: 

/*Death settings*/
drop_weapons_onDeath = false; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead

Do not see that weapons on death, Only these two things here.

 

restrict_clothingPickup = false; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles)
    restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles)

 

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1 minute ago, JedINyte said:

This is all i've got on mine 

Spoiler

#define true 1
#define false 0

/*
    Master settings for various features and functionality
*/
class Life_Settings {
    
    serverCommandPassword = "toxic";
    
/* Logging and Security Settings*/
    /* Security Settings */
    spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off

    /* Data Logging Settings */
    battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes.
    player_advancedLog = false; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log
    player_moneyLog = true; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log
    player_deathLog = false; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log

/* Database Related Settings */
    /* Player Data Saving */
    save_virtualItems = true; //Save Virtual items (all sides)?
    saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","phone", "panicButton", "bigMac", "mcDouble", "sixPeiceNugget", "tenPeiceNugget", "cheeseBuger", "doubleCheeseBurger", "fry", "hamburger", "mcChicken", "quarterPounder", "soda", "zipties", "defibrillator", "toolkit", "goldbar", "blastingcharge", "boltcutter", "oil_unprocessed", "oil_processed", "copper_unrefined", "copper_refined", "iron_unrefined", "iron_refined", "salt_unrefined", "salt_refined", "sand", "glass", "diamond_uncut", "diamond_cut", "rock", "cement", "heroin_unprocessed", "heroin_processed", "cannabis", "marijuana", "cocaine_unprocessed", "cocaine_processed", "steel_processed", "gunStock", "gunBarrel", "gunBody", "gunTrigger", "gunPin" }; //Array of virtual items that can be saved on your player.
    save_playerStats = true; //Save food, water and damage (all sides)?
    save_civilian_weapons = true; //Allow civilians to save weapons on them?
    save_civilian_position = true; //Save civilian location?
    save_civilian_position_restart = false; //Save civilian location only between restarts. After a server restart you'll have to spawn again.
    /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */
    save_civilian_positionStrict = false; //Strip the player if possible combat-log?  WARNING: Server crashes and lack of reliable syncing can trigger this.

    /* Vehicle Data Saving */
    save_vehicle_virtualItems = true; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --)
    save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","phone", "panicButton", "bigMac", "mcDouble", "sixPeiceNugget", "tenPeiceNugget", "cheeseBuger", "doubleCheeseBurger", "fry", "hamburger", "mcChicken", "quarterPounder", "soda", "zipties", "defibrillator", "toolkit", "goldbar", "blastingcharge", "boltcutter", "oil_unprocessed", "oil_processed", "copper_unrefined", "copper_refined", "iron_unrefined", "iron_refined", "salt_unrefined", "salt_refined", "sand", "glass", "diamond_uncut", "diamond_cut", "rock", "cement", "heroin_unprocessed", "heroin_processed", "cannabis", "marijuana", "cocaine_unprocessed", "cocaine_processed", "steel_processed", "gunStock", "gunBarrel", "gunBody", "gunTrigger", "gunPin" };
    save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database
    save_vehicle_fuel = false; //Save vehicle fuel level to the database (Impounded/Garaged).
    save_vehicle_damage = false; //Save vehicle damage to the database.
    save_vehicle_illegal = false; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled.


/* System Settings */
    /* ATM & Federal Reserve System Configurations */
    global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked).
    noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold.
    minimum_cops = 500; //Minimum cops required online to rob the Federal Reserve

    /* Basic System Configurations */
    donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization
    enable_fatigue = true; //Set to false to disable the ARMA 3 fatigue system.
    total_maxWeight = 24; //Static variable for the maximum weight allowed without having a backpack
    respawn_timer = 300; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds.

    /* Channel 7 News Station Configurations */
    news_broadcast_cost = 50000; //Cost for a player to send a news station broadcast.
    news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes)
    news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution.

    /* Clothing System Configurations */
    civ_skins = false; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg)
    cop_extendedSkins = false; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...)
    clothing_noTP = false;  //Disable clothing preview teleport? (true = no teleport. false = teleport)
    clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false)
    clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F" };

    /* Escape Menu Configuration */
    escapeMenu_timer = 10; //Time required to pass before you can click the abort button in the escape menu.
    escapeMenu_displayExtras = true; //Display the players UID & serverName specified below in the escape menu.
    escapeMenu_displayText = "Thanks For Playing!"; //Text displayed in the escape menu. Make it short.. around 20 characters.

    /* Fuel System Configurations */
    pump_service = false; //Allow users to use pump service on the map. Default = false
    fuel_cost = 80; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already).
    service_chopper = 1000; //Cost to service chopper at chopper service station(Repair/Refuel).
    fuelCan_refuel = 250; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...)

    /* Gang System Configurations */
    gang_price = 75000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs.
    gang_upgradeBase = 10000; //The base cost for purchasing additional slots in a gang
    gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE

    /* Housing System Configurations */
    house_limit = 5; //Maximum number of houses a player can own.
    houseGarage_buyPrice = 1000000;
    houseGarage_sellPrice = 350000;

    /* Hunting & Fishing System Configurations */
    animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch
    animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut

    /* Item-related Restrictions */
    restrict_medic_weapons = true; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher)
    restrict_clothingPickup = false; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles)
    restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles)
    restricted_uniforms[] = { "" };
    restricted_weapons[] = { "" };

    /* Jail System Configurations */
    jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items.
    jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below]
    sendtoJail_locations[] = { "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations.
    jail_forceWalk = false;

    /* Medical System Configurations */
    revive_cops = false; //true to enable cops the ability to revive everyone or false for only medics/ems.
    revive_fee = 2000; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount.
    hospital_heal_fee = 100; //Fee to heal at a hospital NPC

    /* Paycheck & Bank System Configurations */
    bank_cop = 30000; //Amount of cash in bank for new cops
    bank_civ = 30000; //Amount of cash in bank for new civillians
    bank_med = 30000; //Amount of cash in bank for new medics

    paycheck_cop = 2500; //Payment for cops
    paycheck_civ = 1500; //Payment for civillians
    paycheck_med = 3500; //Payment for medics

    paycheck_period = 5; //Scaled in minutes
    bank_transferTax = .05; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier

    /* Player Job System Configurations */
    delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10" };
    fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1

    /* Search & Seizure System Configurations */
    seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories
    seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players
    seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players
    seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players
    seize_minimum_rank = 2; //Required minimum CopLevel to be able to seize items from players

    /* Vehicle System Configurations */
    chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...)
    vehicle_infiniteRepair[] = {true, true, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east
    vehicleShop_rentalOnly[] = { "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session)
    vehicleShop_3D = true; //Add preview 3D inside Shop vehicle.       Default : False

    /* Vehicle Purchase Prices */
    vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier
    vehicle_purchase_multiplier_COP = .5; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier
    vehicle_purchase_multiplier_MEDIC = .75; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier
    vehicle_purchase_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support.

    /* Vehicle Rental Prices */
    vehicle_rental_multiplier_CIVILIAN = .80; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier
    vehicle_rental_multiplier_COP = .3; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier
    vehicle_rental_multiplier_MEDIC = .55; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier
    vehicle_rental_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support.

    /* Vehicle Sell Prices */
    vehicle_sell_multiplier_CIVILIAN = .5; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
    vehicle_sell_multiplier_COP = .5; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
    vehicle_sell_multiplier_MEDIC = .5; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
    vehicle_sell_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support.

    /* "Other" Vehicle Prices */
    vehicle_chopShop_multiplier = .25; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler!   Payout = Config_vehicle Price * multiplier
    vehicle_storage_fee_multiplier = .01; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier
    vehicle_cop_impound_multiplier = .1; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler!   Payout = Config_vehicle Price * multiplier
    
    /* Vehicle Insurance Prices */ 
    vehicle_insurance_multiplier_CIVILIAN = .25; //Civilian Vehicle Insurance Price = Vehicle Buy Price * multiplier 
    vehicle_insurance_multiplier_COP = .1; //Cop Vehicle Insurance Price = Vehicle Buy Price * multiplier 
    vehicle_insurance_multiplier_MEDIC = .1; //Medic Vehicle Insurance Price = Vehicle Buy Price * multiplier 
    vehicle_insurance_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support.

    /* Auction House Settings */
    ah_listing_limit = 5; //Amount of listings per player
    ah_auctioneers[] = { auchouse }; //Object var names of your auctioneers <--- make sure you make an npc and place name in this array
    ah_percent = 30; // Percentage of tax to pay when selling item.
    ah_time_to_expire = 7; //Time until the listing is expired. in days
    ah_time_to_delete = 3; //Time until the listing is deleted after expiration. in days    
    
    
    
    /* Wanted System Settings *
    /* crimes[] = {String, Bounty, Code} */
    crimes[] = {
        {"STR_Crime_187V","650","187V"},
        {"STR_Crime_187","2000","187"},
        {"STR_Crime_901","450","901"},
        {"STR_Crime_215","200","215"},
        {"STR_Crime_213","1000","213"},
        {"STR_Crime_211","100","211"},
        {"STR_Crime_207","350","207"},
        {"STR_Crime_207A","200","207A"},
        {"STR_Crime_390","1500","390"},
        {"STR_Crime_487","150","487"},
        {"STR_Crime_488","70","488"},
        {"STR_Crime_480","100","480"},
        {"STR_Crime_481","100","481"},
        {"STR_Crime_482","500","482"},
        {"STR_Crime_483","950","483"},
        {"STR_Crime_459","650","459"},
        {"STR_Crime_666","200","666"},
        {"STR_Crime_667","4500","667"},
        {"STR_Crime_668","1500","668"},
        {"STR_Crime_1","250","1"},
        {"STR_Crime_2","200","2"},
        {"STR_Crime_3","150","3"},
        {"STR_Crime_4","250","4"},
        {"STR_Crime_5","100","5"},
        {"STR_Crime_6","80","6"},
        {"STR_Crime_7","150","7"},
        {"STR_Crime_8","5000","8"},
        {"STR_Crime_9","5000","9"},
        {"STR_Crime_10","15000","10"},
        {"STR_Crime_11","10000","11"},
        {"STR_Crime_12","2500","12"},
        {"STR_Crime_13","1500","13"},
        {"STR_Crime_14","500","14"},
        {"STR_Crime_15","2500","15"},
        {"STR_Crime_16","1500","16"},
        {"STR_Crime_17","100","17"},
        {"STR_Crime_18","1500","18"},
        {"STR_Crime_19","2500","19"},
        {"STR_Crime_20","500","20"},
        {"STR_Crime_21","500","21"},
        {"STR_Crime_22","2000","22"},
        {"STR_Crime_23","5000","23"},
        {"STR_Crime_24","10000","24"},
        {"STR_Crime_25","20000","25"},
        {"STR_Crime_101","1","101"},
        {"STR_Crime_102","2","102"}
    };
    /* Bounty System Settings *
    /* bountys[] = {string, amount, code} */
    bountys[] = {
        {"STR_Bounty_5000", "5000", "1B"},
        {"STR_Bounty_10000", "10000", "2B"},
        {"STR_Bounty_15000", "15000", "3B"},
        {"STR_Bounty_20000", "20000", "4B"},
        {"STR_Bounty_25000", "25000", "5B"},
        {"STR_Bounty_30000", "30000", "6B"},
        {"STR_Bounty_35000", "35000", "7B"},
        {"STR_Bounty_40000", "40000", "8B"},
        {"STR_Bounty_45000", "45000", "9B"},
        {"STR_Bounty_50000", "50000", "10B"},
        {"STR_Bounty_55000", "55000", "11B"},
        {"STR_Bounty_60000", "60000", "12B"},
        {"STR_Bounty_65000", "65000", "13B"},
        {"STR_Bounty_70000", "70000", "14B"},
        {"STR_Bounty_75000", "75000", "15B"},
        {"STR_Bounty_80000", "80000", "16B"},
        {"STR_Bounty_85000", "85000", "17B"},
        {"STR_Bounty_90000", "90000", "18B"},
        {"STR_Bounty_95000", "95000", "19B"},
        {"STR_Bounty_100000", "100000", "20B"},
        {"STR_Bounty_200000", "200000", "21B"},
        {"STR_Bounty_300000", "300000", "22B"},
        {"STR_Bounty_400000", "400000", "23B"},
        {"STR_Bounty_500000", "500000", "24B"},
        {"STR_Bounty_1000000", "1000000", "25B"}
    };    
};

#include "Config_Clothing.hpp"
#include "Config_Licenses.hpp"
#include "Config_Vehicles.hpp"
#include "Config_vItems.hpp"
#include "Config_Weapons.hpp"
#include "Config_Gather.hpp"
#include "Config_SpawnPoints.hpp"
#include "Config_Process.hpp"
#include "Config_Housing.hpp"
#include "Config_Garages.hpp"
 

 

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Try adding the lines i posted in your master config, it should work, might have been removed or replaced with something else.

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Just now, Deadlesszombie said:

You can probably merge the two and add the drop_weapons_on_death, pretty sure I did it a while back

Let me give that a try then. Thanks for the help all :) 

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Okay fixed it. For some odd reason this line was commented out 

 

//Allow alive players who've been knocked out to be looted, just not the dead ones
if (_container isKindOf "Man" && !alive _container) exitWith {
    hint localize "STR_NOTF_NoLootingPerson";
    true;
};
 

 

Thanks for all the help everyone <3

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