Whitey01 13 Posted February 15, 2023 Hello friends. It is possible to build workbench, fire and safes outside of a territory. I would now like to be able to build a mobile generator outside of territories for a recipe. Is there a way to add the Exile_Item_PortableGeneratorKit to the existing items? LG Whitey Share this post Link to post Share on other sites
El' Rabito 164 Posted February 18, 2023 Requires a mod and knowledge about the exile config setup for constructions or script changes. Not easily done for beginners ^^ Part of it as example (only ~25% of the needed config) Quote class Construction_PortableGenerator: AbstractConstruction { staticObject = "Construction_PortableGenerator_Static"; previewObject = "Construction_PortableGenerator_Preview"; kitMagazine = "Construction_PortableGenerator_Kit"; refundObjects[] = {"Construction_PortableGenerator_Kit"}; materialType = 10; requiresTerritory = 0; }; Good luck. 1 Share this post Link to post Share on other sites
DutchPriide 3 Posted August 27, 2023 On 2/18/2023 at 8:22 PM, El' Rabito said: Requires a mod and knowledge about the exile config setup for constructions or script changes. Not easily done for beginners ^^ Part of it as example (only ~25% of the needed config) Good luck. Think i can do this 🙂 Share this post Link to post Share on other sites
DutchPriide 3 Posted August 27, 2023 On 2/15/2023 at 4:49 PM, Whitey01 said: Hello friends. It is possible to build workbench, fire and safes outside of a territory. I would now like to be able to build a mobile generator outside of territories for a recipe. Is there a way to add the Exile_Item_PortableGeneratorKit to the existing items? LG Whitey how do you want to use this... you want to build it as player ? you want it on static locations? explain a bit more plaese xD Share this post Link to post Share on other sites
Whitey01 13 Posted August 27, 2023 @DutchPriide Yes, it should be freely buildable and degradable by every player on the map. Basically like a workbench. What it is for: It is part of a script that also allows you to refuel helicopters with a gas barrel. Just like with the canisters, only with a 100L barrel and generator. If you have a full gas barrel in your backpack and there is a generator nearby, you can refuel from it. If you only have the barrel in your backpack and there is no generator nearby, you cannot refuel. At the moment you can always refuel with the barrel even without a generator and I would like to make that a little more difficult. I don't want the generators to be stationary on the map because if I have to fly somewhere to refuel with a barrel, it doesn't make any sense. Then you could fly straight to the gas station. Share this post Link to post Share on other sites
DutchPriide 3 Posted July 29, 2024 Little late reply xD if you want to make them placeble you need to create a config file (clientside mod) and copy the basecode from exile items.. you copy them from exile files ( like elrabito shows is part of base code) class Construction_PortableGenerator: AbstractConstruction { staticObject = "Construction_PortableGenerator_Static"; previewObject = "Construction_PortableGenerator_Preview"; kitMagazine = "Construction_PortableGenerator_Kit"; refundObjects[] = {"Construction_PortableGenerator_Kit"}; materialType = 10; requiresTerritory = 0; }; here preview from helipad i got on my server ################################################################################################### ############## START ############################################################################## ################################################################################################### class CfgPatches { class PORN_Items { requiredVersion=0.1; requiredAddons[]= { "A3_Structures_F_Heli_Ind_Cargo", "A3_Weapons_F", "exile_client", "exile_assets", "A3_Structures_F_Exp_Walls", "A3_Data_F", "A3_Weapons_F", "a3_structures_f_mil", "A3_Structures_F_Bootcamp", "A3_Weapons_F_Ammoboxes" }; units[]={}; weapons[]={}; magazines[]={}; ammo[]={}; }; }; class CfgMagazines { class Exile_AbstractItem; class Exile_AbstractItem_Interaction_Eating; class Exile_AbstractItem_Interaction_Constructing; class porn_Helipad_Kit: Exile_AbstractItem { scope=2; displayName="Spawn vehicle Area"; descriptionShort="Position for spawn your vehicles from VG.<br/>Can be placed on the roof.<br/>Scroll on your flag for remove it."; mass=50; model="\exile_assets\model\Exile_Construction_Crate.p3d"; picture="\PORN_Items\Data\landpad.paa"; class Interactions { class Constructing: Exile_AbstractItem_Interaction_Constructing { }; }; }; }; class AbstractConstruction; class CfgConstruction { class HeliPad_Construction: AbstractConstruction { staticObject="porn_Helipad"; previewObject="porn_Helipad_Preview"; kitMagazine="porn_Helipad_Kit"; refundObjects[]= { "porn_Helipad_Kit" }; requiresTerritory=1; canBePlacedOnRoad=0; }; }; class CfgVehicles { class Exile_Construction_Abstract_Physics; class Exile_Construction_Abstract_Static; class porn_Helipad_Preview: Exile_Construction_Abstract_Physics { scope=1; model="\A3\Structures_F_Bootcamp\VR\Helpers\VR_Area_01_square_4x4_F.p3d"; displayName="Spawn Vehicles Area"; hiddenSelections[]= { "Camo_1" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.581,0.441,0.293,1,co)" }; }; class porn_Helipad: Exile_Construction_Abstract_Static { scope=2; model="\A3\Structures_F_Bootcamp\VR\Helpers\VR_Area_01_square_4x4_F.p3d"; displayName="Spawn Vehicles Area"; armor=1500; destrType="DestructNo"; exileRequiresSimulation=1; hiddenSelections[]= { "Camo_1" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.581,0.441,0.293,1,co)" }; class Attributes { class ObjectTextureCustom0 { displayName="$STR_3den_object_attribute_objecttexturecustom0_displayname"; tooltip="$STR_3den_object_attribute_objecttexturecustom_tooltip"; property="ObjectTextureCustom0"; control="Edit"; expression="_this setObjectTextureGlobal [0,_value]"; defaultValue="getObjectTextures _this select 0"; }; }; class DestructionEffects { }; }; }; class CfgExileDelayedActions { class Abstract { duration=10; abortInCombatMode=1; durationFunction=""; animation=""; animationType="switchMove"; failChance=0; conditionFunction=""; completedFunction=""; abortedFunction=""; failedFunction=""; repeatingCheckFunction=""; }; }; class cfgMods { author="its Dutch [THC]"; timepacked="1693147056"; }; Share this post Link to post Share on other sites