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RaVeN103

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Posts posted by RaVeN103


  1. Update 1.0.2
    23th October 2019

    add 
    RwG_Wood_Window_Grid_Static - RwG_Wood_Window_Grid_Kit
    RwG_ReInforced_Window_Grid_Static
    RwG_Palisade_Straight_Static
    RwG_Palisade_Straight_Podest_Static
    new cfgconstruction-array

    add items

    RwG_Item_MetalGrid_Upgrade
    RwG_Item_Blowtorch
    RwG_Palisade_Kit

    fixed

    fix some snappoints
    some item-interactions

    CustomCodes to upgrade grids and reinforced

    Crafting Recipes vers. 2
     

    Spoiler
    
    class Exile_AbstractCraftingRecipe
    {
    	name = "";
    	pictureItem = ""; 
    	returnedItems[] = {};
    	components[] = {}; // Required components
    	tools[] = {}; // Required tools (matches, gas cooker etc.)
    	requiredInteractionModelGroup = ""; // See CfgInteractionModels
    	requiresOcean = 0; // isSurfaceWater test
    	requiresFire = 0; // inflamed object nearby
    	requiresConcreteMixer = 0; // Check if concrete mixer is nearby
    };
    
    class CfgCraftingRecipes
    {
    	class Elevator_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Elevator Kit";
    		pictureItem = "RwG_Elevator_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Elevator_Kit"}
    		};
    		components[] = 
    		{
    			{4, "RwG_Item_Electric_Engine"},
    			{4, "Exile_Item_Rope"},
    			{4, "Exile_Item_MetalBoard"},
    			{6, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Grinder"
    		};
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    	class WorkBench_Metal_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Workbench (Metal) Kit";
    		pictureItem = "RwG_Workbench_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Workbench_Kit"}
    		};
    		components[] = 
    		{
    			{1, "RwG_Item_Bench_Vise"},
    			{2, "Exile_Item_MetalBoard"},
    			{3, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Anvil_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Anvil Kit";
    		pictureItem = "RwG_Anvil_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Anvil_Kit"}
    		};
    		components[] = 
    		{
    			{3, "Exile_Item_JunkMetal"},
    			{1, "Exile_Item_WoodLog"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_CookingPot"
    		};
    		requiredInteractionModelGroup = "Furnace";
    		requiresFire = 1; // inflamed object nearby
    	};
    	class Box_Of_Nails_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Box Of Nails";
    		pictureItem = "RwG_Item_Box_Of_Nails"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		components[] = 
    		{
    			{1, "Exile_Item_JunkMetal"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Woodplanks_Upgrade_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood Planks Upgrade-Kit";
    		pictureItem = "RwG_Item_WoodPlanks_Upgrade"; 
    		components[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"},
    			{4, "Exile_Item_WoodPlank"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		}; 
    	};
    	class Overhead_Light_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Overhead Light Kit";
    		pictureItem = "RwG_Overhead_Light_Kit"; 
    		components[] = 
    		{
    			{1, "Exile_Item_LightBulb"},
    			{1, "Exile_Item_MetalBoard"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Overhead_Light_Kit"}
    		}; 
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    
    
    	class Wooden_Beams_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wooden Beams";
    		pictureItem = "RwG_Item_Wooden_Beams"; 
    		tools[] = {"Exile_Item_Handsaw"};
    		components[] = 
    		{
    			{3, "Exile_Item_WoodLog"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Wooden_Beams"}
    		}; 
    	};
    	// WoodFrame Construction
    	class Wood_Wall_Frame_Kit_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood-Wall (Frame) Kit";
    		pictureItem = "RwG_Wood_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Wall_Frame_Kit"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer",
    			"Exile_Item_Handsaw"
    		};
    		requiredInteractionModelGroup = "WorkBench";
    	};
    	class Wood_DoorWay_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoorWay (Frame) Kit";
    		pictureItem = "RwG_Wood_Doorway_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"}
    		}; 
    	};
    	class Wood_DoorWay_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoorWay Kit";
    		pictureItem = "RwG_Wood_Doorway_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock & Window)";
    		pictureItem = "RwG_Wood_Door_nLock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_Win_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock w/ Window)";
    		pictureItem = "RwG_Wood_Door_nLock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_Win_Kit"}
    		}; 
    	};
    	class Wood_Door_Lock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked, no Window)";
    		pictureItem = "RwG_Wood_Door_Lock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Wood_Door_Lock_Win_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked & Window)";
    		pictureItem = "RwG_Wood_Door_Lock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{3, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_Win_Kit"}
    		}; 
    	};
    	class Wood_Window_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window (Frame) Kit";
    		pictureItem = "RwG_Wood_Window_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_Frame_Kit"}
    		}; 
    	};
    	class Wood_Window_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window Kit";
    		pictureItem = "RwG_Wood_Window_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Window_Frame_Kit"},
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_TipUp_Kit"}
    		}; 
    	};
    	class Wood_Window_TipUp_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window Kit";
    		pictureItem = "RwG_Wood_Window_TipUp_Kit"; 
    		components[] = 
    		{
    			{2, "Exile_Item_WoodPlank"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_TipUp_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"},
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame/Swing) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Wood_Gate_Frame_Kit"},
    			{8, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_Floor_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Floor (Frame) Kit";
    		pictureItem = "RwG_Wood_Floor_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Floor_Frame_Kit"}
    		}; 
    	};
    	class Wood_FloorPort_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-FloorPort (Frame) Kit";
    		pictureItem = "RwG_Wood_FloorPort_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_FloorPort_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Wall_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Wall (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Wall_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Doorway_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Doorway (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Doorway_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Doorway_Frame_Kit"}
    		}; 
    	};
    };

     

     

    • Like 2
    • Thanks 1

  2. Hey guys,

    I have a question about the fire.

    I do not find a good solution to change the position of the fire. 

    in the memory-lod the action-point is indicated, but unfortunately the fire burns on the ground and is therefore hardly visible.
     

     

    Spoiler
    
    cfgvehicles 
    {
    
    	class objectabc
    	{
    		[...]
    		class Effects: SmallFire
    		{
    			class Light1
    			{
    				simulation="light";
    				type="Furnace_FireLight";//from CfgLights
    			};
    			class sound
    			{
    				simulation="sound";
    				type="Fire";
    			};
    			class Smoke1
    			{
    				simulation="particles";
    				type="SmallFireS";
    			};
    			class Fire1: Smoke1
    			{
    				simulation="particles";
    				type="SmallFireBarrel";
    			};
    			class Refract1
    			{
    				simulation="particles";
    				type="Refract";
    			};
    		};
    	};
    };
    
    class CfgLights
    {
    	class SmallFireLight;
    	class Furnace_FireLight:SmallFireLight
    	{
       		name = "$STR_A3_CfgLights_SmallFireLight0";
    		diffuse[] = {1,0.45,0.15};
    		color[] = {1,0.45,0.15};
    		ambient[] = {0,0,0,0};
    		brightness = 10.0; ////////////////<<<<<<<<<<<<<<<<<<<<
    		intensity = "3500*(power interpolate[0.1, 1.0, 0.4, 1.0])";////////////////<<<<<<<<<<<<<<<<<<<<
    		blinking = 0;
    		drawLight = 0;
    		class Attenuation
    		{
    			start = 1;
    			constant = 3;
    			linear = 0;
    			quadratic = 22;
    		};
    		position[] = {0,0,0};//<<<<<<<<Do I really have to adapt every class of all particles/effect?
    	};
    };

     

    Is there a simple possibility?

     

    Unbenannt-1.jpg


  3. Update 1.01a

    20th October 2019

     

    add items

    RwG_Item_Bench_Vise
    RwG_Item_Wooden_Beams

     

    fixed

    workbench issue

     

    CraftingRecipes vers.1

    Spoiler
    
    class CfgCraftingRecipes
    {
    	class Elevator_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Elevator Kit";
    		pictureItem = "RwG_Elevator_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Elevator_Kit"}
    		};
    		components[] = 
    		{
    			{4, "RwG_Item_Electric_Engine"},
    			{4, "Exile_Item_Rope"},
    			{4, "Exile_Item_MetalBoard"},
    			{6, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Grinder"
    		};
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    	class WorkBench_Metal_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Workbench (Metal) Kit";
    		pictureItem = "RwG_Workbench_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Workbench_Kit"}
    		};
    		components[] = 
    		{
    			{1, "RwG_Item_Bench_Vise"},
    			{2, "Exile_Item_MetalBoard"},
    			{3, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Anvil_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Anvil Kit";
    		pictureItem = "RwG_Anvil_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Anvil_Kit"}
    		};
    		components[] = 
    		{
    			{3, "Exile_Item_JunkMetal"},
    			{1, "Exile_Item_WoodLog"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_CookingPot"
    		};
    		requiredInteractionModelGroup = "Furnace";
    		requiresFire = 1; // inflamed object nearby
    	};
    	class Box_Of_Nails_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Box Of Nails";
    		pictureItem = "RwG_Item_Box_Of_Nails"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		components[] = 
    		{
    			{1, "Exile_Item_JunkMetal"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Woodplanks_Upgrade_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood Planks Upgrade-Kit";
    		pictureItem = "RwG_Item_WoodPlanks_Upgrade"; 
    		components[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"},
    			{4, "Exile_Item_WoodPlank"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		}; 
    	};
    	class Overhead_Light_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Overhead Light Kit";
    		pictureItem = "RwG_Overhead_Light_Kit"; 
    		components[] = 
    		{
    			{1, "Exile_Item_LightBulb"},
    			{1, "Exile_Item_MetalBoard"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Overhead_Light_Kit"}
    		}; 
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    
    
    	class Wooden_Beams_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wooden Beams";
    		pictureItem = "RwG_Item_Wooden_Beams"; 
    		tools[] = {"Exile_Item_Handsaw"};
    		components[] = 
    		{
    			{3, "Exile_Item_WoodLog"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Wooden_Beams"}
    		}; 
    	};
    	// WoodFrame Construction
    	class Wood_Wall_Frame_Kit_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood-Wall (Frame) Kit";
    		pictureItem = "RwG_Wood_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Wall_Frame_Kit"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer",
    			"Exile_Item_Handsaw"
    		};
    		requiredInteractionModelGroup = "WorkBench";
    	};
    	class Wood_DoorWay_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoorWay (Frame) Kit";
    		pictureItem = "RwG_Wood_Doorway_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock & Window)";
    		pictureItem = "RwG_Wood_Door_nLock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_Win_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock w/ Window)";
    		pictureItem = "RwG_Wood_Door_nLock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_Win_Kit"}
    		}; 
    	};
    	class Wood_Door_Lock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked, no Window)";
    		pictureItem = "RwG_Wood_Door_Lock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Wood_Door_Lock_Win_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked & Window)";
    		pictureItem = "RwG_Wood_Door_Lock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{3, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_Win_Kit"}
    		}; 
    	};
    	class Wood_Window_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window (Frame) Kit";
    		pictureItem = "RwG_Wood_Window_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_Frame_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"},
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame/Swing) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Wood_Gate_Frame_Kit"},
    			{8, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_Floor_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Floor (Frame) Kit";
    		pictureItem = "RwG_Wood_Floor_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Floor_Frame_Kit"}
    		}; 
    	};
    	class Wood_FloorPort_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-FloorPort (Frame) Kit";
    		pictureItem = "RwG_Wood_FloorPort_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_FloorPort_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Wall_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Wall (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Wall_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Doorway_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Doorway (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Doorway_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Doorway_Frame_Kit"}
    		}; 
    	};
    };

     


    CfgInteractionModels

    Spoiler
    
    class CfgInteractionModels
    {
    	class WorkBench_Metal
    	{
    		name = "Work Bench (Metal)";
    		models[] = 
    		{
    			"workbench_metal.p3d"
    		};
    	};
    	class Anvil
    	{
    		name = "Anvil";
    		models[] = 
    		{
    			"anvil.p3d"
    		};
    	};
    	class Furnace
    	{
    		name = "Furnace";
    		models[] = 
    		{
    			"furnace.p3d"
    		};
    	};
    };

     

     

    • Like 1

  4. 19 minutes ago, Thomas TKO said:

    No THE EXILE Workbench , when loaded @RwG Addon not possible to place out of stock workbench , put out the mod you can place the workbench

    ok, i think i found the mistake. both workbenchs have the same cfgconstruction-class as "Workbench"

    We fixed the bug, i will release an update soon.



    Thanks

    • Like 1

  5. Update 1.01

    20th October 2019

    ReInforced Doorway has shadow-lod 0 and view geometry

    ReInforced Doors have shadow-lod 0, phys geometry and view geometry

    ReInforced Gates have shadow-lod 0 

     

    fixed some cfgConstruction-issues

    some doors and windows did not have exileRequiresSimulation entry - fixed

     

    add RwG_Container_Locker_Blue_Static/RwG_Container_Locker_Blue_Static (maximumload 700)

    add RwG_Item_Box_M_Kit/RwG_Container_Box_M_Static (maximumload 500)

    add RwG_Overhead_Light_Kit/RwG_Construction_Overhead_Light_Static

     

    To make the lamp dependent on the generator, use this Custom Code by El'Rabito
    Exile-Base-light-overhaulExile-Base-light-overhaul

    • Like 1

  6. 4 minutes ago, Thomas TKO said:

    Realy nice Parts, good work ! And you can paint the Parts 🤗

    yes, the simplest option would be to use the selection custom_paint in your script, then all custom lods will be painted


  7. The RwG Addon "Basebuilding Exile" is now available.

     

    Steam Community Link

     

    Logo-Big.jpg

    edas.jpg20191017182746-1.jpg20191007170849-1.jpg20191007170843-1.jpg20191016193505-1.jpg


    This contains new objects and structures for the Exilemod.
    So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal.


    Item-List
     

    Features/Contains
    - A big gate for transporters.
    - Different door variants.
    - An elevator that can lift vehicles and people.
    - More snappoints
    - Compatible with Exile objects
    - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry
    - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit
    - and much more

     

    Exile Vanilla
    If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall.

     

    CustomCodes
    Old (Only WoodPlanks-Upgrade)


    New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade)

    If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer.

     

    Update 1.01

    Spoiler

     

    20th October 2019

     

    • ReInforced Doorway has shadow-lod 0 and view geometry
    • ReInforced Doors have shadow-lod 0, phys geometry and view geometry
    • ReInforced Gates have shadow-lod 0 
    • fixed some cfgConstruction-issues
    • some doors and windows did not have exileRequiresSimulation entry - fixed
    • add RwG_Container_Locker_Blue_Static/RwG_Container_Locker_Blue_Static (maximumload 700)
    • add RwG_Item_Box_M_Kit/RwG_Container_Box_M_Static (maximumload 500)
    • add RwG_Overhead_Light_Kit/RwG_Construction_Overhead_Light_Static

     

    To make the lamp dependent on the generator, use this Custom Code by El'Rabito
    Exile-Base-light-overhaul

     

    Update 1.01a

     

    Spoiler

     

    20th October 2019

    add items

    • RwG_Item_Bench_Vise
    • RwG_Item_Wooden_Beams

     

    fixed

    • workbench issue

     

     

    Update 1.0.2

    Spoiler
    
    23th October 2019
    
    add 
    RwG_Wood_Window_Grid_Static - RwG_Wood_Window_Grid_Kit
    RwG_ReInforced_Window_Grid_Static
    RwG_Palisade_Straight_Static
    RwG_Palisade_Straight_Podest_Static
    new cfgconstruction-array
    
    add items
    
    RwG_Item_MetalGrid_Upgrade
    RwG_Item_Blowtorch
    RwG_Palisade_Kit
    
    fixed
    
    fix some snappoints
    some item-interactions

     

     

    CraftingRecipes vers.2

    Spoiler
    
    
    class Exile_AbstractCraftingRecipe
    {
    	name = "";
    	pictureItem = ""; 
    	returnedItems[] = {};
    	components[] = {}; // Required components
    	tools[] = {}; // Required tools (matches, gas cooker etc.)
    	requiredInteractionModelGroup = ""; // See CfgInteractionModels
    	requiresOcean = 0; // isSurfaceWater test
    	requiresFire = 0; // inflamed object nearby
    	requiresConcreteMixer = 0; // Check if concrete mixer is nearby
    };
    
    class CfgCraftingRecipes
    {
    	class Elevator_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Elevator Kit";
    		pictureItem = "RwG_Elevator_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Elevator_Kit"}
    		};
    		components[] = 
    		{
    			{4, "RwG_Item_Electric_Engine"},
    			{4, "Exile_Item_Rope"},
    			{4, "Exile_Item_MetalBoard"},
    			{6, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Grinder"
    		};
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    	class WorkBench_Metal_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Workbench (Metal) Kit";
    		pictureItem = "RwG_Workbench_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Workbench_Kit"}
    		};
    		components[] = 
    		{
    			{1, "RwG_Item_Bench_Vise"},
    			{2, "Exile_Item_MetalBoard"},
    			{3, "Exile_Item_JunkMetal"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Anvil_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Anvil Kit";
    		pictureItem = "RwG_Anvil_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Anvil_Kit"}
    		};
    		components[] = 
    		{
    			{3, "Exile_Item_JunkMetal"},
    			{1, "Exile_Item_WoodLog"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Foolbox",
    			"Exile_Item_CookingPot"
    		};
    		requiredInteractionModelGroup = "Furnace";
    		requiresFire = 1; // inflamed object nearby
    	};
    	class Box_Of_Nails_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Box Of Nails";
    		pictureItem = "RwG_Item_Box_Of_Nails"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		components[] = 
    		{
    			{1, "Exile_Item_JunkMetal"}
    
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		requiredInteractionModelGroup = "Anvil";
    	};
    	class Woodplanks_Upgrade_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood Planks Upgrade-Kit";
    		pictureItem = "RwG_Item_WoodPlanks_Upgrade"; 
    		components[] = 
    		{
    			{1, "RwG_Item_Box_Of_Nails"},
    			{4, "Exile_Item_WoodPlank"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		}; 
    	};
    	class Overhead_Light_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Overhead Light Kit";
    		pictureItem = "RwG_Overhead_Light_Kit"; 
    		components[] = 
    		{
    			{1, "Exile_Item_LightBulb"},
    			{1, "Exile_Item_MetalBoard"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Overhead_Light_Kit"}
    		}; 
    		requiredInteractionModelGroup = "WorkBench_Metal";
    	};
    
    
    	class Wooden_Beams_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wooden Beams";
    		pictureItem = "RwG_Item_Wooden_Beams"; 
    		tools[] = {"Exile_Item_Handsaw"};
    		components[] = 
    		{
    			{3, "Exile_Item_WoodLog"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Item_Wooden_Beams"}
    		}; 
    	};
    	// WoodFrame Construction
    	class Wood_Wall_Frame_Kit_Recipe: Exile_AbstractCraftingRecipe
    	{
    		name = "Wood-Wall (Frame) Kit";
    		pictureItem = "RwG_Wood_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Wall_Frame_Kit"}
    		}; 
    		tools[] = 
    		{
    			"Exile_Item_Hammer",
    			"Exile_Item_Handsaw"
    		};
    		requiredInteractionModelGroup = "WorkBench";
    	};
    	class Wood_DoorWay_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoorWay (Frame) Kit";
    		pictureItem = "RwG_Wood_Doorway_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"}
    		}; 
    	};
    	class Wood_DoorWay_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoorWay Kit";
    		pictureItem = "RwG_Wood_Doorway_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Frame_Kit"},
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock & Window)";
    		pictureItem = "RwG_Wood_Door_nLock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Door_nLock_Win_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (No Lock w/ Window)";
    		pictureItem = "RwG_Wood_Door_nLock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_nLock_Win_Kit"}
    		}; 
    	};
    	class Wood_Door_Lock_nWin_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked, no Window)";
    		pictureItem = "RwG_Wood_Door_Lock_nWin_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{2, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_nWin_Kit"}
    		}; 
    	};
    	class Wood_Wood_Door_Lock_Win_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Door (Locked & Window)";
    		pictureItem = "RwG_Wood_Door_Lock_Win_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Doorway_Kit"},
    			{3, "Exile_Item_WoodPlank"},
    			{3, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Door_Lock_Win_Kit"}
    		}; 
    	};
    	class Wood_Window_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window (Frame) Kit";
    		pictureItem = "RwG_Wood_Window_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_Frame_Kit"}
    		}; 
    	};
    	class Wood_Window_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window Kit";
    		pictureItem = "RwG_Wood_Window_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Window_Frame_Kit"},
    			{1, "RwG_Item_WoodPlanks_Upgrade"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_TipUp_Kit"}
    		}; 
    	};
    	class Wood_Window_TipUp_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Window Kit";
    		pictureItem = "RwG_Wood_Window_TipUp_Kit"; 
    		components[] = 
    		{
    			{2, "Exile_Item_WoodPlank"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		tools[] = 
    		{
    			"Exile_Item_Hammer"
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Window_TipUp_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"}
    		}; 
    	};
    	class Wood_Gate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Gate (Frame) Kit";
    		pictureItem = "RwG_Wood_Gate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Kit"},
    			{4, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Gate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Kit"; 
    		components[] = 
    		{
    			{4, "RwG_Item_Wooden_Beams"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Kit"}
    		}; 
    	};
    	class Wood_DoubleGate_Frame_Swing_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-DoubleGate (Frame/Swing) Kit";
    		pictureItem = "RwG_Wood_DoubleGate_Frame_Swing_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Wood_Gate_Frame_Kit"},
    			{8, "RwG_Item_Wooden_Beams"},
    			{1, "Exile_Item_JunkMetal"},
    			{2, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_DoubleGate_Frame_Swing_Kit"}
    		}; 
    	};
    	class Wood_Floor_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-Floor (Frame) Kit";
    		pictureItem = "RwG_Wood_Floor_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_Floor_Frame_Kit"}
    		}; 
    	};
    	class Wood_FloorPort_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "Wood-FloorPort (Frame) Kit";
    		pictureItem = "RwG_Wood_FloorPort_Frame_Kit"; 
    		returnedItems[] = 
    		{
    			{1, "RwG_Wood_FloorPort_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Wall_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Wall (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Wall_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Wall_Frame_Kit"}
    		}; 
    	};
    	class WoodGrid_Doorway_Frame_Kit_Recipe: Wood_Wall_Frame_Kit_Recipe
    	{
    		name = "WoodGrid-Doorway (Frame) Kit";
    		pictureItem = "RwG_WoodGrid_Doorway_Frame_Kit"; 
    		components[] = 
    		{
    			{2, "RwG_Item_Wooden_Beams"},
    			{1, "RwG_Item_Box_Of_Nails"}
    		};
    		returnedItems[] = 
    		{
    			{1, "RwG_WoodGrid_Doorway_Frame_Kit"}
    		}; 
    	};
    };

     


    CfgInteractionModels

    Spoiler
    
    class CfgInteractionModels
    {
    	class WorkBench_Metal
    	{
    		name = "Work Bench (Metal)";
    		models[] = 
    		{
    			"workbench_metal.p3d"
    		};
    	};
    	class Anvil
    	{
    		name = "Anvil";
    		models[] = 
    		{
    			"anvil.p3d"
    		};
    	};
    	class Furnace
    	{
    		name = "Furnace";
    		models[] = 
    		{
    			"furnace.p3d"
    		};
    	};
    };

     

    WARNING
    This mod is still under development. There may be errors, which are not intended by the creator.


    Please report bugs in the Discord "Bugs" Channel 


    If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone.
    The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out.


    This mod is an extension for the Exilemod and therefore not functional without it.

     

    This mod may not be modified and reuploaded without the permission of the creator.
    This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.

    • Like 6
    • Thanks 3

  8. only 4 files need to be inserted into the customcodes.  If you have already changed these, you only have to insert a few codeblocks.

     

    the objects can be used as an addition to exile, so no changes are necessary.

     

    or there will be a database script that exchanges the exile objects.

     

    So Very Easy for everyone 😉

    • Thanks 1

  9. The project is ready soon... at least for wood and reinforced😅

    some specification

    • Exile-Wood-Constructions were exchanged
    • more snappoints were added (example "Below Wall")

    • Textures have been redesigned

    • 3 custom lods per model (example Wood_Wall - LOD0: 770 Faces, LOD1: 224 Faces, LOD2: 80Faces)

    • 3-4 Shadow LODs per model (example Wood_Wall - LOD0: 680Faces, LOD1: 376Faces, LOD2: 120Faces, LOD3: 12Faces)

    • Add View Geometry so that the ai do not see you😉

    • Add Phys Geometry for better collisions with other "phys geometry objects" (like vehicles)

    • different _co-texture resolutions for the custom lods (LOD0: 2048, LOD1: 1024, LOD2:512), _nohq (LOD0: 2048, LOD1: 1024, LOD2:512), _smdi (LOD0: 1024, LOD1: 512, LOD2:0), _as(LOD0: 1024, LOD1: 512, LOD2:0),

    • Custom_Paint Selection for Base Painting (Like SM or DonkeyPUNCH)

    • You can choose (as server-owner) if you, like in exile, place a complete wall or start with the frame, fill it with wood-planks and then upgrade with the "Fortification Upgrade"

    • Windows can only be opened from the inside, it does not need a codelock

    • Some doors have small windows that can be opened from the inside, independently of the codelock

    • Doors or gates have doorknobs/doorhandles which are animated

    • a bigger gate for cargo trucks

    • add an elevator

    • add a furnace

    • add a anvil

    • add a workbench for craft metal-parts

    • And more features that I already forgot😂

    20191011114435-1.jpg20191011114145-1.jpg20191011114159-1.jpg20191011114214-1.jpg20191011114328-1.jpg20191011114342-1.jpg20191011114350-1.jpg

    • Like 5

  10. Hey guys,
    As some of you know, I worked on a base-building mod some time ago. Unfortunately I could not continue it, due to temporal reasons. But now I have time again and can continue the project. =D

    Since Exile provides a good template for building bases, I'd like to add more objects and features.

     

    samples
    https://1drv.ms/u/s!AkFWymOwJXV3hL8NhMmZsAda7MY_5Q?e=rShMeM 

     

     

    Further models in progress

     

    - double gate

    - elevator

    - metal grids

    - furnace

    - anvil

    - ...

     

     

    So I have a few questions, because my script skills are limited.

     

    I would like to insert build-points and remove the limited number of placeable objects. 

     

    example

    wall - 4 points

    floor - 4 points

    half wall - 2 points

    campfire - 1 point

     

    if the server-owner now says, at base-level 1 there are 50 build points, so only a maximum of 12 walls / floors can be placed or 50 campfires or 25 half walls or 6 floors and 6 walls. Does anyone how to change the database entries and can rewrite scripts accordingly?

    I think that this method prevents the ill-considered placement of large objects and everyone has to think carefully about what his base should look like.

     

     

    the second question would be if someone agreed to sacrifice his test server?😅

    Yes, I could do it myself, but I would be happy about independent test persons and thus remove any remaining errors in time. And if someone has ideas, I would like to implement them.

     

    I will offer several versions

     

    - only replacement (Exile) and new objects

    - standalone + completely new objects + build-points + blueprints + ....

     

    I hope there are a few who want to join the project so that the Mod Exile continues to grow his community.

     

    Cheers

    • Like 5
    • Thanks 1
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