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Everything posted by chernaruski
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exileserver Help please! Exile server stuck on ground
chernaruski replied to gmike15's topic in Exilemod (Unofficial)'s Problems & Bugs
Pretty sure its a DB connection issue. Can be anything, from wrong config , bad connectivity to a wrong extdb version extdb3/2. Without RPT files and well full review of your configs, there is not much we can help you with. -
Modding exile_client config.bin
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
It does exactly what it should, for each _requiredTools. If you want it to check if one of the _requiredTools is in inventory you need to rewrite the code to something like this I can't test things right now, so take this code as a general direction and as example and try to make it work from there ... if( isClass(_itemConfig >> "Interactions" >> "Consuming") ) then { if ("Exile_Item_CanOpener" in magazines player || "Exile_Item_Pliers" in magazines player || "Exile_Item_Screwdriver" in magazines player) then {_hasAllTools = true;} else {_hasAllTools = false;}; (_dialog displayCtrl 1300) ctrlEnable _hasAllTools; }; -
Modding exile_client config.bin
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
No. _itemClassName is the item you interact with (food,drink,etc) and not the tool. What I've meant by "change it" is add a proper magazine check, (as its done in ExileClient_gui_itemDetails_show). If you don't know how to do it, you can try and make changes directly in ExileClient_gui_itemDetails_show.sqf in this part of code: if( isClass(_itemConfig >> "Interactions" >> "Consuming") ) then { _requiredTools = getArray (_itemConfig >> "Interactions" >> "Consuming" >> "tools"); _hasAllTools = true; { if !(_x in _equippedMagazines) exitWith { _hasAllTools = false; }; } forEach _requiredTools; (_dialog displayCtrl 1300) ctrlEnable _hasAllTools; }; the values of _requiredTools are the one you want , so add a check for items you want // _requiredTools = getArray (_itemConfig >> "Interactions" >> "Consuming" >> "tools"); _requiredTools = ["Exile_Item_CanOpener","Exile_Item_Pliers","Exile_Item_Knife","Exile_Item_Screwdriver"]; and the overwrite the ExileClient_gui_itemDetails_show via customcode, as you did hundreds times before. -
Modding exile_client config.bin
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
I'm sorry, its very hard to understand you, Can you explain what exactly you want to do and what you did and how, instead of bombarding with unrelated information about treechopping/bambi loadout/nearestConcreteMixer/etc? Have you done the overwrite as I've described and it didn't work or something else? You do not provide any information, how do you want to get help if we have no idea what you did and how? What do you mean by "my version of exile" you've reuploaded exile mod client files to workshop as "alternative" version of exile? -
Modding exile_client config.bin
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
bin is binarized file you can't edit it straight-forward, well some parts you can, but potential of breaking something during is extremely high. converting it to cpp, editing and converting it back to bin is the proper way to do it, so you did it properly. if I understand correctly what you've done is edited this classname ? class Exile_AbstractItem_Interaction_Eating_Can: Exile_AbstractItem_Interaction_Eating { tools[] = {"Exile_Item_CanOpener"}; }; by adding other tools like so: tools[] = {"Exile_Item_CanOpener","Exile_Item_Screwdriver"}; I don't understand how did you readd the edited and converted bin file back? Did you re-pbo the exile_client pbo? If you did then your signature check will fail due to new pbo...if you didn't, then how did you add it back to pbo? to overwrite mod configs, you need to create your own server mod and add config overwrites there, when your addon have dependency of exile_client set. maybe instead of overwriting exile config, just change the code of ExileClient_object_item_consume.sqf and overwrite it via mission, as you do with many tweaks that doesn't require of you to go and change built in configs ? -
Arma Toolbox for Blender - Arma 2/3 exporter script
chernaruski replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
The link to git is right there in the first post. https://github.com/AlwarrenSidh/ArmAToolbox/releases -
Updating GR8 Humanity to 1.0.4?
chernaruski replied to Ecks Dee's topic in Exilemod (Unofficial)'s General Discussion
At its current state its not supported imho. It is possible to rework the whole thing to work with 1.0.4, but so far no one've done it. Going 5 years back, thats when the original GR8 Humanity was last updated, Exilemod was like v0.8 and a lot have changed since then. So take that into an account. -
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Krzy's Hunting Mod
chernaruski replied to krzychuzokecia's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can't use Dayz SA content in Arma, it works the other way around tho. Arma content can be imported (if specific item/content license allows it) to Dayz SA. Bears are Dayz SA (not DayZ mod) assets, therefore can't be ported into Arma 3. So we all stuck with vanilla sheeps, goats, rabbits & cows and boars from A2, for now. -
script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
chernaruski replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
not soon, judging by the history of patches -
survival Arma 3 Survival
chernaruski replied to hungry's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Interesting project, worth checking out -
Ravage Mod + Exile integration
chernaruski posted a topic in Exilemod (Unofficial)'s General Discussion
Let's discuss Ravage Mod and Exilemod integration. If you not familiar with Ravage , you definitely should check it out. I mainly use it for the zombies, as a better alternative to Z&D mod. So far I've managed to get the Ambient Zeds and Hordes modules to work. Btw ( @Desperta Ferro) , it's done by placing the Ravage Mod modules into your mission. If you can't open your mission.sqm in Eden , to place these modules, you probably have outdated mission file. As for rest of modules, I do understand it will require more digging in exile code to get it working. At the moment , I'm looking for solutions on how to integrate the Ravage's object search loot system instead of using default Exile's ground loot spawns. So far no luck. Something is blocking the holdaction thingy , and when you place the loot module you don't even get the "Search" actionwheel to show up. While it works via editor , it doesn't on dedi . Anyone done experiments with other modules? -
The perfect Exile Server
chernaruski replied to ZN Anhor's topic in Exilemod (Unofficial)'s General Discussion
- Make all players Zeus. 200/200 players online -
Radiation Not Working
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
For starters change class ChernarusRedux: Altis to class ChernarusRedux if this doesn't work, we will need the full information off your server: server configs, rpt logs (server and client), mission config.cpp. -
Arma 3 Exile Virtual Garage (updated)
chernaruski replied to rgscriven's topic in Exilemod (Unofficial)'s Addons
@rgscriven, please give credit to the original author if you edit / re-upload someone else's code, it's a basic common courtesy, even if the author "doesn't care about A3 anymore". It's not that hard to do, and it leaves a "good taste" for the rest of modding community. @Monkeynutz2010, I understand the need of asking these questions, but let's not go on digging on who owns each and every line of code used in exile or exile related scripts. Shix can ask for takedown, here on forums or at Git, any moment. As an author he have every right to do so. It's good you've noticed and informed him, but let's leave it to him to decide what to do. @ZN Anhor, no need for offtopic about abandonware, either. If you want to discuss Exile's fate, create topic in General Discussion. (abandonware still is a copyrighted material btw) -
xxSpawn - Ground Spawn or Halo Selection for Exile
chernaruski posted a topic in Exilemod (Unofficial)'s Scripts
https://github.com/xstremebam/xsSpawn -
Looking for a [How to] Edit Map Source
chernaruski replied to Rosso777's topic in Exilemod (Unofficial)'s General Discussion
Start here: https://pmc.editing.wiki/doku.php?id=arma3:terrain -
Exile Plants by nflug (modified by Kuchenplatte)
chernaruski posted a topic in Exilemod (Unofficial)'s Scripts
Plant and harvest your health plants. Due to request of script author . Link was removed.- 7 replies
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Tagged with:
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https://github.com/jakehekesfists/DMD_BuildingReplace
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Small tutorial on how to add the inventory sounds in Exile: This will require the following client files to be overwritten: Bag open sound - ExileClient_object_player_event_onInventoryOpened.sqf Bag closes sound - ExileClient_object_player_event_onInventoryClosed.sqf Pickup sound (the one when the hand icon appears) - ExileClient_object_player_event_onTake.sqf Drop item - ExileClient_object_player_event_onPut.sqf 1) Find yourself 4 sounds you want to add to the following actions : bag open , bag close , pickup and drop. 2) Put them somewhere in your mission file folder - myexilemission.whatevermap.PBO. i.e sounds\sfx 3) Add the following sounds configs to your description.ext . Make sure the sounds folder path and names are the exactly the same that you've put your files in. class CfgSounds { sounds[] = {}; class bagopen { name = "Open Inventory"; sound[] = {sounds\sfx\bagopen.ogg, db+2, 1.0}; titles[] = {0, ""}; }; class bagclose { name = "Close Inventory"; sound[] = {sounds\sfx\bagclose.ogg, db+3, 1.0}; titles[] = {0, ""}; }; class pickup { name = "Pick Up Item"; sound[] = {sounds\sfx\pickup.ogg, db+6, 1.0}; titles[] = {0, ""}; }; class drop { name = "Drop Item"; sound[] = {sounds\sfx\drop.ogg, db+3, 1.0}; titles[] = {0, ""}; }; }; 4) Thats it your sound files are ready to be used in game. Now its time to add a playsound command to call for them on a game action. For this , you need to know what exile overwrites are and how to use them. 4.1 - Add the following to your ExileClient_object_player_event_onInventoryOpened.sqf (around line 49-50) : playSound "bagopen"; 4.2 - Add the following to your ExileClient_object_player_event_onInventoryClosed.sqf (around line 14-15) : playSound "bagclose"; 4.3 - Add the following to your ExileClient_object_player_event_onTake.sqf (at the very end) : playSound "pickup"; true 4.4 - Add the following to your ExileClient_object_player_event_onPut (anywhere , it was empty ;)) playSound "drop"; true If your overwrites are correctly set, you should hear the sounds in-game now.
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https://steamcommunity.com/sharedfiles/filedetails/?id=721359761 https://github.com/genesis92x/VcomAI-3.0/tree/develop https://drive.google.com/file/d/192XFO8kOVzHywIcAWmUDJXSNHdRKGCug/view - Exile mission by Super Jerome
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script Tinter-Furniture - MP-compatible and dynamically spawned furniture
chernaruski replied to tinter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pretty sure he/she means, CreateSimpleObject , to get it rid of any non necessary physics related calculation of our composition objects. -
Supply Box Event.
chernaruski replied to Whitey01's topic in Exilemod (Unofficial)'s Problems & Bugs
Then the configuration of the terrain you are using is wrong. Your custom ExileServer_system_event_supplyBox_start is pulling data from CfgWorlds and if the centerPosition there is set to wrong values, the whole script won't work for you properly. As a workaround , you can hardcode center position according to the values of the center of this map in editor. Open the map and find the center and write the values in: for example ChernarusRedux, center is around x=8192,y=8192,z=doesn't really matters so you hardcode it as following: _spawnCenter = [8192,8192,100]; hardcoding values, will ruin the script if you decide to change the terrain in future tho. -
Supply Box Event.
chernaruski replied to Whitey01's topic in Exilemod (Unofficial)'s Problems & Bugs
Ain't the vanilla exile SupplyBox spawned around airports? there is a dropRadius parameter in config, check if its not set too high. plus would depend where the airport is located, if its on maps borders you would want to set it to proper value class SupplyBox { /* Drops a supply box on a parachute next to a random airport on the map. The box may contain items. The box can be transported to a territory and installed to become a normal storage container. */ type = "spawn"; function = "ExileServer_system_event_supplyBox_start"; minTime = 12; // minutes maxTime = 30; // minutes minimumPlayersOnline = 2; dropRadius = 500; // 500m around an airport (including the main airport on Altis!) dropAltitude = 100; // altitude of the drop markerTime = 5; // minutes -
terrain Chernarus Redux [WIP Release]
chernaruski replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
FYI: We have a release candidate for v0.97. List of major things it will include (full list will be released as patch notes): The actual release date is uncertain atm, but its getting closer as we are finalizing and double checking everything on our end.- 269 replies
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