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chernaruski

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Posts posted by chernaruski


  1. Lets not discuss this please. Its authors decision , no matter the reasons , lets respect it and move on.
    You can always google and find it, or even wait for more new cool stuff posted here , this time by the original author. 

    PS: don't want to close this thread, but I will if posts will be adressing this decision and not script related stuff.

    • Like 1

  2. I might be wrong, its been awhile I dealt with exile code, but if I was you I will do the following:
    First you need to activate the hacking feature in class CfgHacking by     enableHacking = 1;

    Then if you want to add new containers to be hackable the same way safes are:
    You will need to add a new class to class CfgInteractionMenus in your mission config.cpp
    Check how Class Safe is structured. Copy paste rename the classname and in target = "Exile_Container_Abstract_Safe"; specify your crate classname.


  3. I thought you talking about your post. You didn't say anything and didn't provide any info, just asked to remove this post.
     

    Quote

    To be quite honest i'm not very fond of the fact you literally copied and pasted my original post from the Exile Forums and link to PTL here.
     

    Its called quoting mate. Thats the description that has been given to this script.

    No problem , if you are the original author I will remove it. I need to verify somehow it's your work first tho. For example, if its your git (your work) edit and add something to README.md.


  4. Try this:


    Go to your bandit mission file (that specific one that you want your spawned vehicle to be rotated) and add this line after a line that spawns the vehicle. For example mission with a strider , there is a line that spawns a vehicle with this line:

    _vehicle = ["Exile_Car_Strider",[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;

    simply add this after:

    _vehicle setDir x ;  

    where x is the number , direction values from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W)).

     

    • Like 1

  5. Haven't searched for it. I don't use the respect points at all. You will have to find the solution yourself by testing things. You sound quite confused. What Ryan's Z&D have to do with Exilemod and Ravage integration?

    You can't simply add ravage zeds faction name and be done with it. You will have to change the mpkilled related code and use that new override file. (ExileServer_object_player_event_onMpKilled maybe?)
    Or use the built-in Ambient Zeds module MP Killed Event Handler and enter a proper command to update players respect points on every ravage zombie kill.


  6. Quote

    Did you have any problems with multiple dead bodies popping up after an NPC (Ai) was killed. I did enable the option for dead players to become zombies. Any ideas?
     


    Don't activate the ressurection module. Its Ravage mod bug. Nothing you can do about it. Haleks, Ravage mod developer, tried fixing the dead bodies strange behaviour (sliding bodies / poping up) , it didn't work. Go check and also report this bug in Ravage mod thread .

    • Like 1

  7. Select units. Apply this code:
     

    Spoiler

     

    
    private _centre = screenToWorld [0.5, 0.5];
    private _radius = screenToWorld [0.5, 0.5] distance2D screenToWorld [1, 0.5];
    private _selected = get3DENSelected "object";
    
    if (count _selected == 0) exitWith { };
    
    private _angleIncrement = 360 / count _selected;
    private _angle = 0;
    
    collect3DENHistory {
        {
            _x set3DENAttribute ["position", 
                _centre vectorAdd [_radius * -(sin _angle), _radius * -(cos _angle), 0]];
    
            _x set3DENAttribute ["rotation", [0, 0, _angle]];
    
            _angle = _angle + _angleIncrement;
        }
        forEach _selected;
    
        do3DENAction "LevelWithSurface";
    };

     

     

     


    All credits to @foxhound
    https://foxhound.international/arma-3-eden-scripting.html

    • Like 1

  8. If you are using CUP and RHS , why its not allowed in the upper section where it says specifically "Allow content from CUP / RHS"  - yes / no / equipment / weapons?
    If I understand correctly, you need to allow CUP and RHS first and only then whitelist the items you want... try enabling both of them.


  9. On 12/11/2019 at 5:29 PM, haleks said:

    I haven't witnessed this myself - any mods involved, either Animations or Vehicles?

     

    Basically any mod that has vehicle . I'm currently using:  CUP Vehicles, all RHS. Animations mods? mmm Enhanced Movement..., but had same thing without it too. So I would scratch it out.
    Its like something is wrong with the way the objects interact , zombie's body and vehicles. Any changes made to zeds models lately? Geometry Phys LOD maybe?

    To reproduce just run them over with any vehicle, preferably at higher speeds.


  10. Is there a way to improve zeds collision with vehicles?  Sometimes when you run them over , they or you spontaneously launched flying in random direction and height killing you and damaging the vehicle.
    Also , is there a way to reduce the zombie hit radius sphere? They hit you like 3m away... sometimes through floor , when you on the second floor. It's way too far by default.


    @zukov , ok flags... and? 😁

    • Like 1

  11. You will have to add the new winter tree model names into class Woodsource in your mission > config.cpp
     

    class WoodSource
        {
            name = "Trees";
            models[] =
            {
                " t_",
                " bo_t_",
    
                // A2 trees
                " str_",
                " Smrk_",
                " les_",
                " brg_"
            };
        };


    Winter trees used in CUP Maps are coming from CUP Terrains Core > cup_terrains_winter_plants
    So the only thing you will have to add is probably :
     

                // CUP Winter Trees
                "cup_t_"

     

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