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El' Rabito

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About El' Rabito

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  1. https://github.com/ELRabito/RwG-Base-Building-2.0---Exile-compatibility#2-add-the-stuff-below-to-the-class-cfgterritories-of-your-exile-configcpp-in-your-missionfile "Add the stuff below to the class CfgTerritories of your Exile config.cpp in your missionfile."
  2. Can confirm no loot for Land_i_Barracks_V2_F ^^ Are you using EBM ?
  3. El' Rabito

    Urgent ExileMod fix

    If you close the door of the safe after hacking you can still scan it then. Already shared that "fix" a while ago till i saw you can still do it 😄 Edit: I found a simple way to restrict that ^^ Override for ExileClient_object_lock_toggle.sqf with the code below. /** * ExileClient_object_lock_toggle * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_condition", "_object", "_known", "_pincode", "_hackAttempts"]; _condition = _this; _object = ExileClientInteractionObject; if(ExileLockIsShown)exitWith{}; ExileLockIsShown = true; _known = _object getVariable ["ExileAlreadyKnownCode",""]; _hackAttempts = _object getVariable ["ExileHackAttempts", 0]; if ((_known isEqualTo "") || ExileClientPlayerIsInCombat || (_hackAttempts > 0)) then { _pincode = 4 call ExileClient_gui_keypadDialog_show; } else { _pincode = _known; }; if!(_pincode isEqualTo "")then { ["lockToggle",[netId _object,_pincode,_condition]] call ExileClient_system_network_send; }; call ExileClient_gui_interactionMenu_unhook; ExileLockIsShown = false; true Some more: ## Fix for re-placing objects with locks to avoid getting scanned (And for placing containers/safes and setting a pincode for the first time but didn't show the code if you scan it). ExileServer_object_lock_network_setPin.sqf Line 22 add _object setVariable ["ExileLastLockToggleAt", time]; ExileServer_object_construction_network_addLockRequest.sqf Line 60 add _door setVariable ["ExileLastLockToggleAt", time];
  4. El' Rabito

    Arma 1.96 bugs in Exile

    There will be no hotfix for that only for the signature problem. Thats how it works now due to cheaters.
  5. Finish your server dev and like dave_beastttt said. Use -noLogs in server startup parameters.........
  6. Added another variant of a upgradekit in the scripts. https://github.com/ELRabito/RwG-Base-Building-2.0---Exile-compatibility
  7. # Updated Removed the water check since it's not needed anymore.
  8. WARNING This mod is still under development. There may be errors, which are not intended by the creator.🤷‍♂️
  9. ## UPDATE 20.10.2019 I found a much better solution for the problem. Instead of forcing the character to lay down,i just remove the velocity and tada, even better than the old version and i added a missing animation name. Video demonstration (Youtube) ## Installation Add the code from the Github (Code) initplayerlocal.sqf to your initplayerlocal.sqf of your mission-file.
  10. Edit: Guess we should know the nicknames of the server owner 😅 False alarm: I gave the script to muby on discord and i didn't know it was his server.
  11. El' Rabito

    Base Building 2.0

    4 Customcode overrides and two arrays to config.cpp of the mission file. If you want it like in the video (Upgrading the frame with an extra upgradekit while still being able the reinforce Exile default or even EBM elements) . ExileClient_object_construction_upgradeShow = "TEST\ExileClient_object_construction_upgradeShow.sqf"; ExileServer_object_construction_network_upgradeConstructionRequest = "TEST\ExileServer_object_construction_network_upgradeConstructionRequest.sqf"; ExileClient_object_construction_network_upgradeConstructionResponse = "TEST\ExileClient_object_construction_network_upgradeConstructionResponse.sqf"; ExileClient_object_construction_upgrade = "TEST\ExileClient_object_construction_upgrade.sqf"; Config.cpp (That's a bit of a "dirty" way but with my limited skills i found no other way 😅)