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El' Rabito

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About El' Rabito

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    www.AeoGaming.de
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    https://www.youtube.com/watch?v=yUsMzbAloWc&list=PLa7xAz_mDawJKPMoO8t0Tu8ysZ6XZC2tw

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  1. What it does: Blocks connecting,connected,disconnected etc messages from systemchat. Finally easily done due to the latest Arma 3 update and it's fixes. ############## ### Installation ## ############## 1. Make two CfgExileCustomCode overrides for the files in step 2 and 3 and modify them. 2.For ExileClient_object_player_event_hook.sqf add this code below. addMissionEventHandler ["HandleChatMessage", { params ["_channel","_text"]; _channel = _this select 0; _text = _this select 3; _ltxt = toLower _text; if(_channel == 16) then { { if(_ltxt find _x > -1)exitWith{true}; } forEach [ [localize "STR_MP_CONNECTION_LOOSING", " "] call BIS_fnc_splitString select 3, [localize "STR_MP_VALIDERROR_2", " "] call BIS_fnc_splitString select 2, [localize "str_mp_connect", " "] call BIS_fnc_splitString select 2, [localize "str_mp_connecting", " "] call BIS_fnc_splitString select 2, [localize "str_mp_disconnect", " "] call BIS_fnc_splitString select 2, "modified", "signed" ]; }; }]; (Modified and signed are probably different depending on the language of your server (not sure tho, you have to test that)). 3. For ExileClient_object_player_event_unhook.sqf add this code below. removeAllMissionEventHandlers "HandleChatMessage";
  2. What it does: This fixes a couple of issues with the take all function. For example: If you have a container with 5 different NVG's and press take all it removes one NVG of each type instead of just one. Other small QOL changes like possibility to use take all for multiple NVG's and GPS etc. Download (Github) Video example of the take all bug with NVG's:
  3. El' Rabito

    Exile SafeX - Personal Trader Storage

    Since you can refill used magazine with SafeX i would add this to ExileClient_gui_safeXDialog_event_onDepositButtonClick at line 34. _usedMagsToDitch = false; _APMSXB = magazinesAmmoFull player; { _MagToBlacklist = _x select 0; _ammoPerMagazine = getNumber(configFile >> "CfgMagazines" >> _MagToBlacklist >> "count"); _MagToBlacklistAmmoCount = _x select 1; if (_MagToBlacklistAmmoCount < _ammoPerMagazine) then { _usedMagsToDitch = true; }; } forEach _APMSXB; if(_usedMagsToDitch) exitWith { ["ErrorTitleAndText", ["SafeX Error!", "You need to remove all used magazines and items from your inventory and weapons before using the SafeX storage."]] call ExileClient_gui_toaster_addTemplateToast; };
  4. # Updated * Name must be unique since you can spawn at an enemy base if it has the same name (XSSpawn for example maybe even other base spawn scripts).
  5. Still works perfectly. Thanks for that 👍
  6. That's the "default clothing" of these traders. If you leave the loadout empty this happens.
  7. What it does: Fixes a Exile bug/design flaw which took your poptabs while aborting the PIN change at the Vehicle Customs Trader. Now the poptabs only get deducted if the PIN change is successful. Download/Installation (Github)
  8. El' Rabito

    Custom Sounds

    You can't put it into server files. The client needs the files to play them. The only alternative is a client mod.
  9. There is a small issue with the ExileClient_object_construction_network_constructionMoveResponse.sqf. Errors thrown from ExileServer_object_construction_network_moveConstructionRequest.sqf like "You cant move Damaged objects, repair it first" or "Territory has been under attack within the last %1 minutes." etc, are not getting displayed on the client side. This small change fixes that. /** * ExileClient_object_construction_network_constructionMoveResponse * * 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["_response", "_objectClass"]; _response = _this select 0; _objectClass = _this select 1; if(_response)then { _objectClass call ExileClient_construction_beginExistingObject; } else { _exception = _this select 1; ["ErrorTitleAndText", ["Construction aborted!", _exception]] call ExileClient_gui_toaster_addTemplateToast; }; true
  10. Updated: Added a "Territory under attack" check for changing pincodes at territories similar to the other building functions like moving, building, removing, upgrading.
  11. What it does: This enables PIN code change on objects like doors/gates/hatches/drawbridges etc. So you don't have to remove and replace an object to change the PIN code. Download(Github) 1. Replace the code of @ExileServer\addons\exile_server\code\ExileServer_object_lock_network_setPin.sqf with the code from Github. 2. Add this to class Construction of the CfgInteractionMenus inside mission config.cpp class ChangePinCode : ExileAbstractAction { title = "Change PIN"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0) && (call ExileClient_util_world_isInOwnTerritory)"; action = "_this spawn ExileClient_object_lock_setPin"; };
  12. What it does: If you logout with a weapon in your backpack that has attached attachments/magazines they will now get saved instead of them just vanishing. (Only works for backpacks, couldn't be bothered to apply it for vests!) # Exile Weapon Attachment Save Fix v0.10 by El' Rabito Download (Github) #> Installation 1. Add this two functions below above line 43 of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_util_getWeaponMagCargo','exile_server\code\ExileServer_util_getWeaponMagCargo.sqf'], ['ExileServer_util_getWeaponAttachementCargo','exile_server\code\ExileServer_util_getWeaponAttachementCargo.sqf'], 2. Put/replace the files from the code of the download folder into @ExileServer\addons\exile_server\code and repack your exile_server.pbo 3. Done ! Nothing more needed.
  13. El' Rabito

    Trader Issue [solved]

    Make a override for ExileClient_gui_traderDialog_event_onSellButtonClick with the code below. Wastedump still buys everything, so you need to "copy"/script that into the wasedump scripts. /** * ExileClient_gui_traderDialog_event_onSellButtonClick * * 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["_dialog", "_sellButton", "_purchaseButton", "_inventoryListBox", "_selectedInventoryListBoxIndex", "_itemClassName", "_quantity", "_inventoryDropdown", "_selectedInventoryDropdownIndex", "_currentContainerType", "_containerNetID", "_container", "_retardCheck", "_SellToTrader", "_flags"]; disableSerialization; if !(uiNameSpace getVariable ["RscExileTraderDialogIsInitialized", false]) exitWith {}; _dialog = uiNameSpace getVariable ["RscExileTraderDialog", displayNull]; _sellButton = _dialog displayCtrl 4007; _sellButton ctrlEnable false; _sellButton ctrlCommit 0; _purchaseButton = _dialog displayCtrl 4010; _purchaseButton ctrlEnable false; _purchaseButton ctrlCommit 0; _inventoryListBox = _dialog displayCtrl 4005; _selectedInventoryListBoxIndex = lbCurSel _inventoryListBox; if !(_selectedInventoryListBoxIndex isEqualTo -1) then { _itemClassName = _inventoryListBox lbData _selectedInventoryListBoxIndex; _quantity = 1; if !(_itemClassName isEqualTo "") then { if !(ExileClientIsWaitingForServerTradeResponse) then { _inventoryDropdown = _dialog displayCtrl 4004; _selectedInventoryDropdownIndex = lbCurSel _inventoryDropdown; _currentContainerType = _inventoryDropdown lbValue _selectedInventoryDropdownIndex; _containerNetID = ""; if (_currentContainerType isEqualTo 5) then { _containerNetID = _inventoryDropdown lbData _selectedInventoryDropdownIndex; _container = objectFromNetId _containerNetID; _retardCheck = _container call ExileClient_util_containerCargo_list; } else { _retardCheck = player call ExileClient_util_playerCargo_list; }; _SellToTrader = getText(missionConfigFile >> "CfgExileArsenal" >> _itemClassName >> "sellToTradersTypes"); if !(ExileClientCurrentTrader in _SellToTrader) exitWith { ["ErrorTitleAndText", ["Wrong Trader", "This trader does not buy this. Try at a different trader!"]] call ExileClient_gui_toaster_addTemplateToast; }; if (_itemClassName in _retardCheck) then { ExileClientIsWaitingForServerTradeResponse = true; ["sellItemRequest", [_itemClassName, _quantity, _currentContainerType, _containerNetID]] call ExileClient_system_network_send; _flags = ["Exile_Item_FlagStolen1","Exile_Item_FlagStolen2","Exile_Item_FlagStolen3","Exile_Item_FlagStolen4","Exile_Item_FlagStolen5","Exile_Item_FlagStolen6","Exile_Item_FlagStolen7","Exile_Item_FlagStolen8","Exile_Item_FlagStolen9","Exile_Item_FlagStolen10"]; if (_itemClassName in _flags) then { player setflagOwner ObjNull; }; }; }; }; }; true Adjust your arsenal config for every item > example class Exile_Item_Cement { quality = 1; price = 400000; sellPrice = 5000; sellToTradersTypes = ["Exile_Trader_Food","Exile_Trader_Hardware"] };
  14. El' Rabito

    Trader Issue [solved]

    Iam gonna try if i can find a easy solution. But no promises if it's too complicated i don't wanna waste my time 😎
  15. El' Rabito

    Trader Issue [solved]

    "Everything" is possible. Lookup the trader code related files and change it to your needs and create override via CfgExileCustomCode in the mission config.cpp
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