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Everything posted by El' Rabito
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bugfix Move elements at/near max objects limit fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
Every experienced base builder in exile knows the problem. You move an existing base object while your on/near max elements limit of your base and it's disappearing. Here is a simple solution for that problem. # Make a new Customcode override for ExileClient_object_construction_move.sqf with the code from Github. https://github.com/ELRabito/Exile-Move-Element-Fix Support Me: www.buymeacoffee.com/ElRabito Updated / 30.07.2020 : Fixed moving of tents and safes outside of territories. -
bugfix Move elements at/near max objects limit fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
#Updated: Found the actual reason, on removing a element the construction number on the flag is not getting updated. If you remove another element it does update. Spawning that update call with a small delay solves the problem. https://github.com/ELRabito/Exile-Move-Element-Fix You can remove the old workaround -> https://github.com/ELRabito/Exile-Move-Element-Fix/blob/f2a5220e5e52fe21b393cf228bb8453ec4952070/ExileClient_object_construction_move.sqf -
release Exile - Anti Floating bug script (aka. stair bug)
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Scripts
# Updated Added the watercheck again since some people have problems with it over water. -
release Exile - Anti Floating bug script (aka. stair bug)
El' Rabito posted a topic in Exilemod (Unofficial)'s Scripts
## 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) Support Me: www.buymeacoffee.com/ElRabito ## Installation Add the code from the Github (Code) initplayerlocal.sqf to your initplayerlocal.sqf of your mission-file. -
release A3EX_CMAT - Serverside Custom Mapping and Traders
El' Rabito posted a topic in Exilemod (Unofficial)'s Addons
What it does: It spawns the traders and additional mapping server side. The advantage is people can't steal your mapping and the traders are created once on the server and not for every client which should help with FPS. # A3EX_CMAT - Arma 3 Exile Serverside Custom Mapping and Traders - v0.10 # 2020 - El Rabito # Thanks @ DB for the initial ExileServer_object_trader_create.sqf ## Download (Github) Support Me: www.buymeacoffee.com/ElRabito ## #### INSTALLATION 1. Copy the ExileServer_object_trader_create.sqf into @ExileServer\addons\exile_server\code 2. Add the line below at the top of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_object_trader_create', 'exile_server\code\ExileServer_object_trader_create.sqf', false], 3. Configure your map content and traders in A3EX_CMAT\content\ - Remember to add them in fn_load_mapContent.sqf like the examples. - TRADER.sqf is the trader configuration with additional information ! - Remember to remove your old trader NPC's from missionfiles initPlayerLocal.sqf! Example trader config with comments _trader_equip = [ "Exile_Trader_Equipment", // TRADER CLASS "Exile_Trader_Equipment", // TRADER CLASS "WhiteHead_04", // HEAD ["InBaseMoves_HandsBehindBack1"], // ANIMATION [8204.36,14231.8,0.2], // POSITION 232.455, // ROTATION [["arifle_MX_GL_Black_F","","","",[],[],""],[],[],["U_BG_Guerrilla_6_1",[]],["V_I_G_resistanceLeader_F",[]],[],"H_Watchcap_khk","G_Combat",[],["","","","","",""]] // LOADOUT ]; 4. Add this below to missionfiles initServer.sqf (This is better for spawning the mapping since it's initialized earlier (imho)) [] execVM "A3EX_CMAT\content\fn_load_mapContent.sqf"; 5. Put the A3EX_CMAT.pbo into @ExileServer\addons\ 6. Done # License Info: If you server is named KFB (Kentucky Fried Bambi) you have no permission to use this. Any violation will result in a DMCA. -
release A3EX_CMAT - Serverside Custom Mapping and Traders
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Addons
Updated: Cleaned up the TRADER.SQF script. -
[SOLVED] Running scripts server side (a 2nd initServer)
El' Rabito replied to Rosso777's topic in Exilemod (Unofficial)'s Scripts
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[SOLVED] Running scripts server side (a 2nd initServer)
El' Rabito replied to Rosso777's topic in Exilemod (Unofficial)'s Scripts
Yes you can. But if your objects file is 5MB your server will run like crap with that many objects. -
question about the flag
El' Rabito replied to Ch4rl0's topic in Exilemod (Unofficial)'s General Discussion
Player ? Admin ? If admin add this to sever: https://github.com/MGTDB/Exile_Abandon_Territory if player ask admin of the server. -
Tinter-Furniture - Dynamic Furniture as a Mod
El' Rabito replied to tinter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First, nice mod. Second: Can you explain what exactly the Seed does ? I don't really get it 😅 And another problem, it seems to mess with vehicle locality. We use this to ensure some actions can only be exectued when the vehicle is local to your client. And with your script/mod running you always get an "error" ^^ if !(local _vehicle) then { throw "Please get in as driver/pilot first."; }; -
AeoG | DayZ Survival | ChernarusExpanded |Exile+|FPS+|Missions
El' Rabito posted a topic in Exilemod (Unofficial)'s Promotion
AeoG | DayZ Survival | ChernarusExpanded |Exile+|FPS+|Missions >> Server IP: 51.195.60.150:2302 >> Map: Chernarus Expanded - Custom Chernarus version only for our server (Online Map) >> Battlemetrics: https://www.battlemetrics.com/servers/arma3/8145463 >> Discord: https://discord.gg/WHZ5aNq >> Description: Non-Militarised Oldschool DayZ style survival, with 4+ years of experience and tons of unique content, thousands of changes/fixes to Arma, Exile & addons for better gameplay, balance and immersion. >> Noteworthy features besides the usual stuff: Basic trader supply only, Group/Family size limit (6 players), Custom map locations (Underground area, Islands, mil camps etc), Forced First Person Areas, Custom supply drop script, 40+ custom dynamic missions and a hardcore static mission, VCOM AI + Lambs Danger .fsm, Custom persistent world vehicle spawn, All Vehicle inventories are re-balanced/resized, Towing, Vehicle ammo & re-arm system + persistent mountable static HMG's, Dynamic persistent weather & time, Climbing, Radiation Zone Gas-Mask filter system, Infection from Zombies, Simple and clean HUD/interfaces, Inventory interaction sounds, Custom base building elements, Custom Electricity system, Base-Spawn, Extended crafting system + Crafting from Container, Tree remover in your territory, Custom revive system, Blindfold players, Defuse explosives,Jammers for CCTV/Remove control and explosives, Lots of custom Xm8 apps like Remote Hangar Gate/Elevator/Light control, Mute player, in-game Notepad with share feature, Extended stats system and much much more. Preview playlist: -
Base Building - Tilt/Pitch Snapping.
El' Rabito replied to tears4mysins's topic in Exilemod (Unofficial)'s General Discussion
Deleted my old messages. Didn't help was just randomly correct. -
This fixes a dupe method for Exile. Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito Installation 1. Make a CfgExileCustomCode override for ExileClient_object_player_event_onInventoryClosed.sqf 2. Done
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[RU_56] DayZ + Stalker
El' Rabito replied to xX_XaMEJIEoH_Xx's topic in Exilemod (Unofficial)'s Promotion
You know its not allowed to re-upload Exilemod to steam ? I would remove otherwise you will get a DMCA. Same for all the other mods you have no permission to re-upload...... -
Yes i don't get messages via RCON (from server to RCON tool) on my local test server. RCON to Arma works as intended. Gonna test it later on a dedicated machine. Thanks for the answer 👍
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First: Great script, looks, feels and works fantastic 👍 Second: We monitor chat via RCON for insults etc. Is it normal that it won't show up on RCON with A3ExtendedChat ?
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release Base light overhaul (+EBM)
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
While searching for the reason why the lights on our server didn't work, i made some changes in the default files. You can now turn on/off every light source in your base like the default Exile Floodlights. Since i use EBM on our server i included all available lights. The generator has a range of 100m, if you want to change that look for the number 100 in both files (End of line 14). ( ExileClient_object_portableGenerator_switchOn & ExileClient_object_portableGenerator_switchOff) Demo GIF ##################################### ############# INSTALLATION ######### ##################################### ##>1. Copy the four files into the folder \Server\mpmissions\Exile.YOURMISSION\custom\Lights\ ##>2. Add the lines below to your CfgExileCustomCode located in config.cpp in your missionfile. class CfgExileCustomCode { //LightFix ExileServer_object_floodLight_network_toggleFloodLightRequest = "custom\Lights\ExileServer_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_floodLight_network_toggleFloodLightRequest.sqf = "custom\Lights\ExileClient_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_portableGenerator_switchOn = "custom\Lights\ExileClient_object_portableGenerator_switchOn.sqf"; ExileClient_object_portableGenerator_switchOff = "custom\Lights\ExileClient_object_portableGenerator_switchOff.sqf"; }; Github (Download) # License Info: If you server is named KFB (Kentucky Fried Bambi) you have no permission to use this. Any violation will result in a DMCA. -
Exile SafeX - Personal Trader Storage
El' Rabito replied to Andrew_S90's topic in Exilemod (Unofficial)'s Addons
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; }; -
bugfix Territory flag placement Fixes
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
# 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).- 1 reply
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bugfix Territory flag placement Fixes
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
What it does: This fixes a couple of problems with the placement of the territory flag. * Disables the placement of the flagpole without choosing a flag. * Name must be unique since you can spawn at an enemy base if it has the same name (XSSpawn). * Limits the length of the base name to 16 letters. Make a new CfgExileCustomCode override for ExileClient_gui_setupTerritoryDialog_event_onPlaceButtonClick.sqf with the code below. /** * ExileClient_gui_setupTerritoryDialog_event_onPlaceButtonClick * * 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["_display", "_listBox", "_territoryName", "_selectedFlag", "_alphabet", "_forbiddenCharacter","_position","_center","_allTerritoryFlags","_baseName","_ExileAllBasenames"]; _display = uiNameSpace getVariable ["RscExileSetupTerritoryDialog", displayNull]; _listBox = _display displayCtrl 4001; _territoryName = ctrlText (_display displayCtrl 4000); _selectedFlag = lbCurSel _listBox; _selectedFlag = _listBox lbData _selectedFlag; try { _territoryName = _territoryName call ExileClient_util_string_trim; _NameLength = count _territoryName; if (_NameLength isEqualTo 0) then { throw "Please enter a territory name."; }; if (_NameLength < 3) then { throw "Territory name is too short."; }; if (_NameLength > 16) then { throw "Territory name is longer than 16 letters."; }; if(_selectedFlag == "") then { throw "Please choose a flag from the list."; }; _ExileAllBasenames = []; _position = worldSize/2; _center = [_position,_position,0]; _allTerritoryFlags = nearestObjects [_center, ["Exile_Construction_Flag_Static"], worldSize]; { _baseName = _x getVariable ["ExileTerritoryName", ""]; _ExileAllBasenames pushBack _baseName; }forEach _allTerritoryFlags; if(_territoryName in _ExileAllBasenames) then { throw "Name is already in use, please choose a different name!"; }; _alphabet = getText (missionConfigFile >> "CfgClans" >> "clanNameAlphabet"); _forbiddenCharacter = [_territoryName, _alphabet] call ExileClient_util_string_containsForbiddenCharacter; if !(_forbiddenCharacter isEqualTo -1) then { throw "Invalid character in input. Please try again."; }; ["Exile_Item_Flag",_selectedFlag,_territoryName] call ExileClient_construction_beginNewObject; } catch { ["ErrorTitleAndText", ["Failed to place flag!", _exception]] call ExileClient_gui_toaster_addTemplateToast; }; closeDialog 0; true- 1 reply
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A3Log - A lightweight logging extension
El' Rabito replied to Arkensor's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still works perfectly. Thanks for that 👍 -
release A3EX_CMAT - Serverside Custom Mapping and Traders
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Addons
That's the "default clothing" of these traders. If you leave the loadout empty this happens. -
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) Support Me: www.buymeacoffee.com/ElRabito
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You can't put it into server files. The client needs the files to play them. The only alternative is a client mod.
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bugfix constructionMoveResponse error report fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
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