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Everything posted by El' Rabito
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release Change PIN for doors/gates etc.
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
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) Support Me: www.buymeacoffee.com/ElRabito 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"; }; -
release Change PIN for doors/gates etc.
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Updated: Added a "Territory under attack" check for changing pincodes at territories similar to the other building functions like moving, building, removing, upgrading. -
Trader Issue [solved]
El' Rabito replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
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"] }; -
Trader Issue [solved]
El' Rabito replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
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 😎 -
Trader Issue [solved]
El' Rabito replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
"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 -
release Vehicle Trader - DLC vehicle buy restriction
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
If you don't own the DLC you can't buy the vehicle. Prevents inexperienced players from buying DLC vehicles by mistake. 1. Make a CfgExileCustomCode override for ExileClient_gui_vehicleTraderDialog_event_onPurchaseButtonClick.sqf with the following code. > This only works if you use default classnames, if you use your own custom classnames it wont work properly! /** * ExileClient_gui_vehicleTraderDialog_event_onPurchaseButtonClick * * 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["_vehicleClass", "_salesPrice", "_quality", "_requiredRespect", "_pin","_VehicleClassIsOwnedDLC","_configPath","_source"]; _vehicleClass = uiNameSpace getVariable ["RscExileVehicleTraderDialogVehicleClass", ""]; _VehicleClassIsOwnedDLC = getAssetDLCInfo [_vehicleClass] select 1; _salesPrice = getNumber(missionConfigFile >> "CfgExileArsenal" >> _vehicleClass >> "price"); _quality = getNumber(missionConfigFile >> "CfgExileArsenal" >> _vehicleClass >> "quality"); _requiredRespect = getNumber(missionConfigFile >> "CfgTrading" >> "requiredRespect" >> format["Level%1",_quality]); _pin = ctrlText ((uiNamespace getVariable ["RscExileVehicleTraderDialog",displayNull]) displayCtrl 4008); closeDialog 0; if !(_VehicleClassIsOwnedDLC) exitWith { ["ErrorTitleAndText", ["MISSING DLC", "You don't own the required DLC for this Vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; }; if (count _pin != 4) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Pin not 4 characters."]] call ExileClient_gui_toaster_addTemplateToast; }; if (_salesPrice > (player getVariable ["ExileMoney", 0])) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Not enough money."]] call ExileClient_gui_toaster_addTemplateToast; }; if (_requiredRespect > ExileClientPlayerScore) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Not enough respect."]] call ExileClient_gui_toaster_addTemplateToast; }; ["purchaseVehicleRequest", [_vehicleClass,_pin]] call ExileClient_system_network_send; Support Me: www.buymeacoffee.com/ElRabito- 1 reply
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release Vehicle Trader - DLC vehicle buy restriction
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Updated - Now makes use of the new command -> https://community.bistudio.com/wiki/getAssetDLCInfo -
fix Infistar !fixme exploits fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Problems & Bugs
This fixes two exploits related to the Infistar !fixme command. 1.Add to your mission init.sqf ExileClientLastFixme = diag_tickTime; 2. a3_infiSTAR_Exile\fn_preInit.sqf line 527 - Replace the code with the code below. if(_fix_uniform_and_vest)then{ fnc_check_uniform_n_vest = { if(isNil'cunvthread')then { cunvthread = _this spawn { if(!isNil 'ExileClientLoadedIn' && alive player && (diag_tickTime - ExileClientLastFixme) >= 300)then { params [ ['_uniformServer','',['']], ['_vestServer','',['']] ]; _uniform = uniform player; _vest = vest player; if (!(_uniformServer isEqualTo _uniform) || !(_vestServer isEqualTo _vest)) then { closeDialog 0; _loadout = getUnitLoadout player; ExileClientLastFixme = diag_tickTime; ["InfoTitleAndText", ["!fixme", format ["Fixed your invisible gear!"]]] call ExileClient_gui_toaster_addTemplateToast; waitUntil { player setUnitLoadout _loadout; (_uniform isEqualTo (uniform player)) && (_vest isEqualTo (vest player)) }; }; }; cunvthread = nil; }; }; }; publicVariable "fnc_check_uniform_n_vest"; }; -
fix Infistar !fixme exploits fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Problems & Bugs
# Updated - Added a fix for another exploit related to the Infistar !fixme command. -
fix Fuel draining only as last driver
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
What it does: This small change only allows the last driver to drain fuel from a vehicle (like the flip function). So trolls in the safezone can't just drain a vehicle. ################################################################################ Installation: Make a CfgExileCustomCode override for the following file with the code below. ################################################################################ ExileClient_object_vehicle_drain.sqf /** * ExileClient_object_vehicle_drain * * 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["_object", "_hasACan", "_magazines", "_amount", "_fuelDetails", "_fuelAmount"]; _object = _this select 0; _hasACan = []; if !(local _object) exitWith {["ErrorTitleOnly", ["Only the last driver can drain fuel!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; _magazines = magazinesAmmo player; { if((_x select 0) isEqualTo "Exile_Item_FuelCanisterEmpty")then { _amount = 20; _hasACan = ["Exile_Item_FuelCanisterEmpty",_amount,1]; }; if((_x select 0) isEqualTo "Exile_Item_FuelCanisterFull")then { if((_x select 1) < 20)then { _amount = 20 - (_x select 1); _hasACan = ["Exile_Item_FuelCanisterFull",_amount,_x select 1]; }; }; if((count _hasACan) isEqualTo 3)exitWith{}; } forEach _magazines; if((count _hasACan) isEqualTo 3)then { _fuelDetails = _object call ExileClient_util_fuel_getRealFuel; _fuelAmount = _fuelDetails select 0; if(_fuelAmount isEqualTo 0)exitWith { ["ErrorTitleAndText", ["Failed to drain fuel!", "There is no fuel left to drain."]] call ExileClient_gui_toaster_addTemplateToast; }; if((_hasACan select 1) > _fuelAmount)then { [ player, [_hasACan select 0,_hasACan select 2], ["Exile_Item_FuelCanisterFull",(20 -(_hasACan select 1)) + _fuelAmount] ] call ExileClient_util_inventory_replaceMagazine; _amount = _fuelAmount; } else { [ player, [_hasACan select 0,_hasACan select 2], ["Exile_Item_FuelCanisterFull",(20 -(_hasACan select 1)) + _amount] ] call ExileClient_util_inventory_replaceMagazine; }; call ExileClient_object_player_save; if(local _object)then { [_object,-_amount] call ExileClient_util_fuel_setFuel; } else { ["setFuelRequest",[netId _object,-_amount]] call ExileClient_system_network_send; }; ["SuccessTitleAndText", ["Drained fuel!", format ["You have drained %1L.", _amount]]] call ExileClient_gui_toaster_addTemplateToast; } else { ["ErrorTitleAndText", ["Failed to drain fuel!", "You do not have a fuel canister."]] call ExileClient_gui_toaster_addTemplateToast; }; true- 1 reply
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fix Vehicle flip tweaks/exploit fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Updated. * Changed: Different flip height for ground/air vehicles and a special case for vehicles that like explode when you flip them like the 3CB Coyote and Jackal. (ExileClient_object_vehicle_flip change or add the classnames in _specialflipcases).- 1 reply
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fix Vehicle flip tweaks/exploit fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
Description: You can now flip vehicles even if the engine is still running (as last driver) and the vehicle flips a bit higher to avoid clipping into the ground. The Safezone Wastedump exploit should be fixed aswell with these changes. * Different flip height for ground/air vehicles and a special case for vehicles that like explode when you flip them like the 3CB Coyote and Jackal. (ExileClient_object_vehicle_flip change or add the classnames in _specialflipcases). ################################################################################ Installation: Make two CfgExileCustomCode overrides for the following files with the code below. ################################################################################ ExileClient_object_vehicle_interaction_show.sqf /** * ExileClient_object_vehicle_interaction_show * * 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/. */ (alive ExileClientInteractionObject) && !(locked ExileClientInteractionObject isEqualTo 2) ExileClient_object_vehicle_flip.sqf /** * ExileClient_object_vehicle_flip * * 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["_vehicle","_pos"]; _vehicle = _this select 0; _vehicleType = typeof _vehicle; _specialflipcases = ["UK3CB_BAF_Coyote_Passenger_L111A1_W","UK3CB_BAF_Jackal2_L111A1_W","UK3CB_BAF_Jackal2_L111A1_G"]; if !(local _vehicle) exitWith {["ErrorTitleOnly", ["Only the last driver can flip this vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; if ((locked _vehicle) isEqualTo 2) exitWith {["ErrorTitleOnly", ["You can't flip a locked vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; if (local _vehicle) then { if (_vehicle iskindof "Air") then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 1.0]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1] }; if (_vehicleType in _specialflipcases) then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 3.75]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1]; } else { if !(_vehicle iskindof "Air") then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 2.5]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1]; }; }; } else { ["flipVehRequest",[netId _vehicle]] call ExileClient_system_network_send; }; true- 1 reply
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bugfix Autorun Exploits fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Updated ! New features: - "Fixed" the "slide" bug while holstering a weapon and pressing autorun. - "Fixed" the instant weapon draw while pressing 1 or 2 while autorunning and then pressing a movement button. -
class WaterSource { name = "Dirty Water Source (Barrels/Pumps)"; models[] = { "misc_wellpump", "pumpa", "concretewell_02_f", "water_source_f", "waterbarrel_f", "land_pumpa" }; }; The classnames have to be in lowercase.
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bugfix Move elements at/near max objects limit fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
That should do it..... Updated: https://github.com/ELRabito/Exile-Move-Element-Fix -
bugfix Move elements at/near max objects limit fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Yea small overlook from my side 😄 It's a bit different on our server with the building scripts. Iam looking into it. -
release A3EX_CMAT - Serverside Custom Mapping and Traders
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Addons
I don't know then, for me it works with a standard amount of traders. Not sure if anyone else has this problem. -
release A3EX_CMAT - Serverside Custom Mapping and Traders
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Addons
Try to increase the sleep time for each trader to maybe 0,20 or 0,25. -
release Tree Remover Object
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Open your mission.sqm with the Arma 3 Editor and the Exile 3DEN mod loaded and place the hide object modules. Save it and put it back into your missionfile. I always did it like that and never had any problems..... -
bugfix Autorun Exploits fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Updated. - Disabled Autorun while in combat. - Disabled Autorun while playing russian roulette. -
Gets rid of the number changing base cameras and sorts them by distance so they should always have the same number. Make a CfgExileCustomCode override for ExileClient_gui_baseCamera_event_onLoad.sqf with the code below. Support Me: www.buymeacoffee.com/ElRabito /** * ExileClient_gui_baseCamera_event_onLoad * * 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", "_camerasCombo", "_range", "_cameras", "_index"]; _display = uiNamespace getVariable ["RscExileCameraView",displayNull]; _camerasCombo = _display displayCtrl 4005; _range = ExileCameraSystemBase getVariable ["ExileTerritorySize",0]; _cameras = nearestObjects [ExileCameraSystemBase, ["Exile_Construction_BaseCamera_Static"], _range]; lbClear _camerasCombo; if(_cameras isEqualTo [])then { _index = _camerasCombo lbAdd "No cameras in your base"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; } else { _index = _camerasCombo lbAdd "Select a Camera"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; { _index = _camerasCombo lbAdd ("Camera " + (str _forEachIndex)); _camerasCombo lbSetData [_index,netId _x]; _camerasCombo lbSetPicture [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; if(_x getVariable ["ExileCameraInUse",false])then { _camerasCombo lbSetColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetPictureRightColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetTextRight [_index,"IN USE!"]; _camerasCombo lbSetColorRight [_index,[221/255, 38/255, 38/255, 1]]; } else { _camerasCombo lbSetColor [_index,[160/255, 223/255, 59/255, 1]]; }; } forEach _cameras; }; ExileClientPlayerIsInSecurityCamera = true; ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.39, 0.32, 0.25, 1], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]]; ExileClientPostProcessingColorCorrections ppEffectCommit 0; ExileClientPostProcessingColorCorrections ppEffectEnable true; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectCommit 0; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectEnable true; false call ExileClient_gui_hud_toggle; _camerasCombo
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fix Base Camera sorting
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Then you did something wrong. Try again with fresh a override. -
fix Base Camera sorting
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Yea i edited it to avoid confusion. CfgCustomcode seems not clear enough for everbody ^^ -
fix Base Camera sorting
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
There is only one way to do overrides in exile. CfgExileCustomCode -
fix Base Camera sorting
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
class CfgExileCustomCode { ExileClient_gui_baseCamera_event_onLoad = "Exile_Client_Overrides\ExileClient_gui_baseCamera_event_onLoad.sqf"; };