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Everything posted by El' Rabito
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bugfix Exile-Territory-Radius-Marker-Fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
This fixes the problem with stuck territory radius marker arrows. Now every player of a territory can delete the radius markers without any problem. # Installation - 1 - Make a CfgExileCustomCode override for ExileClient_gui_xm8_slide_territory_event_onRadiusButtonClick.sqf - 2 - Done Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito -
BigFoot Ship Wrecks with AI Boat Guards
El' Rabito replied to Crito's topic in Exilemod (Unofficial)'s Addons
Nice one, never bothered to try because i heard it's not working properly (AI underwater) guess i was wrong 😆 -
bugfix extDB3 - Garbage Cleaner Fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
What it does: This fixes the problem of base parts/containers not getting deleted by the garbagecleaner. # 1. Replace/add the stuff below in the exile.ini for extDB3 [deleteUnpaidTerritories_construction] SQL1_1 = DELETE FROM construction WHERE deleted_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NOT NULL SQL1_INPUTS = 1 [deleteUnpaidTerritories_container] SQL1_1 = DELETE FROM container WHERE deleted_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NOT NULL SQL1_INPUTS = 1 [addAbandonedSafes] SQL1_1 = UPDATE container SET abandoned = NOW(), pin_code = '0000' WHERE last_updated_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND class = "Exile_Container_Safe" AND territory_id IS NULL SQL1_INPUTS = 1 [deleteBaseFlagStolen] SQL1_1 = UPDATE territory SET deleted_at = NOW() WHERE flag_stolen_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NULL SQL2_1 = UPDATE construction SET deleted_at = (SELECT deleted_at FROM territory WHERE territory.id = construction.territory_id AND territory.deleted_at IS NOT NULL) WHERE construction.territory_id IS NOT NULL SQL3_1 = UPDATE container SET deleted_at = (SELECT deleted_at FROM territory WHERE territory.id = container.territory_id AND territory.deleted_at IS NOT NULL) WHERE container.territory_id IS NOT NULL SQL1_INPUTS = 1 # 2. Replace ExileServer_system_garbageCollector_cleanDatabase.sqf with the code below. /** * ExileServer_system_garbageCollector_cleanDatabase * * 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["_permanentlyDeleteTime", "_territoryLifeTime", "_containerLifeTime", "_constructionLifeTime", "_vehicleLifeTime", "_abandonedSafeTime", "_stolenFlagLifeTime", "_unlockLifeTime"]; _permanentlyDeleteTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "permanentlyDeleteTime"); _territoryLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "territoryLifeTime"); _containerLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "containerLifeTime"); _constructionLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "constructionLifeTime"); _vehicleLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "vehicleLifeTime"); _abandonedSafeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "abandonedTime"); _stolenFlagLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "stolenFlagLifeTime"); _unlockLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "unlockLifeTime"); format ["setAbandonedUnlocked:%1", _unlockLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldConstructions:%1", _constructionLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteUnpaidTerritories:%1", _territoryLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldContainers:%1", _containerLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldVehicles:%1", _vehicleLifeTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories_construction:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories_container:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldContainers:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldConstructions:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldVehicles:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteBaseFlagStolen:%1", _stolenFlagLifeTime] call ExileServer_system_database_query_insertSingle; format ["addAbandonedSafes:%1", _abandonedSafeTime] call ExileServer_system_database_query_insertSingle; # 3. ExileServer_object_container_database_insert.sqf & ExileServer_object_construction_database_insert.sqf (BrettNordin/Extdb3) (Line 19 in both files) This fixes the issues with elements/containers not despawning outside of territories. _territoryID = if (isNull _territoryFlag) then { 'NULL' } else { _territoryFlag getVariable ["ExileDatabaseID", '']}; Change to _territoryID = if (isNull _territoryFlag) then { '' } else { _territoryFlag getVariable ["ExileDatabaseID", '']}; Support Me: www.buymeacoffee.com/ElRabito -
release Cargo Weapon Attachment/Ammo Saving
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
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) Support Me: www.buymeacoffee.com/ElRabito #> 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. -
base building RwG Addon BaseBuilding 2.0
El' Rabito replied to RaVeN103's topic in Exilemod (Unofficial)'s Addons
I wanted to add this for my building script replacement scripts 😉 Since i didn't add any license, the strictest license applies. You can't use it without a permission # 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.- 39 replies
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[Need help] Drag Dead Body Script
El' Rabito replied to Overside's topic in Exilemod (Unofficial)'s Scripts
No. If you die in Exile you are dead for Arma. Reviving creates a new player object -
[Need help] Drag Dead Body Script
El' Rabito replied to Overside's topic in Exilemod (Unofficial)'s Scripts
Can't move dead bodies in MP. Nothing will change that ^^ You would need to remove the death and replace it with Arma default "incapitated status". -
# Exile-Serverside-Player-Wages What it does: Serverside player wages with safezone/territory check and respect multiplier. # Installation 1. Add this line below to "\@ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf" ['ExileServer_system_PlayerWages_thread','exile_server\code\ExileServer_system_PlayerWages_thread.sqf',false], 2. Add ExileServer_system_PlayerWages_thread.sqf into "\@ExileServer\addons\exile_server\code\". - Adjust the poptab amount,respect multiplier and the toast message to your likings. 3. Add this line below to "\@ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf" - The number at the beginning is the time in seconds (How often it runs). [600, ExileServer_system_PlayerWages_thread, [], true] call ExileServer_system_thread_addTask; 4. Repack your server pbo and done. Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito
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Combat Mode Timer Changing?
El' Rabito replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
Yes ofcourse, an override always overrides the Vanilla Exile function. -
Combat Mode Timer Changing?
El' Rabito replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
ExileClient_object_player_stats_update https://github.com/HellBz/Exile-Server/blob/master/%40exile/addons/exile_client/code/ExileClient_object_player_stats_update.sqf Line 44 -
release Cargo Weapon Attachment/Ammo Saving
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
# Updated Fixed a bug that caused duping. Just replace your ExileServer_util_getWeaponAttachementCargo -
How to get Hide Object Module to work?
El' Rabito replied to Sgt Smash's topic in Exilemod (Unofficial)'s Problems & Bugs
Just place the module in your mission.sqm,adjust its settings, save it and put it back into your missionfile ?! -
[Release] Fapovo Traders + Spawn Zones
El' Rabito replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
Yea he needs to use Github or GoogleDrive. Everything is offline -
# ExileCombatModeTweak * Disables Combat mode for fall damage & collisions. # Installation 1. Make a CfgExileCustomCode override for ExileClient_object_player_event_onHit.sqf 2. Done Download (Github) Support Me: www.buymeacoffee.com/ElRabito
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tweak Exile-BulletCam Tweaks/Nerf
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
# Exile-BulletCam Tweaks/Nerf # Changes - Adjusted timings. - Disabled the ability to shoot from/into territories (Can't use them as raiding tool anymore etc). - To add something i just added a map marker (useless but i found it somehow interesting). - Remove the code parts with "BulletCamMarker" if you don't want it (Line 64 - 95). - If the BulletCAM impacts there is a green marker on the map. - If out of range there is a red marker at the position were the camera transmission was lost. Example Videos: # Installation - 1 - Make a CfgExileCustomCode override for ExileClient_system_bulletCam_thread.sqf - 2 - Done Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito -
Display toasts for longer
El' Rabito replied to JiMilitia's topic in Exilemod (Unofficial)'s Problems & Bugs
ExileClient_gui_toaster_addToast line 53 ExileClientToasts pushBack [_toastControl, 0, diag_tickTime + 20]; The 20 at the end is the duration in seconds.- 1 reply
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What it does: Extended Anti Wallpeek script that also triggers outside of territories and your own territory. If you try to glitch through objects with freelook it will fade the screen to black and forces first person for 60 seconds. It will cover most of the buildings but sadly not objects like map fences since they have no "object type", but better than nothing. # Installation - Copy the Exile_Client_EAWP_thread.sqf to your missionfile and add the code from the initplayerlocal.sqf Download: Github Support Me: www.buymeacoffee.com/ElRabito
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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.