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Everything posted by El' Rabito
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createUnit alternative syntax init broken?
El' Rabito replied to dragonmalice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It was a bug, i asked on Arma discord when i helped someone with the same problem. This was never supposed to work _soldier = ""; _element createUnit [_position, _thisGroup, "this setPosATL _position; this disableAI 'ALL'; _soldier = this;"]; The _soldier var inside the createUnit is a local variable and not inside the same scope as the parent script. So it will never change _soldier = "" -
createUnit alternative syntax init broken?
El' Rabito replied to dragonmalice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This was just the code snippets used from the guy that create the thread. He uses a forEach loop, so should be fine. -
createUnit alternative syntax init broken?
El' Rabito replied to dragonmalice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Helped someone with the same problem. I just changed to a different syntax, but AI began to shoot each other (no matter what i did (joinSilent etc)). Depending on your use case, you can be lazy and just do like I did. _soldier = objNull; _element createUnit [_x, _thisGroup, "this setPosATL _x; tempsoldier = this;"]; _soldier = tempsoldier; -
fix Exile-Territory-Upgrade-Fixes
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
# Exile-Territory-Upgrade-Fixes - Doesn't show non existing base levels in the upgrade dialog. - Disables upgrade button if max level is reached. Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito -
important Virtual Garage - Bug Fixes
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
What it does: This fixes a a couple of problems with the serverside Virtual Garage scripts. - Just realised the bug (Duping) still exists in the current server files and there is no public fix on the Exile Discord listed, nor is there a thread in the Unofficial forum. - I optimised it slightly and also included the "Nickname problem" bug fixes from @Crito-VanaheimServers for convenience. Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito -
important Virtual Garage - Bug Fixes
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
#Updated - Now also fixes the client side trim string error message when you put a vehicle into the VG (was due to scheduled execution). -
What it does: - Keeps attachments & magazine attached on weapons inside containers after a server restart. - This will also fix the problem with duping weapon attachments inside containers on server restart that some mods/weapons have (RHS etc). Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito
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What it does: Adds the option to remove trees/other types of objects inside the territory by placing a certain object. After placement and a server restart the trees inside the radius arround the tree remover object are hidden. Installation * Add this to ExileServer_object_construction_database_load.sqf at the end before _constructionObject. * Change the "TreeRemoverXXm_Static" objects in the code to different ones. * You can also add additional terrain object types to hide, for example "ROCK" or "ROCKS" etc (see the types here https://community.bistudio.com/wiki/nearestTerrainObjects ). * I recommend a minimum size of 20m, since otherwise some big trees won't get hidden even if they are in the range of the tree remover (#arma). private _gpotrib = (_data select 1); _case = {}; if (_gpotrib == "TreeRemover20m_Static") then {_case = 1}; if (_gpotrib == "TreeRemover30m_Static") then {_case = 2}; switch (_case) do { default {}; case 1: {_terrainobjects = nearestTerrainObjects [_position, ["TREE", "SMALL TREE", "BUSH"], 20]; {hideObjectGlobal _x} foreach _terrainobjects;}; case 2: {_terrainobjects = nearestTerrainObjects [_position, ["TREE", "SMALL TREE", "BUSH"], 30]; {hideObjectGlobal _x} foreach _terrainobjects;}; }; Support Me: www.buymeacoffee.com/ElRabito
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release CH View Distance (Exile-Updated)
El' Rabito posted a topic in Exilemod (Unofficial)'s Scripts
CH View Distance (Exile-Updated) CHVD Viewdistance script Updated and tweaked for Exile. This is repository for saving the old CHVD View Distance Script (Arma 3) Scripted version. I updated and tweaked it slightly (added configurable min & max values etc) and fixed some bugs. Download and more details: https://github.com/ELRabito/CHVD-Exile-Updated/tree/main Support Me: www.buymeacoffee.com/ElRabito- 1 reply
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bugfixes Take all bug fixes/improvements
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
#Updated - Optimized and fixed a additional bug that left Vest/Uniform/Backpack on the ground on TakeAll, even tho the slot is empty and the player could pick it up. -
bugfixes Take all bug fixes/improvements
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
What it does: This fixes the following issues and bugs with the take all function. Leaving Vest/Uniform/Backpack on the ground even tho the slot is empty and the player could pick it up. Picking up multiple NVG/GPS (You can now bulk pickup these from containers). Multiple NVG's delete bug (TakeAll on a container with multiple NVG's deletes them). Unnecessary network call for poptabs if the object has no poptabs. Download & Installation (Github) Video example of the take all bug with NVG's: Support Me: www.buymeacoffee.com/ElRabito -
On button press the character will use a appropriate medicine depending on the severity of the damage. Makes it a bit easier, fluid and less immersion breaking to consume healing items in Exile. To balance it a bit the system only detects medicine items in Uniform or Vest. If no appropriate medicine was found the script will use any available med the player has. If the player is bleeding it will use a medicine from the allowed LightMeds array. So it's better to add only items that stop the bleeding (bandages, dressing etc) to the LightMeds array. Checks for basic exploits/bugs already in place (Animation skipping, using it while swimming etc). Sound effect to mimic the sound of searching for a appropriate medicine, error toast with information and sound clue if no medicine was found in the vest or uniform. Code examples for putting it on a normal number row key like 8 or custom user action are included (Optional or use them both). Download & Installation (GitHub) Support Me: www.buymeacoffee.com/ElRabito
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Most Wanted: An Exile Bounty Mod
El' Rabito replied to chernaruski's topic in Exilemod (Unofficial)'s Addons
Never hady any problems with BountyKing (other than some balance issues that i manually fixed). -
bugfixes Take all bug fixes/improvements
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
#Updated Optimized and fixed a additional bug that deleted your UAV terminal if you used "Take-all" while a GPS was in the lootHolder. -
Stops that annoying moaning when the player is only slightly injured. Small tweak but damn it's needed 🙃 Settings * Change the value of _ExileClient_MinInjured_MoanThreshold to determine when the player character should start moaning when injured (default: < 80% health). Installation Make a Customcode override for the following Exile function in your missionfile or merge the code if it already exists! * ExileClient_object_player_event_hook For merging * The code part is marked with //StopMoaning Startc and //StopMoaning End. Download: GithHub Support Me: buymeacoffee.com
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extDB2: Error extDB2 is already setup & locked !!!
El' Rabito replied to The_Fra's topic in Exilemod (Unofficial)'s Problems & Bugs
You realise this post is from July 13, 2020 ? -
# ExileMod-CruiseMode Cruise Control for ground vehicles and boats (Bind a button to Custom User Action 8). - While having cruise control active the vehicle keeps the speed it had when the player had activated the cruise control. - The vehicle accelerates by itself and manually accelerating is possible. - Accelerating above set speed limit is possible - Applying brakes disables Cruise Control. # Installation Make a Customcode override for the following Exile function in your missionfile or merge the code if it already exists! * ExileClient_gui_hud_event_onKeyUp # For merging * The code part is marked with /* ExileMod Cruise Mode Start / and / ExileMod Cruise Mode End */ (Line 47-59) Download: Github Support Me: www.buymeacoffee.com/ElRabito
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There is no such thing for DMS. Sounds like a bug somewhere
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ExileMod-Holster+ * Keeps the firemode on weapon switch/holstering instead of resetting every time. * Also works for under-barrel modes or sidearms with full auto mode. Installation Make a Customcode override for the following three Exile functions in your missionfile or merge the code if they already exist! 1. ExileClient_gui_hud_event_onKeyDown 2. ExileClient_gui_hud_event_onKeyUp 3. ExileClient_object_player_stats_reset Merging existing overrides 1. The code parts are commented with /* Holster+ Start*/ & /* Holster+ End*/ ! 2. ExileClient_gui_hud_event_onKeyUp contains multiple code blocks for the buttons 1,2,3,4. 3. ExileClient_gui_hud_event_onKeyDown is for the binocular related stuff. Download: Github Support Me: buymeacoffee.com Preview Video
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NEW SERVER: Pimpin Malden Exile
El' Rabito replied to All In Tennessee's topic in Exilemod (Unofficial)'s Scripts
You get 80 FPS because your server is empty and Malden is a small map, just sayin 😅 -
PortableGenerator outside of a territory? (CLOSED)
El' Rabito replied to Whitey01's topic in Exilemod (Unofficial)'s General Discussion
Requires a mod and knowledge about the exile config setup for constructions or script changes. Not easily done for beginners ^^ Part of it as example (only ~25% of the needed config) Good luck. -
fix ExileServer ClearBuffer Fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Probably not, it's the naked bug (Arma bug). Server is not aware of the client uniform/vest (like other players which see them naked). Use the infistar !fixme command before logging out to avoid that. Which does that on the client side. player setUnitLoadout (getUnitLoadout player) -
fix ExileServer ClearBuffer Fix
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
# ExileServer-ClearBuffer-Fix This fixes some broken Vanilla code that skipped elements in the ExileSystemPlayerSaveASYNC and ExileServerVehicleSaveQueue on clearing buffers on server restart. Which is rather bad because it can cause loss of gear/vehicle rollback or allow duping! WARNING: Make sure every player was kicked before the ExileServer_system_rcon_event_clearBuffers is run! # Installation * Replace @ExileServer\addons\exile_server\code\ExileServer_system_rcon_event_clearBuffers.sqf and repack your exile_server.pbo Download: Github Support Me: buymeacoffee.com -
fix ExileServer ClearBuffer Fix
El' Rabito replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Because the Exile restart system is stopping the Exile thread system. So players that didn't get kicked when the Exile restart/shutdown system is calling ExileServer_system_rcon_event_clearBuffers and stopping the thread system, wont be saved properly. -
release Block connecting/disconnected etc. systemchat messages
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
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 a CfgExileCustomCode override for ExileClient_object_player_event_hook and add the code below. addMissionEventHandler ["HandleChatMessage", { params ["_channel", "", "", "_text"]; _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 ]; }; }]; 2. Save it, repack your missionfile and you are done. Support Me: www.buymeacoffee.com/ElRabito