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40 ExcellentAbout ZN Anhor
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Corporal
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http://www.znation.rocks
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76561198127974288
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Male
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Location
Germany, Bavaria
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My Family, Motorcycles, Gaming, Vietnam War
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CUP MAPS 2.0 Chernarus 2020 working on Exile Mod??
ZN Anhor replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
This is an excerpt from the config.cpp of the exile_server_config.pbo: As you will notice, most of the Arma 3 buildings are already included, including the respective loot positions of the individual buildings. Should you now fall victim to the "great" idea that military loot should spawn in all buildings, then you just have to change the corresponding category (i.e. change table = Factories to Military) of the respective building. One of the really great things about Exile is that such changes are really easy to make. -
THIS is where the original came from! https://github.com/Brenner650/Exile-Status-Bar
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We? Who is "we"? The sole rights holder of Exile? From Exile Addons? Let the following go through your head: If not busy people like Thomas TKO would keep posting such things, then this forum and Exile would be even more dead than it is anyway. The people who actually find their way here usually have questions ........ that are neither answered with copyright references nor with raised index fingers. And that from a 54 year old adult who probably has a little more life experience than you kiddie! Sorry, but the way makes me a little upset .....
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A small guide for the perfect Exile server. The following considerations: - all traders must be bundled in one easily accessible place - basebuilding should be allowed from 100 meters next to the traders - missions should spawn in sufficient numbers and with a low level of difficulty very close to the trader in order to keep the paths short - it would be nice to have high-quality vehicles such as helicopters or tanks spawn around the Trader - maybe you should still think about a generous welcome money for new players, not the frustration arises because you have to do something If you take all this advice to heart you will see that your server will always be full (at least most players will be tied up for 2 to 3 days)! Shit ...... I forgot to activate the irony button ......
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CUP MAPS 2.0 Chernarus 2020 working on Exile Mod??
ZN Anhor replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
I'm always amazed because of the question about loot tables. The loot tables are already integrated in the exile files, namely in exile_server_config.pbo, there in config.cpp The loot positions are also already integrated in this file, because the loot positions are not linked to a map but to buildings. Loot tables are only interesting if I want to spawn special items that differ from the standard. However, this should not be a problem, since all the required data are already available in the original and only have to be edited accordingly. So add special items or exchange them for existing ones. Anyone who cannot even enter such simple and trivial changes should seriously think about why they need their own server. I'm certainly not a script genius either, but creating a mission for a new map, including traders and spawn positions, won't take more than an hour or two. I've done this for most Unsung maps and RHSPKL, and these maps actually have mostly map-specific buildings. -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@Whitey01 Would it help if the waste dump trader only buys vehicles but no longer "cargo"? If so, then we should ask El´ Rabito again nicely if he will watch it again 😉 -
DMS Exile Occupation Helo Issue
ZN Anhor replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
Who should do that? Exile was left to its own by the developers. No further development, no bug fixing and no support. -
@DSabre Would it be possible to make a US carrier from the Vietnam War era? Just a humble question .....
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virolathi server files
ZN Anhor replied to Prospero71's topic in Exilemod (Unofficial)'s General Discussion
It's not that easy to explain now. Your first problem will practically resolve itself, that of the loot position. They are solved via the Exile Server Config. Most of the buildings that exist are already entered in the config.cpp file. The mission file is a far bigger problem, at least if you have absolutely no plan of the matter, what I'm assuming now. You would first have to position traders and what is needed in the editor (locker, roulette chairs, water coolers etc.). You have to transfer this data to an initServer.sqf and initPlayerLocal.sqf file. You also have to create a mission.sqm with spawn points and markers. You can largely take over all other files from an existing mission. It is also important that you give the end result the correct file name, so when you pack the pbo. For this you need the correct name of the map you want to use. It looks something like this: Exile.YourMap.pbo As I said, without any experience what you have set out to do is a rocky road. -
ZN Anhor started following El' Rabito
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Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@El´ Rabito I agree, perfect work!!! Thx for that buddy! I solved the problem with the Waste Dumb Trader very pragmatically ..... there is no longer any. Nothing has to work quickly or easily! We all play to pass the time ..... well, does it dawn on the contradiction to do things in games quickly and easily? Thx again Rabito ...... -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@El' Rabito You are the best! Tomorrow I will try to test the whole thing on the server. Whatever the outcome, thx for that! -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@rgscriven It was clear to me that it could only be a misunderstanding 😉 In general, I think it would be a huge step forward if this problem could be solved. Not just for me or @Whitey01, but for the exile community in general. Just consider the possibilities that would open up .... in relation to the game or a story. It would be nice if one or the other crack would support us 🤗 -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
Nice that I'm not the only one with this idea. And above all that someone has understood what it is about. How to assign a trader what to sell, I can do it alone, but tell him what to buy ..... I looked at some files in the exile_server, including the Exile_system_trading_network files, but didn't really get any further 🤒 I assume that the solution is hidden somewhere in the ExileServer_system_trading_network_sellItemRequest.sqf /** * ExileServer_system_trading_network_sellItemRequest * * 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["_sessionID", "_parameters", "_itemClassName", "_quantity", "_containerType", "_containerNetID", "_playerObject", "_vehicleObject", "_sellPrice", "_playerRespect", "_playerMoney", "_noRespectItems", "_respectGain", "_logging", "_playerMoneyString", "_traderLog", "_responseCode"]; _sessionID = _this select 0; _parameters = _this select 1; _itemClassName = _parameters select 0; _quantity = _parameters select 1; _containerType = _parameters select 2; _containerNetID = _parameters select 3; try { _playerObject = _sessionID call ExileServer_system_session_getPlayerObject; if (isNull _playerObject) then { throw 1; }; if !(alive _playerObject) then { throw 2; }; if(_playerObject getVariable ["ExileMutex",false]) then { throw 12; }; _playerObject setVariable ["ExileMutex",true]; _vehicleObject = objNull; if !(isClass (missionConfigFile >> "CfgExileArsenal" >> _itemClassName) ) then { throw 3; }; _sellPrice = _itemClassName call ExileClient_util_gear_calculateSellPrice; if (_containerType isEqualTo 1) then { if (_itemClassName isEqualTo (primaryWeapon _playerObject)) then { { { if !(_x isEqualTo "") then { _sellPrice = _sellPrice + (_x call ExileClient_util_gear_calculateSellPrice); }; } forEach _x; } forEach [ primaryWeaponItems _playerObject, primaryWeaponMagazine _playerObject ]; }; if (_itemClassName isEqualTo (handgunWeapon _playerObject)) then { { { if !(_x isEqualTo "") then { _sellPrice = _sellPrice + (_x call ExileClient_util_gear_calculateSellPrice); }; } forEach _x; } forEach [ handgunItems _playerObject, handgunMagazine _playerObject ]; }; }; _playerRespect = _playerObject getVariable ["ExileScore", 0]; if !(getNumber(configFile >> "CfgSettings" >> "Escape" >> "enableEscape") isEqualTo 1) then { if (_sellPrice <= 0) then { throw 4; }; _playerMoney = _playerObject getVariable ["ExileMoney", 0]; _playerMoney = _playerMoney + _sellPrice; _playerObject setVariable ["ExileMoney", _playerMoney, true]; format["setPlayerMoney:%1:%2", _playerMoney, _playerObject getVariable ["ExileDatabaseID", 0]] call ExileServer_system_database_query_fireAndForget; _noRespectItems = [ "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 _noRespectItems) then { _respectGain = _sellPrice * getNumber (configFile >> "CfgSettings" >> "Respect" >> "tradingRespectFactor"); _playerRespect = floor (_playerRespect + _respectGain); _playerObject setVariable ["ExileScore", _playerRespect]; format["setAccountScore:%1:%2", _playerRespect, (getPlayerUID _playerObject)] call ExileServer_system_database_query_fireAndForget; }; }; [_sessionID, "sellItemResponse", [0, _sellPrice, _itemClassName, 1, _containerType, _containerNetID, str _playerRespect]] call ExileServer_system_network_send_to; _logging = getNumber(configFile >> "CfgSettings" >> "Logging" >> "traderLogging"); if (_logging isEqualTo 1) then { _playerMoneyString = _playerMoney call ExileClient_util_string_exponentToString; _traderLog = format ["PLAYER: ( %1 ) %2 SOLD ITEM %3 FOR %4 POPTABS AND %5 RESPECT | PLAYER TOTAL MONEY: %6",getPlayerUID _playerObject,_playerObject,_itemClassName,_sellPrice,_respectGain,_playerMoneyString]; "extDB2" callExtension format["1:TRADING:%1",_traderLog]; }; if !(_vehicleObject isEqualTo objNull) then { _vehicleObject call ExileServer_object_vehicle_database_update; } else { _playerObject call ExileServer_object_player_database_update; }; } catch { _responseCode = _exception; [_sessionID, "sellItemResponse", [_responseCode, 0, "", 0, 0, "", ""]] call ExileServer_system_network_send_to; }; if !(isNull _playerObject) then { _playerObject setVariable ["ExileMutex", false]; }; true The question is where 🙄 -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@rgscriven I am sure that we will talk past each other. First, it's not about vehicle traders who don't buy, they just sell. So we're talking about traders who buy and sell items. And with your option, which by the way absolutely corresponds to what I also posted, does not work. So although you can specify which traders which items SOLD, but not which ones he BUYS. You can sell each item in Exile each item traders as long as it is registered in the Arsenal. And that's my problem! I want that e.g. the hardware trader only BUYS hardware, the armory trader only BUYS armory, the food trader only BUYS food ......... it's not about SELLING! As I said, I had already run and tested the code I posted. The result was that you could ONLY buy the drugs from this dealer ...... but you could sell them to any other dealer for pop tabs. And that's exactly what I want to prevent. Poptabs for drugs are ONLY available from drug dealers, that's the goal. -
Trader Issue [solved]
ZN Anhor replied to ZN Anhor's topic in Exilemod (Unofficial)'s Problems & Bugs
@rgscriven Thanks for the help, but I've already had something like that. In the config.cpp (mission files) I had this: class Community { name = "DRUGS"; icon = "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa"; items[] = { "DDR_Item_Heroin", "DDR_Item_Mushrooms", "DDR_Item_Drugs_Cocaine", "DDR_Item_Drugs_Weed" }; }; and this: class Exile_Trader_CommunityCustoms { name = "DRUGS"; showWeaponFilter = 0; categories[] = { "Community" }; }; Of course with a own trader in initPlayerLocal.sqf: ["Exile_Trader_CommunityCustoms", ["InBaseMoves_HandsBehindBack1"], "Exile_Trader_CommunityCustoms", "AsianHead_A3_04", [[],[],["uns_bhp","","","",["uns_13Rnd_hp",13],[],""],["UNS_VC_K",[["uns_13Rnd_hp",3,13]]],["UNS_M1956_A1",[]],[],"UNS_Conehat_VC","UNS_Scarf_PL",[],["","","","","",""]], [5113.08, 1140.4, 5.30497], [0.143609, 0.989635, 0], [0, 0, 1]], However, that is not the solution. As soon as the corresponding items have been added to the arsenal, they are also bought by every other trader. Not adding the items to the arsenal is of course not a solution either ...... because then NO trader would know the price. As they say in Germany: The cat catch her own tail. Rabito's approach is arguably the way to go. However, I have to admit that I have too little experience with the Exile Code. Thanks anyway.