Jump to content

The Gray Jacket

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About The Gray Jacket

  • Rank
    Rookie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The Gray Jacket

    Tree Remover Object

    Hello, I had a problem with some of the objects not being assigned to any of the terrain types. This made it impossible for this tweak to hide them, since it relies on terrain object types. I started thinking on how to adjust this code so it can also remove objects without type, and below is my solution: https://github.com/TheGrayJacket/Exile-Tree-Remover-Object/tree/main HOW DOES THIS WORK: First of all, you need the object names. Those can be partial (eg. "fallenbranch") or complete ("cliff_stone_big_lc_f.p3d"). To find object names, look at the object you want removed and type "getModelInfo cursorObject" command - you will receive an array in return, and the first value and the one with '.p3d' at the end is the object name. 1. Add object names: Once you have object name (or multiple) you can add them into one of two already prepared arrays e.g. _extraFilterVegetation or _extraFilterRocks (or you can create new one). 2. Set radius: The drawback of this solution is that it is recommended to define a single _radius for all arrays. It is not mandatory, but if different values for _radius are set, some objects might not be detected. Aside from that, copy the rest of the code and apply the same instructions as OP (https://forums.bohemia.net/forums/topic/229447-tree-remover-object/) In the example I pasted as code above, I wanted to have different buildables to deal with different terrain objects i.e. 'Land_Camping_Light_F' removes trees and bushes, 'Land_Small_Stone_02_F' removes rocks, and 'PortableHelipadLight_01_green_F' removes all of the above. If you just want to remove stuff around the flag, you only need one _extraFilters[] and subsequently, you only need to a single _filteredObjects[] All thanks to @El' Rabito for the original code.
  2. An ExileMod override that replaces flat armor sum being displayed on Vests and Helmets with a more accurate damage reduction stats from projectiles and explosions. Download: Github installation: Download and drop the override file to a 'folder-of-your-choice' Add following line in your missionconfigfile > config.cpp > CfgExileCustomCode : ExileClient_util_item_getMainStats = "'folder-of-your-choice'\ExileClient_util_item_getMainStats.sqf"; Preview: Disclaimer: Stats are a really rough approximation which purpose is mainly to be able to make more informed decisions. These stats will not protect you from headshots, indirect damage and getting Arma'd.
  3. The Gray Jacket

    Roaming AI A3XAI

    I have made a little update for A3XAI: https://github.com/TheGrayJacket/A3xai-2.4 FIXED : Vehicles appearing in custom blacklisted areas ADDED : You can now set the max number of AI passengers inside air vehicles To update from 0.2.3, replace following files : a3xai\init\loadSettings.sqf // Included airCargoUnits a3xai\init\A3XAI_custom_loader.sqf // Added 30 second timer to give script time for setting up Blacklist zones before it attempts to spawn vehicles a3xai\scripts\setup_veh_patrols.sqf // Added "waitUntil {uiSleep 0.3; (!isNil "A3XAI_customSpawnsReady")};" at line 4 a3xai\compile\A3XAI_unit_spawning\A3XAI_spawnVehiclePatrol.sqf // Added above + condition for blacklisted areas a3xai\compile\A3XAI_utilities\A3XAI_fixStuckGroup.sqf // Added condition for blacklisted areas a3xai\compile\A3XAI_group_functions\A3XAI_generateLootOnDeath.sqf // replaced "magazines" with "magazine" (code expects string) And also compare and add few lines from following files: a3xai_config\a3xai_custom_defs.sqf // Added detailed instructions with examples on how to create custom spawns. a3xai_config\config.cpp // Added "airCargoUnits" variable at line 325 - it is set to 2 by default so make sure you change this to 0 if you don't want AI passengers! a3xai\compile\A3XAI_unit_spawning\A3XAI_createUnit.sqf // I have commented out part which add money on AI so if you want this back, remove the block comment that starts at line 17
×