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About Crito

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  1. Added the fix for territories that use the same nicknames vehicles become stuck in VG. Info for this fix included in the usage instructions.
  2. Overrides for Exile Virtual Garage that dissable nicknames when storing vehicles. https://github.com/Crito-VanaheimServers/No-More-Nick-Names-Exile-VG
  3. This should be sorted in the copy I sent you.
  4. https://github.com/Crito-VanaheimServers/XM8-Air-Strike. Updated 10/7/2021 This update includes alot of fixes that should have cleaned it up and hopefully run way better. 1st fix was to get the script to end completely when jet was shot down or left due to time being up. Removed the config file. 2nd fix was adding in a message displaying how long player has to wait in seconds to call new strike, the time displayed updates with new time each press of button. 3rd fix was to reset the cooldown to zero when player gets message about needing laser designator so they can actually use press it and use it when they equip the designator instead of waiting for cooldown since they did not actually get the jet yet. Added in code for jet to have unlimited ammo so player can blow up as many targets as they want in the time the jet is active for them. 4th fix was deleting the pilot if jet gets shot down so they do not stay on the server using up resources. Updated 8/24/2021 Thanks to The Tall Man for the extra features he added and the server side code for the respect cost! This script will add a button to XM8 for Exile players to call an Air Stike at their position. They will click the button and XM8 will close automatically with a message saying that the air stike is inbound. They are required to have a laser designator with batteries to laser targets for the jet to bomb. If no laser is detected by the pilot the jet will just circle the area looking for lasers and will not attack without a laser target. Once the time for air stike is up the player gets message that its returning to base and leaves toward bottom left of map for deletion. 2 things to note is players calling different strikes on different locations close to each other at same time will not work because both jets will go to the closest laser they find to the jet position. Also they may get hung up on roaming AI due to, still trying to figure out the code to get them to ignore other targets.
  5. This will allow anyone who is added to a list of UID's to respawn within 0-300 meters of the position that they just died at. Works with XSSpawn. Great for Donator Perk. https://github.com/Crito-VanaheimServers/Respawn-at-Location-of-Death
  6. After running this on live server and actually being able to use it on other players I have found some things that need worked on. I will try to work the issues out but im not the greatest at coding I just know enough to get small things done. So if anyone wants to takle the issues than it would be awsome to see it shared. We have found that it needs some server side code that updates the dead players body position after being dragged. Also when one player drags another than any other players watching just see the player being drug like a rubberband on thier end. We also found that when reviving there has been a rare chance that revived player gets sent to debug zone. These are things that I was not able to test on my test server alone and did not run into them until put into the live server and started playing with it on other players.
  7. Dont call me king but here it is working version for exile https://github.com/Crito-VanaheimServers/Working-Drag-Dead-Body-Script-For-Exile
  8. This spawns a loudspeaker at the Altis Terminal trader that plays music up to 350 meters. Sound is 3D so it is louder outside buildings and gets harder to hear farther away you move from the speaker. The location of the loudspeaker can be changed in the LoudSpeaker.sqf by using editor to get all the necessary cordinates and plugging them into the correct locations. If you understand code you can add your own sound files by adding necessary information into the playList.hpp and LoudSpeaker.sqf then adding in .ogg sound into music folder. Songs are chosen randomly but the same song is heard by everyone in the area. If you join and do not hear a song playing you will have to wait about 5 minutes before you hear the music becuase the current song was remote executed before you joined and since you were not on you cant hear it but when the next song starts you will hear it because you were connected when server remote executed it for you to hear. this applies also if you dissconnect and rejoing you will have to wait for next song to start hearing the music. Need support feel free to contact Crito at our discord https://discord.gg/WEFzqPa You can get the script here https://github.com/Crito-VanaheimServers/Crito-s-Loudspeaker This is not a final copy it will be improved upon over time. First improvement in works is the way it is activated.
  9. Crito

    DMS - Defent's Mission System

    Updated on Github I replaced the sqf with the original version because I forgot the one provided is one I use on my server and has a bunch of RHS loot that will probably thorw errors if you are not using RHS.
  10. Crito

    DMS - Defent's Mission System

    Sharing my A3DMS Missions for Arma 3 Exile. These Missions are set up to use reinforcements on both static and bandit missions. Working vehicle, helicopter, and foot soldiers when a defined number of AI in a group are killed the reinforcements will come in. The helicopter will fly around as gun ship it will not drop troops If you enable it may or may not work right has a mind of its own when doing pardrops. Take a look at the bandit mission blackHawkDown.sqf, static missions Saltflats.sqf, StoptheMayor.sqf, and Chelonisipower.sqf to see the randomization these have to offer. I run these on my server and players like the randomization because it never plays out the same and they dont get use to the same exact stuff at the missions. If you use dms you cannot use just the missions out of here it will not work you need the scripts folder and the missions folder due to the changes I had to make to 2 scripts and all bandit missions to get this all to work. Also In the blackHawkDown.sqf is specific cordinates put in each pos case and it runs of choosing a mission location off of chordinates you put in there instead of the normal bandit mission random locations. I did this because the buildings for this mission do not work well on hills. the cordinates that are there are for Altis map so if you use another map you need to get cordinates put in where you want possible spawns to be. https://github.com/Crito-VanaheimServers/Reworked-A3DMS-Missions
  11. starting to sound like something is not right with your respawn in general. Do you have a recent .rpt I could look at?
  12. sounds like your using infastar you need to go into @infiSTAR_Exile\addons and extract a3_infiSTAR_Exile.pbo then open EXILE_AHAT_CONFIG.hpp and find this section allowedIDDs[] = { /* default idds */ -1,0,4,5,6,8,12,15,18,24,49,54,55,70,72,101,160,174,177,999,131,63,602,301, /* exile idds */ 24001,24002,20023,24005,24004,24010,24025,20021,20017,24012,24027, 20019,20016,24007,20024,20018,24008,24011,24015,24000,24006,24014, 20020,24026,4002,4000,4001,4003,1500, 24033,24030,24029,24028,24031,24034, 4004,21000, // Bounty system and MarXet 8457, // http://www.exilemod.com/topic/9040-xm8-apps/ 65431, // r3f menu fix 6666, // Paintshop 0711, // Advanced Banking 0720,24036, // Virtual Garage 5501,5502,5503,5504,5505,5506,5507, // BRAma Cookbook -1339,-1340, // custom infiSTAR dialogs (some editor & a private chat menu) 9123, // Bones Service Point Script 86000, // xsSpawn 42289, // SM VG 99990,5280,5581,5589,5590,5512,9918,9919,9920,5981,8560,5281, //Firewill 5160,5161,5180,5166,5167,5175,5165,5162,5163,5177,5164,5168,5169,5170,5171,5176,5179,5178,5225,5172, //Firewill 99990,5280,5581,5589,5590,5512,9918,9919,9920,5981,8560,5281, //Firewill 5160,5161,5180,5166,5167,5175,5165,5162,5163,5177,5164,5168,5169,5170,5171,5176,5179,5178,5225,5172, //Firewill -1,101,1200,2801,2802,2803,2804,2805,2822,2823,1105,1106,1107,1108,1109,1110,1111,1112,1113,1114,1115,1116,1117,1118,1500,1501,1502,1503,1504,1600,1601,1602,1603,1604,1605,1606,2821,2824,61461, //RHS /* main idd - never delete it */ 46 }; Add in the xsSpawn like I have in here, save it and pack the .pbo back up and that should take care of the black screen because infastar blocks it unless you have this added in.
  13. Iam not sure I figured it should work without xsspawn. I will need to test this without xsspawn on my test server and see If I get the same results. So from what I understand is the loadout works you just do not get the option to halo spawn?
  14. in your @exileserver\addons\exile_server_config.pbo\config.cpp find this section and make sure its set right. /** * Enables or disables parachute spawning. * * 1 = On * 0 = Off */ parachuteSpawning = 1;