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Crito

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  1. https://github.com/Crito-VanaheimServers/VGS-Respawn-Loadouts Works with: default Exile spawning XSSpawn ExtDB3 Does Not Work With: ExtDB2 SM Respawning What it does: After selecting a spawn location and pressing spawn button the VGS Respawn Loadouts screen shows up and allows players to build a loadout. Weapon icon button allows choice of primary weapon, scope to put on weapon, and ammunition to load into weapon. Uniform icon button allows choice of Uniform and choice to add items to its inventory. Vest icon button allows choice of vest and choice to add items to its inventory. Backpack icon button allows choice of backpack and choice to add items to its inventory. Helmet icon button allows choice of headgear such as hats, helmets, ect. NVG icon button allows choice of night vision. all items and gear that players can chose from can be customized in config.sqf allowing server owners to only allow certain items and gear to be available for respawn. Features: Respect based - turn on or off in config. If turned on each gear piece and item will get its respect rating from the trader files and if player does not have it unlocked they cant use it in a loadout until it is unlocked. pricing - turn on or off in config. If turned on each gear piece and item will gets its cost from trader files and add them up for a total cost of the entire loadout that is taken from players bank account when the press spawn button on the loadout screen. If they don't have enough tabs the spawn button becomes inactive and the player has to start removing items until the spawn button becomes activate again. Loadout Saving - Allows players to build a loadout and save it to database. Only saves 1 loadout. Loadout Loading - Allows players to load a saved loadout for faster respawn instead of building a loadout every time they die. video preview: https://www.youtube.com/watch?v=dFiAJQyw4Uw
  2. I will have a look into this. Thank you for sharing it with me.
  3. This tool is to help get all uniforms, vest, backpacks and faceware auto priced and quality set for Exile traders. It is intended to get you close and cut out alot of manual work for pricing trader files. Some may find results to be perfect to use others may need to go thru manually after running and change some things but hopefully help cut out alot of time consuming work for most people. I have only tested this with Exile mod and CUP mods. I do not discourage trying to use with other weapon mods. https://github.com/Crito-VanaheimServers/Critos-Uniform-Auto-Pricing 1. Copy the entire folder 'Critos_Uniform_Auto_Pricing.VR'. 2. Navigate to C:\Users\yourpcusername\Documents\Arma 3 - Other Profiles\TheProfileNameYouPlayWith\mpmissions. 3. Paste the copied folder in the mpmissions folder. 4. Open the config.sqf found in the folder you just pasted and edit you your liking and save changes. 5. Open Arma 3 and load any mods whith uniforms, vest, helmets, and backpacks you want to auto generate prices and quality lvls for. 6. Click Play and navigate to the editor usually found under single player. 7. Select Virtual Reality for the map and continue. Once in editor go to upper left and select open folder. 8. Select mpmissions and find the name of the folder you copied and pasted earlier in the list. 9. You should now see a soldier standing in the editor screen. Right click on him and select Play As The Character. 10. Use your scroll wheel on your mouse and select the option 'Get Pricing'. 11. Watch the lower left chat messages for the message of completion and that it has coppied and is ready for paste. 12. press Alt+Tab on keyboard and open notepad or any text editor to paste the information into. Your done now you can move the information where you need. You can Alt+Tab in and out of the editor and change config.sqf settings for the tool without restarting, just make sure to save changes to the config.sqf each time for changes to work. If you want a different mod than you will have to close arma and load a new mod to run with it.
  4. This tool is to help get all weapons that DO NOT have attachments auto priced and quality set for Exile traders. It is intended to get you close and cut out alot of manual work for pricing trader files. Some may find results to be perfect to use others may need to go thru manually after running and change some things but hopefully help cut out alot of time consuming work for most people. It is not a perfect system due to some things like exile has a few sniper rifles classified as assault riffles in their config so they fall under the wrong category but for most weapons it works well. I have only tested this with Exile mod, all 4 RHS mods, CUP Weapons mod, and NIArms All In One Mod but do not discourage trying to use with other weapon mods. https://github.com/Crito-VanaheimServers/Critos-Weapon-Auto-Pricing 1. Copy the entire folder 'Critos_Weapon_Auto_Pricing.VR'. 2. Navigate to C:\Users\yourpcusername\Documents\Arma 3 - Other Profiles\TheProfileNameYouPlayWith\mpmissions. 3. Paste the copied folder in the mpmissions folder. 4. Open the config.sqf found in the folder you just pasted and edit you your liking and save changes. 5. Open Arma 3 and load any mods whit weapons you want to auto generate prices and quality lvls for. 6. Click Play and navigate to the editor usually found under single player. 7. Select Virtual Reality for the map and continue. Once in editor go to upper left and select open folder. 8. Select mpmissions and find the name of the folder you copied and pasted earlier in the list. 9. You should now see a soldier standing in the editor screen. Right click on him and select Play As The Character. 10. Use your scroll wheel on your mouse and select the option 'Get Pricing'. 11. Watch the lower left chat messages for the message of completion and that it has coppied and is ready for paste. 12. press Alt+Tab on keyboard and open notepad or any text editor to paste the information into. Your done now you can move the information where you need. You can Alt+Tab in and out of the editor and change config.sqf settings for the tool without restarting, just make sure to save changes to the config.sqf each time for changes to work. If you want a different mod than you will have to close arma and load a new mod to run with it. **************EXAMPLE OF PASTED RESULTS BELOW************** /////PRICING///// //HAND GUNS: class Exile_Weapon_Colt1911 {quality = 3; price = 1401;}; class Exile_Weapon_Makarov {quality = 2; price = 1401;}; class Exile_Weapon_Taurus {quality = 3; price = 1401;}; class Exile_Weapon_TaurusGold {quality = 3; price = 1401;}; class exile_rifle_SA61 {quality = 5; price = 1051;}; class Exile_Weapon_SA61 {quality = 5; price = 1051;}; //SHOTGUNS: class Exile_Weapon_M1014 {quality = 3; price = 621;}; //SUBMACHINE GUNS: //ASSAULT RIFFLES: class Exile_Weapon_AK107 {quality = 4; price = 2502;}; class Exile_Weapon_AK107_GL {quality = 5; price = 2502;}; class Exile_Weapon_AK74 {quality = 4; price = 2201;}; class Exile_Weapon_AK74_GL {quality = 5; price = 2201;}; class Exile_Weapon_AK47 {quality = 6; price = 2201;}; class Exile_Weapon_AKM {quality = 6; price = 2201;}; class Exile_Weapon_AKS {quality = 6; price = 2201;}; class Exile_Weapon_AKS_Gold {quality = 6; price = 2201;}; class exile_arifle_M16A4 {quality = 4; price = 2471;}; class Exile_Weapon_M16A4 {quality = 4; price = 2471;}; class exile_arifle_M16A2 {quality = 4; price = 2471;}; class Exile_Weapon_M16A2 {quality = 4; price = 2471;}; class exile_arifle_M4 {quality = 4; price = 2452;}; class Exile_Weapon_M4 {quality = 4; price = 2452;}; class Exile_Weapon_DMR {quality = 6; price = 2501;}; class Exile_Weapon_ksvk {quality = 6; price = 3281;}; class Exile_Weapon_LeeEnfield {quality = 6; price = 1641;}; class Exile_Weapon_CZ550 {quality = 3; price = 1531;}; class Exile_Weapon_SVD {quality = 6; price = 2701;}; class Exile_Weapon_SVDCamo {quality = 6; price = 2701;}; class Exile_Weapon_VSSVintorez {quality = 2; price = 2251;}; class Exile_Weapon_RPK {quality = 4; price = 2401;}; //LIGHT MACHINE GUNS: class Exile_Weapon_PK {quality = 6; price = 4668;}; class Exile_Weapon_PKP {quality = 6; price = 4668;}; //SNIPER RIFFLES: class exile_weapons_m107 {quality = 6; price = 4921;}; class Exile_Weapon_m107 {quality = 6; price = 4921;}; //GRENADE LAUNCHERS: //UNKNOWN: /////CLASS NAMES///// //HAND GUNS: "Exile_Weapon_Colt1911", "Exile_Weapon_Makarov", "Exile_Weapon_Taurus", "Exile_Weapon_TaurusGold", "exile_rifle_SA61", "Exile_Weapon_SA61", //SHOTGUNS: "Exile_Weapon_M1014", //SUBMACHINE GUNS: //ASSAULT RIFFLES: "Exile_Weapon_AK107", "Exile_Weapon_AK107_GL", "Exile_Weapon_AK74", "Exile_Weapon_AK74_GL", "Exile_Weapon_AK47", "Exile_Weapon_AKM", "Exile_Weapon_AKS", "Exile_Weapon_AKS_Gold", "exile_arifle_M16A4", "Exile_Weapon_M16A4", "exile_arifle_M16A2", "Exile_Weapon_M16A2", "exile_arifle_M4", "Exile_Weapon_M4", "Exile_Weapon_DMR", "Exile_Weapon_ksvk", "Exile_Weapon_LeeEnfield", "Exile_Weapon_CZ550", "Exile_Weapon_SVD", "Exile_Weapon_SVDCamo", "Exile_Weapon_VSSVintorez", "Exile_Weapon_RPK", //LIGHT MACHINE GUNS: "Exile_Weapon_PK", "Exile_Weapon_PKP", //SNIPER RIFFLES: "exile_weapons_m107", "Exile_Weapon_m107", //GRENADE LAUNCHERS: //UNKNOWN:
  5. Adds xm8 button for claiming missions for PVE Servers. This will not work with DMS marker count for AI turned on. Players can only claim 1 mission at a time. Server owners can set a speed, altitude, and distance that player has to meet before being able to claim a mission. Right side of app is list of available missions with claim button at bottom. Middle is a map showing the mission locations, Left side is where claimed missions are stored with unclaim button on bottom. Player can only unclaim mission he or she claimed. https://github.com/Crito-VanaheimServers/PVE-Mission-Claiming
  6. Here it is this whole thing should finally be solved https://github.com/Crito-VanaheimServers/Working-Drag-Dead-Body-Script-For-Exile uses all the original code from bangbob I just made a script to monitor and add the drag to new units that are spawned in server and figured out the cfgRemoteExec was blocking it.
  7. went back to this and got it working only issue Im finding now is a small one with the detatch animation where the dragged player does not lay flat back on ground but will share what I have when I get the instructions for use put together.
  8. This is a tool to help price vehicles for trader files It will auto price, auto generat quality values, sort them in catagories of unarmed and armed for vehicles placed into editor or placed into the array found inside the config.sqf. Results are not limited to just pricing, the results given are pricing formating for trader files along with class names list for trader files. If you use R3FLogistics it will also provide formatting for can transport by using the vehicles actual capacity of its inventory as the results. There is a config file provided to set settings for different pricing results. Pricing is all calculated by Armor, Speed, Fuel, Capacity, Ammo Type, How Much Ammo, and How many Weapons are on the vehicle. Quality values are based of Armor, number of Weapons, and Ammo type. Also provided an Example of the output that is generated with this tool. For the most part I built it to be a copy and paste situation so you can price vehicles quickly. Commas do need removed where necessary. https://github.com/Crito-VanaheimServers/Trader-Vehicle-Auto-Pricing
  9. Just updated congi.sqf with a warning about depth settings. I just found that if you set both to the same number than for some reason it breaks it. ///////!!!!!!!!!!!!!!!!!WARNING DO NOT SET THESE TWO SETTINGS EXACTLY THE SAME OR THINGS WILL BREAK!!!!!!!!!!!!!!!!!!!!! BS_locations_WaterDepth_max = 50; /// the max water depth you want your crates to spawn in BS_locations_WaterDepth_MIN = 25; /// the min water depth you want your crates to spawn in ///////!!!!!!!!!!!!!!!!!WARNING DO NOT SET THESE TWO SETTINGS EXACTLY THE SAME OR THINGS WILL BREAK!!!!!!!!!!!!!!!!!!!!!
  10. This AI system has been completley reworked with alot of new features!!
  11. Crito

    GeForce now problem?

    nvidia shouldn't have anything to do with being able to access the logs using the info he provided to get to the logs using the search box on your windows task bar. As NutzMcKracken said if this is the first time trying to join the server, you will hang on it for a bit depending on the size of the servers mission file because it has to download the mission file to your PC. If you are stuck on the load screen for 10 minutes than I would say you need to look into your rpt using what was provided by NutzMcKracken %localappdata%\ArmA 3\
  12. Completely Reworked version with major fixes and added respect payout to players available now on the github link.
  13. I will improve upon this whole thing and add that in
  14. I will look into this I also noticed sometimes they do patrol around and sometimes they just sit still.
  15. Awhile back I threw together an AI system for this and was not to happy with the outcome. So I spent quite some time reworking the entire AI portion of this and finally came up with something I was happy with. Ketanna also added some of his features for water depth and distance to the shipwrecks that was a nice addition to this. I have provided a video demonstating the AI events when driver gets killed and when player reaches the crate. so you can see some of this in action. Thank you to Bigfoot for allowing his initial version 1.0.3 to be added onto. Github link to the server files https://github.com/Crito-VanaheimServers/BigFootShipWrecks-with-Critos-AI-Guards . The following is the readme that includes all the features ect. # BigFootShipWrecks with Critos AI Guards # bigfoots-shipwrecks #Changelog: * 4/17/2022 v1.0.3 - Crito release with AI boat Guards credit goes to Bigfoot for v1.0.2 to work off of. * 8/5/2016 v1.0.2 - fixed undefined log call in preinit * 8/5/2016 v1.0.1 - fixed filename typo * 8/5/2016 v1.0.0 - initial release #Author: *Bigfoot #Credits: * Earliest known script variation: Darth_Rogue, Chisel, deadeye, and Robio. * Based on modified script by Tuna. * TaylorSwift for very helpful mod template. * Second_Coming for Occupation mod from which I learned techniques. * Thank you to all previous scriptors listed above and and Bigfoot for previous versions. - Crito #Summary: Exile forum thread: http://www.exilemod.com/topic/17352-bigfoots-shipwrecks/ This addon spawns shipwrecks with loot crates and markers in random water locations on server restart with AI boats guarding each location. Each wreck now has its own cleanup. Clean up of the wreck only happens when both the crate and player make it farther than distance defined in config settings. Default is 1,000 meters. New ship wrecks sites respawn when all of the initial spawned shipwrecks have been cleared. Dead driver event - If driver gets shot out of a boat than the rest of the AI in that boat will jump out and swim to wreck to guard it under water while the other Boats with drivers remain driving around fighting above water until their driver is killed. Player at crate event - If a player skips fighting the AI on the surface and goes straight under water to crate the AI will jump out of the boats and swim down to attack the player. This happens when the notification about player taking crate is triggered. configs settings added for setting water how deep of water you want the crates to spawn in. These are a minimum and maximum depth so if you don't want to swim forever to the crate than have them spawn in shallow waters. config settings added for distance between each wreck. This is so wrecks do not spawn close to one another if you do not want them to. Inventory can NOT be taken from crates while the crate is underwater, due to Arma mechanics. Use R3F, Igiload, or built-in Exile crate mounting to load crates onto SDVs to be transported to shore. Feel free to extend this however you like. I encourage you to post your edits on http://www.exilemod.com/topic/17352-bigfoots-shipwrecks/ so others can enjoy your improvements and contribute with further enhancements. Most settings can be configured to your preference in config.sqf. #Features: * Configurable crate loot, with loot spawn percentages, guaranteed items, additional random items, random poptab count, and random classname selection for loot items. * Spawns up to a certain configurable number of shipwrecks in the ocean, at a configurable distance from a configurable center point. * Displays marker on shipwreck. * Players within a configurable distance of the shipwreck will cause the marker to disappear and an Exile Toast as well as chat message to be displayed to all players with the shipwreck's/player's coordinates. This can be turned on or off. * Cleans up completed shipwrecks. * Shipwrecks Respawn. * AI boats guard the shipwrecks. * spawns shipwrecks a configurable distance away from each other. * spawns shipwrecks at a configurable water depth. * AI event when player reaches crate if AI are still alive. * AI event if driver is killed and crew is still in the boat. #Roadmap: * Add optional AI spawns around crates. //done by Crito * Allow shipwrecks to cluster in certain areas - e.g 2/3 of ships would spawn in Altis central bay, and 1/3 of shipwrecks would spawn in deep water surrounding altis. * Increased chance for certain loot #License: This work is license under the Arma Public License Share Alike (APL-SA). Full license text can be found in /src/BigfootsShipwrecks_Server/APL SA.txt. Essentially you must not charge for, or to use, this addon. If you make modifications to this addon, it can only be distributed with the same APL-SA license. This is so others in the Exile Mod community can benefit from collaborative efforts. #Installation: Drop the BigfootsShipwrecks_Server.pbo file in your @ExileServer/addons/ folder. #Configuration: Edit values in config.sqf to your liking.
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