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Crito

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Posts posted by Crito


  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

    • Like 2
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  2. 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.


  3.     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:

     


  4. 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

    • Like 1
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  5. 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.


  6. 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

    • Like 2

  7. 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!!!!!!!!!!!!!!!!!!!!!

     

     


  8. 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\


  9. 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.

     

     

    • Like 1
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  10. https://github.com/Crito-VanaheimServers/Roaming-Jets-for-dog-fights

    This is a drop and play pbo for exile servers that spawns in roaming jets. Advise to unpbo and change the config.sqf to your liking then repbo and drop in ExileServer\addons folder. These jets only target other jets they do not target helicopters. Planes that cannot fight jets are Blacklisted in config to be ignored by the AI jets. You can add to the Blacklist if you have planes you don't want the AI jets attacking. Jets do not attack ground units. There is also a % chance setting for a loot crate to spawn on exposion of AI jet that is shot and destroyed and will parachute to ground displaying chordinates in chat channel. These chordinates are as it spawns so they change slightly as it falls to ground but that makes players have to hunt them and not find them so easily. So in a nutshell your players in helicopters and planes that are blacklisted are safe from attack and this makes it nice for the players who like to fly jets to dog fight other jets.

    • Thanks 4

  11. 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.

    • Thanks 2

  12. 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.


  13. 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.

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