

goodfella66
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Everything posted by goodfella66
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[CTG]DayZ|Taviana|PvP|PERKS|HUMANITY|ACTIVITIES|ZOMBIES|
goodfella66 replied to scottyd05's topic in Exilemod (Unofficial)'s Promotion
Kewl -
[Release] Kingdom Regero Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
noice. -
Lock and Unlock bug
goodfella66 replied to trendyknox1's topic in Exilemod (Unofficial)'s General Discussion
Hard to tell... Exile is pretty unique in it's kind... -
Lock and Unlock bug
goodfella66 replied to trendyknox1's topic in Exilemod (Unofficial)'s General Discussion
What he meant is asking if you were just a player or a server owner. These forums are mostly for server owners / admins who need help or contents for their servers. -
Change PIN for doors/gates etc.
goodfella66 replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Thx dude -
lmao I need to test this, thanks
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Arma 3 Exile Virtual Garage (updated)
goodfella66 replied to rgscriven's topic in Exilemod (Unofficial)'s Addons
You could at least have mentionned or given credit to the original content creator. -
Sooooo, you want heavy vehicles on your server, but can't use them on missions. And the server is PVE. Can I ask what players would do with those vehicles if they can't use them, neither against AI nor other players ? What is the point of leaving them on your server in the first place ?
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Think about it, there's plenty of "normal" vehicles that have normal firepower. What are your players gonna do with heavy AA or AT weaponry if they can't use it on your missions ? They will be allowed to nuke each other but not use the vics on mission ?
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I'd think your best bet is to remove any vehicle with heavy firepower or bulletproof shield from your server entirely. That way people will have no other choice than doing the missions the old school way. I'd think it's easier done rather than scripting it out of the DMS mission in itself.
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Fuel draining only as last driver
goodfella66 replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Well done ! -
Missile warning for all vehicles
goodfella66 replied to Thomas TKO's topic in Exilemod (Unofficial)'s Scripts
Thank you, it works just fine ! -
[Release] Napf/NapfWinter Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
So I tested the config line of Noelite, it didn't work. I did configure config.cpp to get negative temperatures, but it still rains instead of snow... I don't know. I'll try the snow addon mention by Thomas TKO edit: The WY snow addon linked by Thomas works just fine, and does everything I needed. Thanks! -
[Release] Napf/NapfWinter Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
Wow thank you guys !!! -
[Release] Napf/NapfWinter Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
I did test it it works. It wasd the stuff added in the config.cpp that was missing for me during all that times I tried. It was DMS that wasn't configured properly for the map; I fixed it and now it's ok. I just have to reconfigure ExileZ addon because it's now back to default settings since it's a "new" map.. should I set class Snow: Snow { enable = 1; surfaces[] = {"#nam_snow"}; in order to make it snow ? (Map is all white and snowy but right now no snow is falling down) -
[Release] Napf/NapfWinter Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
hmmm i'm gonna check that out when I get home, because I did the rename of the folder before and the server wouldn't launch... If I recall correctly, it looked like it had something to do with Infistar, but I don't remember too well. It was me who actually asked you the same question on Discord some time ago 😛 You explained it quite well, but I don't remember you mentionned the config.cpp thing... 😉 Thx -
[Release] Napf/NapfWinter Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
Hello, I run an Exile server with the regular Napf map. Would you know how can I switch to the Winter version and keep everything on my mission file and stuff ? Thank you. -
[Release] Taviana Traders + Spawn Zones
goodfella66 replied to noelite's topic in Exilemod (Unofficial)'s Maps - Mission Files
Thanks dude, I miss Taviana... -
Exile Plants by nflug (modified by Kuchenplatte)
goodfella66 replied to chernaruski's topic in Exilemod (Unofficial)'s Scripts
Got it... Well if anyone stillhas the script, i'm interested...- 7 replies
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- script
- weed plants
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(and 1 more)
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Exile Plants by nflug (modified by Kuchenplatte)
goodfella66 replied to chernaruski's topic in Exilemod (Unofficial)'s Scripts
Why would you demand to delete this script! I don't understand.- 7 replies
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- script
- weed plants
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(and 1 more)
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Inventory Sounds for dummies
goodfella66 replied to chernaruski's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Okay I can't paste it in here, in spoiler, I don't know why. The RPT is viewable here: https://controlc.com/68e134de -
Inventory Sounds for dummies
goodfella66 replied to chernaruski's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Here's the thing, the error I get in my RPT doesn't even concern that new addition anyway, it gives me errors but for my Occupation Mod lol, which is totally fine if I go back without the Sound Inventory script. Maybe I didn't enter the lines in the 4 sqf files at the right place in each file ? -For ExileClient_object_player_event_onInventoryClosed.sqf, I put it between line 14 and 15 -For ExileClient_object_player_event_onInventoryOpened.sqf, I put the line between 49 and 59 -For ExileClient_object_player_event_onPut.sqf, I put it at the very end (even after the last "true" line -For ExileClient_object_player_event_onTake.sqf, same, at the very very last line I really don't know what I did wrong here... I'll put the RPT in the next message since it won't let me do it in a single answer... -
Inventory Sounds for dummies
goodfella66 replied to chernaruski's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Hello I'm not sure I understand how this thing works. Do I have to modify the files that are in exile_client.pbo, located in my ExileMod\addons folder ? Or do I have to do it serverside ? Because, If I edit my client files, when I try to connect it won't let me in, since I have different files (therefore no same keys), and if I edit server files, then people won't be able to join, since they have different exile.pbo ? What am I missing here ? edit: Okay seems like I did not really know what overwrites were. Looked into that. Now, I added a folder in my mission like that: overwrites\exile_client\code\ And i've put the edited files in it, with the lines added like in this tutorial. Then, I added in my config.cgg, in cfgcustomcode, 4 lines like this: //Inventory sounds ExileClient_object_player_event_onInventoryClosed = "overwrites\exile_client\code\ExileClient_object_player_event_onInventoryClosed.sqf"; ExileClient_object_player_event_onInventoryOpened = "overwrites\exile_client\code\ExileClient_object_player_event_onInventoryOpened.sqf"; ExileClient_object_player_event_onPut = "overwrites\exile_client\code\ExileClient_object_player_event_onPut.sqf"; ExileClient_object_player_event_onTake = "overwrites\exile_client\code\ExileClient_object_player_event_onTake.sqf"; But it still doesn't work... Can someone help me ? Thanks. -
Tree Remover Object
goodfella66 replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
edit: nevermind -
This is genius ! That would do it for now I guess !!