-
Content Count
32 -
Joined
-
Last visited
-
Medals
Everything posted by Andrew_S90
-
Exile Bounty System: Bounty King & Bounty Missions
Andrew_S90 posted a topic in Exilemod (Unofficial)'s Addons
This was created for InfinityExile and cleaned up for a general release, thanks to ElmoBlatch for allowing me to do so. You are free to modify them for your server. I have included an example mission in the github release. This was recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. Please look at the example mission if you get stuck. I cannot help with install issues. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile Bounty System: This is a bounty system that is mission based. If you have played COD Modern Warefare.. It is similar to that. There are two bounty systems. Bounty King where you are the one hunted and must survive all attacks. If you survive you are rewarded with poptabs/respect. If someone kills you then they get the reward. Player is marked on the map and is blocked from safezones, bases, map boundaries, height limit and vehicle block (if setup). Regular Bounty mission allows someone to pickup a bounty where they are set to hunt down another player. If either the hunter or target dies then the mission is over and a reward is given based on who killed who. If a hunter kills a target or target kills hunter then its a full reward. If the target gets killed randomly the hunter gets a smaller reward. If the hunter gets killed randomly then the target gets a reward. Github: https://github.com/Andrew-S90/ExileBountySystem Video Preview: Install Instructions: Client config.cpp Paste the contents into the top of your config file. Modify existing network message section if needed. Add to Custom Code and Interaction Menus description.ext Paste the contents anywhere after #include "RscDefines.hpp" appears in your description.ext file initplayerlocal.sqf After if (!hasInterface || isServer) exitWith {}; paste the upper contents of initplayerlocal.sqf found in the Client folder If you are having trouble please view the example mission included. Server Code Overrides are found in customcode\server in the Client folder, simply pbo the server folder and place inside your servermod folder (such as @ExileServer) SQL No Modifications Needed Exile.ini No Modifications Needed Please let me know if anything pops up with this. I would eventually like to expand on this mission system if it is used. Such as bounties showing up for the whole team on both sides. -
Exile Install: DualArms - Two Primary Weapons
Andrew_S90 posted a topic in Exilemod (Unofficial)'s Addons
Dual Arms This is mod that allows use of two primary weapons, one in your main slot one in your launcher slot. You can download the mod from here: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 This mod needs overrides to work together with Exile. (See below) Here is a video preview: Installation Files here: https://github.com/Andrew-S90/DualArms Client: Step 1: Paste the following into your description.ext - its very important because you need to override my hook file to disable the eventhandlers!! Otherwise it will break. #include "custom\dual_arms\CfgSecondaryWeapons.hpp" Inside CfgSecondaryWeapons you can turn addactions on or off, drop weapons on death on or off, turn inventory buttons on or off block weapons as well as override any of my script files. In mission.sqm please add "secondary_weapons" to addons to require players to have the mod, plus the server needs it as well. Like this: addOns[]= { "exile_client", "secondary_weapons", "a3_map_altis" }; You will need to launch the @DualArms mod with your server. Step 2: The following overrides need to be made ExileClient_gui_hud_event_onKeyUp.sqf On line 170 (original files) The code needs to be modified to: ExileClient_object_player_event_onInventoryClosed.sqf (after line 16) //Dual Arms call SecondaryWeapons_events_onInventoryClosed; ExileClient_object_player_event_onInventoryOpened.sqf (MOST IMPORTANT OVERRIDE!) Update Line 12: private ["_cancelEvent", "_container", "_secondaryContainer", "_dialog", "_BG", "_slot", "_prim", "_posSlot", "_posBtn", "_buttonDown", "_buttonUp", "_cover", "_pic", "_icoB", "_ico", "_SecondaryWeaponItems"]; Paste this AFTER Line 48 if statement (about "Exile_Container_OldChest") and BEFORE ExileClientInventoryOpened = true; ExileClient_object_player_event_onKilled.sqf (SECOND MOST IMPORTANT!!) After Line 41 not inside brackets add: //Dual Arms _this call SecondaryWeapons_events_onKilled; ExileClient_object_player_event_onTake.sqf After Line 15 add: //Dual Arms _this call SecondaryWeapons_events_onTake; ExileClient_gui_traderDialog_updateInventoryListBox.sqf After Line 63 (_itemClassName = _x;) add: if (!((_itemClassName splitString "_") select ((count (_itemClassName splitString "_"))-1) == "secondary")) then { Close the if statement after line 157 like so: _inventoryListBox lbSetTextRight [_indexEntryIndex, "(not empty)"]; }; }; } forEach _items; true Server: ExileServer_system_network_event_onHandleDisconnect.sqf After Line 42: See the github post here: https://github.com/Andrew-S90/DualArms for an example mission and all the code in full Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 The current list of supported mods is: -
Exile Barter Trader - Standalone Trader System
Andrew_S90 posted a topic in Exilemod (Unofficial)'s Addons
This was created for AWG Exile and cleaned up for a general release, thanks to Adam Kadmon for allowing me to do so. You are free to modify them for your server. I have included an example mission in the github release. This was recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. Please look at the example mission if you get stuck. I cannot help with install issues. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile Barter Trader: This is a standalone trader that allows you to offer up items for other items, no currency needed. Items are randomly selected from an admin customizable list and once they are traded for their stock does not replenish until another restart where it might randomly re-appear. Traded items are saved until restart and cannot be stolen by other players. If you have played DayZ Origins.. This is similar to their trader. Github: https://github.com/Andrew-S90/ExileBarterTrader Video Preview: Install Instructions: Client config.cpp Paste the contents into the top of your config file. Modify existing network message section if needed. description.ext Paste the contents anywhere after #include "RscDefines.hpp" appears in your description.ext file initplayerlocal.sqf After if (!hasInterface || isServer) exitWith {}; paste the upper contents of initplayerlocal.sqf found in the Client folder See the the lower portion of this file to see how to add actions to traders so you can open specific traders and their items If you are having trouble please view the example mission included. Server Code No overrides needed, simply pbo the server folder and place inside your servermod folder (such as @ExileServer) SQL There is a table that is needed for this to function properly. Please execute the SQL on your Exile database Exile.ini Paste the contents at the bottom of your exile.ini MODIFY if using extdb3 If you need help adding additional traders feel free to reach out. Thanks -
This was created for InfinityExile and cleaned up for a general release, thanks to ElmoBlatch for allowing me to do so. You are free to modify them for your server. I have included an example mission in the github release. This was recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. Please look at the example mission if you get stuck. I cannot help with install issues. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile Trader Loadouts: This is one of my favorite creations as you can individually edit the loadout after it is saved to add/remove items to the loadout.. Modify your gear, inventory and weapon without buying a new loadout and saving it! Admins can customize Blacklist items Admins can customize number of loadouts for players Github: https://github.com/Andrew-S90/ExileLoadouts Video Preview: Install Instructions: Client config.cpp Paste the contents into the top of your config file. Modify existing network message section if needed. Add the second portion inside class CfgInteractionMenus so you can see the action description.ext Paste the contents anywhere after #include "RscDefines.hpp" appears in your description.ext file initplayerlocal.sqf After if (!hasInterface || isServer) exitWith {}; paste the upper contents of initplayerlocal.sqf found in the Client folder initServer.sqf Paste the contents on the top of this file. The server needs these client files to be able to check for valid loadouts. stringtable.xml Copy and paste this straight into the main directory for the mission file. (Next to the config.cpp etc.) If you are having trouble please view the example mission included. Server Code No overrides needed, simply pbo the server folder and place inside your servermod folder (such as @ExileServer)
-
This was created for AWG Exile and cleaned up for a general release, thanks to Adam Kadmon for allowing me to do so. You are free to modify them for your server. I have included an example mission in the github release. This was recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. Please look at the example mission if you get stuck. I cannot help with install issues. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile SafeX: This is a small personal inventory that can be found at safezone lockers. Allowing you to increase storage as your respect increases. Admin configurable respect levels and blocked items (can stop valuables from being placed in here) This script is required for MarXet 2. Github: https://github.com/Andrew-S90/ExileSafeX Video Preview: Install Instructions: Client config.cpp Paste the contents into the top of your config file. Modify existing network message section if needed. Add the lower section to InteractionMenus description.ext Paste the contents anywhere after #include "RscDefines.hpp" appears in your description.ext file initplayerlocal.sqf After if (!hasInterface || isServer) exitWith {}; paste the upper contents of initplayerlocal.sqf found in the Client folder If you are having trouble please view the example mission included. Server Code No overrides needed, simply pbo the server folder and place inside your servermod folder (such as @ExileServer) SQL There is a table that is needed for this to function properly. Please execute the SQL on your Exile database Exile.ini Paste the contents at the bottom of your exile.ini MODIFY if using extdb3
-
Exile Script Release - Improved Revive/Helicrash/Base Mover/Public Virtual Garage + More
Andrew_S90 posted a topic in Exilemod (Unofficial)'s Addons
I am releasing a handful of addons and scripts created over the years for Exile Communities such as AWG/Infinity Exile. Thanks to Cloud, Elmoblatch and Adam Kadmon for allowing me to clean up and release some of their popular addons to the community as well. Below are descriptions, github links and video previews of each smaller addon released. You are free to modify them for your server. I have included an example mission in the github release. All of these were recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. I will not be available to provide any kind of install support, please look at the example missions included if you need help. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile Revive: A very clean revive script that has been used for years on InfinityExile with no issues. Keeps primary weapons and doesn't lose them to the void. Github: https://github.com/Andrew-S90/ExileRevive Video Preview: Exile Build Check: Simple XM8 App that allows players to check the location to see if it is buildable Github: https://github.com/Andrew-S90/ExileBuildCheck Video Preview: Exile Base Mover: Simple Script and modification that allows an admin to call a function to move a players base around. Github: https://github.com/Andrew-S90/ExileBaseMover Video Preview: Exile Flag Hacking: Cloud's original flag hacking, credits to InfinityExile. Cleaned up for release. Github: https://github.com/Andrew-S90/ExileFlagHacking Video Preview: Exile Public Virtual Garage: Cloud's original public virtual garage, location based single vehicle virtual garage. Can be placed in a trader or anywhere on the map. Credits to InfinityExile Github: https://github.com/Andrew-S90/ExilePublicVirtualGarage Video Preview: Exile Persistent Vehicle Spawner: Allows random persistent vehicles to be spawned around the map. Boats along the coast. Very customizable. Vehicles can spawn in towns, along roads, fixed positions, 100% random or on the coast (boats). They will persist over restart. Github: https://github.com/Andrew-S90/ExilePersistentVehicles Video Preview: Exile Helicrashes: Simple helicrash script that spawns crashed helicopters with smoke and random loot at server restart. Very configurable. Github: https://github.com/Andrew-S90/ExileHelicrashes Video Preview: Exile Incoming Missile: Triggers a visual warning when a missile is locked on and fired at a vehicle. Github: https://github.com/Andrew-S90/ExileIncomingMissile Video Preview:- 1 reply
-
- 4
-
-
Dual Arms This is mod that allows use of two primary weapons, one in your main slot one in your launcher slot. Download here! Google Drive link here! Dual Arms relies on eventHandlers to work correctly. The following are used: Killed InventoryOpened InventoryClosed Take Bind UserAction 16 to any key to be able to swap with a key instead of addActions. They have been disabled by default. If using this in a MP scenario or gamemode, you can override my code and set the ability to use addactions and drop the weapon on death. As well as add blocked weapons that will not be able to be added to your launcher slot. What does this mod actually do? I have seen other scripts that claim to do the same thing. This uses your launcher slot, the same that your RPG would go into. There is no attachTo/onEachFrames constantly making sure the weapon is on your back and attached when not in a vehicle. Weights are fully supported, if you have two primary weapons it will slow you down with fatigue. That means you will slow to a crawl with dual SPMGs. Due to the nature if this going into the launcher slot, mods need to be supported for it. Currently the top 20 Weapon mods on steam are supported, the list is on the steam workshop page above. (I also take suggestions on which mods to support with future updates!) Currently 5.7k+ Weapons are supported. If you are playing in a persistent game mode you will need to add some code to your file that saves a player when they disconnect, otherwise the pointer attachment and UGL ammo will not save. Otherwise it will save. Here is a video where you can check it out in action, featuring vehicles as well: The piece of code that will save your players gear in a dedicated MP environment is: (Usually handled by missionEventHandler onDisconnect) If you would like to know more about overriding my code please see the example MP mission inside the download from steam, right next to keys and addons folder. As well as my post on Exile forums explains with more details how to merge eventhandlers if needed. Here is some information on Exile Forums : My github with example config (also in download - this link contains overrides for Exile players as well) : https://github.com/Andrew-S90/DualArms Download link from steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 Update 2.0: Added an additional 15 mods, including GM CDLC and Contact DLC. 5700+ Weapons and 2600+ Attachments made by the community supported. Fixed Coop Blackscreen bug Ammo count saves on weapon swap Taking a launcher weapon when you have a primary on your back used to block it - now adds the weapon with attachments to the cargo space, seamlessly switching it out. Secondary ammo count displayed visually in the inventory.
-
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dual Arms has been updated to Version 2.1: https://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 Added Support: Arma 3 CDLC: S.O.G. Prairie Fire : https://store.steampowered.com/app/1227700/Arma_3_Creator_DLC_SOG_Prairie_Fire/ Arma 3 CDLC: CSLA Iron Curtain : https://store.steampowered.com/app/1294440/Arma_3_Creator_DLC_CSLA_Iron_Curtain/ Updated: RHS (ALL) FFAA Mod Operation: TREBUCHET -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please see my stance on steam reuploads here: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 Reuploads of this mod on Steam Workshop / Armaholic / PlayWithSix are not allowed. I provide methods to override code if use is needed for servers. If you use a private repo tool to get mods for your server and its for a unit/missions go ahead, as long as its not a giant modpack on steam. Please use collections instead. Thanks -
Exile Install: DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in Exilemod (Unofficial)'s Addons
Mod updated to fix M320 LRR p3d bug and missing Exile Bullet Cam mags. Thanks all! -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What weapon is not supported? -
Exile Install: DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in Exilemod (Unofficial)'s Addons
Pushed an update to the github that fixes disappearing weapon after relog (when switching) and scroll wheel. Please get the updated copy of SecondaryWeapons_player_hook.sqf and replace it with the one in your mission. Thanks! -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Updated Exile Install guide: https://forums.bohemia.net/forums/topic/231616-exile-install-dualarms-two-primary-weapons/ -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am working on an updated install guide for exile right now. I will post when it is complete. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update 2.0: All mods up to date Added 15 more supported mods Fixed Infinite loading bug (blackscreen bug) Ammo count saves on weapon swap Picking up launcher is no longer blocked when a secondary weapon is on your back. Seamless switching now happens. Cleaned up code and updated commands thanks to Arma updates. Links and downloads updated in main post. Updated Ammo UI: Let me know if you have any issues. Thanks! -
Exile Barter Trader - Standalone Trader System
Andrew_S90 replied to Andrew_S90's topic in Exilemod (Unofficial)'s Addons
Not without modification. By default it does not support vehicles. -
This was created for InfinityExile and cleaned up for a general release, thanks to ElmoBlatch for allowing me to do so. You are free to modify them for your server. I have included an example mission in the github release. This was recreated, fixed up and improved on a vanilla Exile Altis server with no infistar or battleye. You are on your own for anything that pops up with those. Please look at the example mission if you get stuck. I cannot help with install issues. You are free to post in the Exile Discord #support channel here: https://discord.gg/cmMMHyJ If there are bugs with the actual released code I can take a look. Thanks all - best of luck with your Exile Servers. Exile Vehicle Customs Mods: This is a complete overhaul and redesign of Exiles Vehicle Customs trader menu. It allows you to customize your own vehicle on the ground (no sky box!) You can modify the vehicle skins and vehicle addons such as RPG cages, light bars, bumpers, doors etc. Pan around the vehicle with directional controls as well as zoom out/in and up/down. Github: https://github.com/Andrew-S90/ExileVehicleCustomsMods Video Preview: Install Instructions: Client config.cpp Paste the contents into the top of your config file. Modify existing network message section if needed. Add the Server and Client Overrides to CfgExileCustomCode Remove/Comment out the CfgVehicleCustoms and replace with the provided code and CfgVehicleCustomsMaster description.ext Paste the contents anywhere after #include "RscDefines.hpp" appears in your description.ext file initplayerlocal.sqf After if (!hasInterface || isServer) exitWith {}; paste the upper contents of initplayerlocal.sqf found in the Client folder If you are having trouble please view the example mission included. Server Code Pbo the server folder and place inside your servermod folder (such as @ExileServer) Overrides are found in the mission file SQL There is a column to be added to vehicles table that is needed for this to function properly. Please execute the SQL on your Exile database Exile.ini insertVehicle and loadVehicle need to be changed with the provided settings in the exile.ini top portion Paste the contents at the bottom of your exile.ini MODIFY if using extdb3 To add more vehicles for non vanilla please use the tools found in the tools folder. Run in debug in the editor with the mods enabled. If you have any questions let me know. Thanks!
-
update 1.86 verify signatures
Andrew_S90 replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
Did you not try joining even if it says mismatched? No issues apart from visual -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quite a few exile servers are running it right now and they seem to be all going OK. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod has been updated - Fixed a duping method and added mod support for Iron Front A3, Faces of War and Aegis Mod. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is impossible to do exactly what I am doing with a script, so no. There are other weapon scripts that act like mine but are all virtual and allow a launcher + two weapons but are in script form. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thankfully I said or so in that last update You can really spam keybinds fast, which caused the ability to dupe weapons.. That took a bit longer to fix and now has updated. Notes on the update: Added Keybind to add your primary weapon to your back, swap primary weapons as well as swap with a regular launcher if its there. The hotkey will not work while a player has their inventory open, too many ways to dupe with this! The scroll wheel/Addaction is now off by default. Make use of those keybinds! Bind UserAction / Custom Controls 16 to any key you would like to enable a key switch. I would recommend binding it to 3, since it works with swapping to a normal launcher as well as swapping primaries. A fix to the take eventhandler was made, and all take actions (take hand) features were added back. @kremator @sammael Extra download links provided on the main post. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Next update (within the next hour or so) I will add a dropbox & google drive link Update will add keybind to switch weapon (User Action 16) and scroll wheel off by default. The key will enable adding weapon to back, swapping dual primary weapons and swapping with a regular launcher. So an all in one key that could replace the normal swap to launcher key 3. -
DualArms - Two Primary Weapons
Andrew_S90 replied to Andrew_S90's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have seen his yes, his uses attachTo and onEachFrame to work which can cause lag if used heavily in MP. I made this to avoid that, use launcher slot and weights.. so it was more realistic. I am also looking at use of keybinds by default and action menu hidden by default (still can be enabled by missionConfig if needed) I think I accidentally disabled the take function early on because I was worried about messing up the second weapon if it was a launcher.. I will take a look and see if its still needed and if not remove that part so take is re-enabled. -
If we race, I'll take the last pole position to give you guys a fair chance. Awesome work
- 43 replies
-
- formula one
- formula
-
(and 3 more)
Tagged with: