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Andrew_S90 last won the day on July 29 2018

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  1. Andrew_S90

    DualArms - Two Primary Weapons

    @El Rabito @Powerstriker46 @aussie battler @Its me ZovkT Assuming you followed the main guide - to fix a majority of the duping issues for weapons I would disable the inventory buttons. Its too easy to click fast and take a weapon to dupe it. To disable them comment them out in the inventory override. /* _buttonDown = _dialog ctrlCreate ["RscActivePictureDown", 1337]; _buttonDown ctrlSetPosition [((_posBtn select 0) + (_posBtn select 2) - 0.03), (_posBtn select 1),(_posBtn select 2)/12,(_posBtn select 3)]; _buttonDown ctrlCommit 0; _buttonUp = _dialog ctrlCreate ["RscActivePictureUp", 6969]; _buttonUp ctrlSetPosition [((_posSlot select 0) + (_posSlot select 2) - 0.03), (_posSlot select 1),(_posSlot select 2)/12,(_posSlot select 3)]; _buttonUp ctrlEnable (SecondaryWeaponsClassName != ""); _buttonUp ctrlCommit 0; */ To fix the axe/shovel dupe go to your class CfgSecondaryWeapons class CfgSecondaryWeapons { //Mod Settings DropWeaponOnDeath = "true"; UseAddActions = "true"; SecondaryWeaponsBlockedWeapons[] = { "cup_arifle_mega_sniper", "cup_arifle_big_sniper" }; //OVERRIDES /* Example: FileName = "path\to\override.sqf"; This will override the file I created with your edits. Useful for MP gamemodes and missions if you need to tweak files. SecondaryWeapons_player_hook = "custom\dual_arms\SecondaryWeapons_player_hook.sqf"; is an example if you need to override the hook file. Any files can be overridden with this method! */ //This is important, for use in Exile this override needs to happen SecondaryWeapons_player_hook = "custom\dual_arms\SecondaryWeapons_player_hook.sqf"; //ADD THIS SecondaryWeapons_events_onTake = "custom\dual_arms\SecondaryWeapons_events_onTake.sqf"; }; Add an override for SecondaryWeapons_events_onTake like the example above ^^ This is the contents of the new override: To test to see if it works properly - before drag an axe into your bag, it should create two copies (oops) one in your bag one on the ground. After it should not. Same with right clicking the axe or shovel onto your back. Same with any launchers. This will allow you to take these items into your bag as normal but not on your back if you have a second primary. Let me know if you have any issues!
  2. Andrew_S90

    DualArms - Two Primary Weapons

    I made it without the use of infistar and it seems to have some issues with it and dupes easy with their possible anti dupe. For the best results I would comment out the inventory buttons as its extremely hard to script around dupe methods with those. As a good of a function they are, its just too easy to dupe with. Axes and melee weapons are another issue. I had them fixed for me on a test server w/o infistar but with the same build infistar seems to cause issues. I finally got a copy and I will take a look and see what I can do to stop those. Fingers crossed!
  3. Andrew_S90

    DualArms - Two Primary Weapons

    Updated mod, fixed a duping method. Overrides have changed as a result. Please see the following changes here: You need to change the instances of (primaryWeapon player) call SecondaryWeapons_events_addSecondaryWeapon to (primaryWeapon player) spawn SecondaryWeapons_events_addSecondaryWeapon In both ExileClient_gui_hud_event_onKeyUp and SecondaryWeapons_player_hook Again files are updated on OP and github. Please let me know of further issues. Added new override on github to not show the second weapon while in a trader menu.
  4. Andrew_S90

    DualArms - Two Primary Weapons

    without logs or errors I can't help with this
  5. Andrew_S90

    DualArms - Two Primary Weapons

    Now on A3Launcher. Let me know if any issues come up or if anyone has any questions.
  6. Andrew_S90

    DualArms - Two Primary Weapons

    Would be easy enough, all my files are overrideable! Updated original post to fix a dupe method with the keybind.. if you already grabbed files please make the proper fixes found in the github or original post!
  7. Andrew_S90

    DualArms - Two Primary Weapons

    Accidentally used like age-old ExileClient_gui_hud_event_onKeyUp.sqf - the current one is now properly on fix if you grabbed files early or didn't patch my edits in with yours the correct file is now in use
  8. Andrew_S90

    DualArms - Two Primary Weapons

    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: Now on A3Launcher! Thanks Maca! There are some important overrides that need to be made to make this work with Exile, out of the box it has iffy results and sometimes the eventhandlers would overwrite each other I will provide instructions how to combine my eventHandlers with Exiles. Once the overrides work, then this will work great, just like it would in singleplayer. Current bug: See the second weapon in the trader with an error image. Will take a look tomorrow solving this so you will not be able to see them in the trader. Current feature: will stand up if you swap weapons while crouching/prone. This acts like exiles autorun. Installation 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 and off, drop weapons on death on and 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 On line 170 (original files) The code needs to be modified to: //Dual Arms Start private _dialog = uiNameSpace getVariable ["RscDisplayInventory", displayNull]; if (secondaryWeapon player != "") then { if (((secondaryWeapon player) splitString "_") select ((count ((secondaryWeapon player) splitString "_"))-1) == "secondary") then { if(!(SecondaryWeaponsSwapping) && (_dialog isEqualTo displayNull)) then { (primaryWeapon player) spawn SecondaryWeapons_events_swapSecondaryWeapon; }; } else { if (secondaryWeapon player != currentWeapon player) then { player selectWeapon (secondaryWeapon player); }; }; } else { if (primaryWeapon player != "") then { if(!(SecondaryWeaponsSwapping) && (_dialog isEqualTo displayNull)) then { (primaryWeapon player) spawn SecondaryWeapons_events_addSecondaryWeapon; }; }; }; //Dual Arms End ExileClient_object_player_event_onInventoryClosed after like 16: //Dual Arms call SecondaryWeapons_events_onInventoryClosed; ExileClient_object_player_event_onInventoryOpened Most important override!! ExileClient_object_player_event_onKilled After line 41 - not inside the brackets add: //Dual Arms _this call SecondaryWeapons_events_onKilled; ExileClient_object_player_event_onTake After line 15 and before the if statement I added: //Dual Arms _this call SecondaryWeapons_events_onTake; Server: Step 1: Handling a disconnecting player, for Exile you will need to modify/make an override for ExileServer_system_network_event_onHandleDisconnect.sqf You will need the following bit of code to save the users pointer attachment (IR Laser/Flashlight etc and UGL Ammo (HE Rounds etc)) //Dual Arms Start _SWInfo = _unit getVariable ["SecondaryWeaponsWeaponInfo", []]; if(count _SWInfo > 0) then { _uniform = uniformContainer _unit; _vest = vestContainer _unit; _backpack = backpackContainer _unit; _containers = [_uniform, _vest, _backpack]; { _item = _x; _className = ""; _array = false; _added = false; if(typeName _item isEqualTo "ARRAY") then { _array = true; _className = _x select 0; } else { _className = _x; }; { if (!(isNull _x)) then { if (_x canAdd [_className, 1]) exitWith { if(_array) then { _unit addMagazine [_className, _item select 1]; } else { _className = [_className, 0, -10] call BIS_fnc_trimString; _unit addItem _className; }; _added = true; }; }; if (_added) exitWith {}; } forEach _containers; } forEach _SWInfo; }; //Dual Arms End ExileClient_gui_traderDialog_updateInventoryListBox see override on github to not display secondary weapons in trader menus. Please see this github for an example mission edits: Download again is here: Please post if you have any questions or mods to be added, they will be added in batches. The current list of supported mods is: RHSUSAF : RHSAFRF : RHSGREF : RHSSAF : NIArms : Project Infinite : Exile Mod : ADR-97 Weapon Pack : Operation: TREBUCHET : Cup Weapons : NATO_Rus_Weapons : Specialist Military Arms (SMA) : The_Unsung_Vietnam_War_Mod : FFAA Mod : VME PLA : 2035: Russian Armed Forces : FHQ Firearms : BWMod : SFP: Swedish Forces Pack : 3CB BAF Weapons : Faces of war : IFA3_AIO_LITE : Arma 3 Aegis (Beta) :
  9. Andrew_S90

    Exile Player Rewards

    Like Joker said you can add the action to call the initial gui on anything.
  10. Overview of all the found and known issues. Open = Not started working on it yet Addressed = We think we solved it, will review in next RC Fixed = Confirmed working Addressed - If VG doesn't find a safe POS, it doesn't handle it correctly VG now just spawns vehicles where they were last put in Addressed - Ladder hatches aren't snapping correctly and doesn't give the climb option Addressed - Cannot purchase a vehicle after selecting a vehicle pin code Addressed - Huey blades do not move when flying Addressed - HMMWV turret flash is consistently there Addressed - BDRM2 turret flash is consistently there Addressed - Ladder Hatches weren't giving a climb option Addressed - Lada has black around the headlights (panda eyes)
  11. Andrew_S90

    1.0.4 Update: Pineapple

  12. Andrew_S90

    EXILE stribt aus !!!

    Play on a DayZ themed server if you don't like how it is currently. It is your choice on what you play, not the Exile devs. Exile is the foundation and servers can be militarized and lots of guns or survival, play on what you like. Not one single server has Exile and nothing else, so catering to the minority of players would not be beneficial for Exile.
  13. Andrew_S90

    Exile Player Rewards

    I don't use infistar but if you need to target the selected player then yes you would need to change it to "getplayeruid _this" For missions you could do it different ways, number one is having an object in the mission that spawns (like the loot crate) and have an addaction that says claim loot and then pass the rewards there or give rewards to the person who kills the last AI. The first option is easier imo and more fair because whoever gets to the loot gets the reward. You could also add this to ZCP missions.
  14. Andrew_S90

    Exile Player Rewards

    you could do a loop involving forEach allPlayers; and get uids from there
  15. Andrew_S90

    Exile Player Rewards

    Yes, you can do that. I will not help nor provide details on how to, I just provided the base to do so. I cannot, I provided the base for everyone and admins are free to use it to do whatever.