yukihito23

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Everything posted by yukihito23

  1. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Majority of the actual code function should be stored inside core/code/client/ which should include check for condition
  2. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    >allexandrk go ahead and try it, nothing stops you. no idea what you are talking about on the 2nd part. >Thoughtscape Scavenge doesn't detect non model elements in the environment, maybe ponds might work since ponds are object models, though ponds react a bit differently from the normal models sometimes when I'm creating a terrain so dunno, best to try out. world terrain water would need to have a different method added as function to detect as that's not technically a model
  3. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    fixed a few duplicates and typo which was reported over on git. nothing huge here worth updating if you already have within the past few months.
  4. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    I think Salutesh updated master repo under my account like 4 days ago with something but I haven't looked in to it yet. https://github.com/yukihito23/Exile_Scavenge
  5. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Hard to read as you haven't used code block but you haven't closed CfgRemoteExec at a glance.
  6. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    You haven't provided context in where the failing point is in your question thus can not direct you to an answer atm. Where in the functional flow does it fail to meet the expectated outcome? Icon shows for hold action Hold action can be executed Scavenge can be executed Item output meets expected results
  7. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Since it's a script, you may want to enable client side error logs or look at client rpt to work with it if you were looking at server rpt's. Though, glad it's working for you now.
  8. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    well, the objects outside the house have their own ID values so we are able to block them individually, the furniture inside the houses are proxy objects thus do not have their own ID's so we are blocking based on radius of the given location in 2D. in this case if player wiggles around and is able to point at the object from outside of that block area earlier defined, then they are able to scavenge again. as Chernaruski mentions, yeah taking up the block radius and lowering the scavenge trigger radius would help in this situation to kind of make it so folks can't scavenge over and over again as long as they are outside of the scavenge block radius. as for the large radius blocking other furniture once 1 furniture is scavenged, well it would mean balance out the percentage of loot against how clustered furniture is within average count of a given house to get a sweet spot.
  9. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    ah ok then. I have all loot table types set to have high chance of trash spawning so, have the tables different for scavenge as wouldn't find magazines inside fridge and such.
  10. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    even if it works with above, I would still highly advice you learn how the exile loot table setup is done to customize it to be more natural, as you usually don't find backpacks or so from inside a fridge for example.
  11. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    ah, I see where it is. in CfgExileScavenge.cpp I think your default is hooked to furnitureCommon, around line 80 or so, where CivillianLowerClass is commented out. remove the comment from row which defines as CivilianLowerClass and delete the other line for furnitureCommon and it should work then. I've updated git side as well as it seems the loottable Salutesh provided is pretty much basic loottable template instead of the one I had posted around 10 or so pages back.
  12. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    would depend since you may have furniture loot hooked up to a seperate class from wrecks in loot table
  13. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    i believe if i remember correctly, if in case scavenge function itself works but you are getting no items when system says it has found something would mean you have a problem somewhere in where you specify connections with loot table
  14. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Since Salutesh has been busy in real life for a while, and due to conversations happening in CHR Discord Server owners channel, we have fixed the below issues and have pushed latest codebase to Git. Fix multiple scavenge sequences upon same object (especially large objects) by giving IF ELSE condition of either proxy object type (block by object pos method) or non proxy object type (block by object ID method). Some further optimization. Credits of this fix goes to NiiRoZz for code architecture & implementation Chernaruski for preliminary test and feedback yukihito23 for requirements, acceptance criteria, functional test
  15. yukihito23

    DMS - Defent's Mission System

    could place down a particular object type in eden which isn't used elsewhere on map and then make it block that object.
  16. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    getting specific object id and storing them to not allow looting again does not work on proxy objects such as furniture within houses as those objects don't get a specific id value. we've used a different method to bypass this problem but i think Salutesh was mentioning somewhere he'll have a look at it when he has the time in possibility of using id's or the other method depending on certain if conditions.
  17. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    have you ever tried a diff between filea on prod and dev? maybe a difference which makes it work on one but not the other
  18. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    how you have it connected seems good to me while looking at it on a monday morning. though, don't think this is it but.. your cfgexilelootserver has html in 1st line. span class="re5"> class CfgExileLootServer
  19. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    i thought he gave you the answer below... yes, just leave a set of "" with nothing inbetween
  20. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    lol...seems implementation didn't turn out quite correctly maybe...I haven't seen that happen on my server.
  21. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    since it has nothing to do with scavenge framework, no further support on this topic here. send me pm of your loottables and scavenge config.
  22. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    you entered the specific mods item classnames in to the loottables yeah?
  23. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    if you don't have the mod items drop in usual exile loot pos either then your problem has nothing to do with the scavenge system.
  24. yukihito23

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    if you place those two mods item classnames in your usual exile drop loot table, do they spawn correctly without the scavenge system? as well, if you place normal exile item classes in to scavenge systems loottable, does loot spawn from scavenge system?