Captainjack

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Everything posted by Captainjack

  1. Captainjack

    ADD Watermark LOGO to Screen

    Sorry it's late guys I had this on FTP Drive and had to find the file address again sad part is I cant find the BE filters we had from old forum. I wanted to share this because like the makers of the mod I believe in open source and support it, I don't ask or support credit request on code that should be free for all also I forgot who the main maker was as it's been used all way back from A2 and remade so much over time. This is a small mod that runs server side it's downloaded by clients when they load your exilemod server. Few things you will need to know is how to make images and then save them by using textview2 in .paa format the size of the image needs to be under 128x128 Arma BIS software supports png images Don't use normal images gif and png seem to work best for clear background text. You can get the tools needed here: http://www.armaholic.com/page.php?id=14435 I highly recommend using Notepad ++ to edit below files 1. If reading this you downloaded the mod follow steps below.. 2. Decompile Exile.Altis.pbo in MPMissions or other mission .pbo you may have 3. Add logo.hpp and logo.sqf in Exile.Altis folder with your serverlogo.paa file 4. Add code as seen below in bottom of description.ext Should like this: #include "config.cpp" #include "logo.hpp"5. Add code as seen below just under #include "initServer.sqf" Should like this: (The include part works just fine no need to call it any other way unless you have ocd and need execVM call) #include "initServer.sqf" #include "logo.sqf"6. Make your image 128x128 place it in same folder as logo.hpp and logo.sqf by default code loads image name serverlogo.paa I use png myself but you can use all formats supported with textview. To move logo position edit below in logo.sqf by default it's on bottom left of screen. safeZoneX+0.00, safeZoneY+safeZoneH-0.12, MAIN DOWNLOAD FILES: http://relentlessservers.com/community/download/serverlogoMOD.zip I miss placed the .paa link for test logo sorry you will have to make own logo image to test it code is looking for serverlogo.paa as logo image More info on safeZone screen position at: https://community.bistudio.com/wiki/SafeZone Battleye Filters are missing due to forum change you will have to filter it as it loads sorry I know of few for scripts.txt !="bis_fnc_dynamicText;" !="logo.sqf"
  2. Captainjack

    [WIP] Modless Zombie Spawn system

    Modless Zombies system v1.5Beta This is a rebuild of the 1st zombie spawner system used for the Exile-Z mod it's made to run client side with no need for server owners to add/edit mods. The Script can support other mod skins if used all you need to do is replace skins in the code with mod skins you want. Script comeback was a popular request hope you enjoy it Features: * Dynamic spawns map wide - looks for houses near players * Zombies damage takes HP off target if close * Basic loots added to zombies edit in config * Zombies will find players no matter where they are if in 120m range * Safezone cleanup check added - checks for ExilePlayerInSafezone Known issues: * Ramdom FPS spikes in patch 1.50 * Zombies might not spawn 1st time on some players when they login after a restart * Zombies Die on 1 shot - will be fixing this soon * Zombies using base models in game has blood effect to them for the zombie look nothing fancy * Admins Teleportation can brake spawns for admins only seen this on old admin tool * Running is causing strange BE kicks removed it for now What's going to be done: (No ETA on this it takes time Real Life comes first) * Fix one shot zombie kills * Clean up errors/functions * Add custom skins/sounds to zombies * make zombies hurt legs/arms ect * Cleanup code HOW TO INSTALL - backup your mpmission 1st 1 Download the Script form HERE: https://github.com/rscaptainjack/ZOMBIES_CODE/tree/master/MODLESS_ZOMBIES 2 copy files in .rar/.zip file to your mpmission folder of choice 3 update your init.sqf with command in scripts init.sqf or add the init.sqf file to your mpmission 4 add #include "zombie\zed.hpp" just above #include "config.cpp" in description.ext 5 edit zombie/config.sqf 6 repack mpmission and load server! NOTE: The onplayerrespawn.sqf is used to re-trigger on respawn seems to be a issue in 1.50 patch this is a temp fix found by Ancientevil. Place the file into mpmission if you don't have it or add command inside your custom onplayerrespawn.sqf - it works like the init.sqf retriggers code when respawned. If you want AI to kill the zombies set _zombie setCaptive to false in fnc_Zcontact.sqf this can cause large FPS spikes Battleye Filters: some maybe missing you will have to filter as they show. scripts.txt add to execVM line !"onPlayerRespawn.sqf" !"zombie\config.sqf" !"zombie\fnc_Zcontact.sqf" !"zombie\fnc_ZProximity.sqf" !"compile preprocessFile \"\zombie\fnc_Zcontact.sqf\"\;" !"compile preprocessFile \"\zombie\fnc_ZProximity.sqf\"\;"Add in Setpos.txt & createVehicule.txt first line : !"C_man_polo_1_F_euro" !"C_man_polo_2_F_asia" !"C_man_polo_3_F" !"C_man_polo_4_F" !"C_man_polo_5_F" !"C_man_polo_6_F" !"C_man_p_fugitive_F" !"C_scientist_F" !"C_man_hunter_1_F" !"C_journalist_F" !"C_Nikos2" !"C_Driver_1_F"setpos.txt - add all to stop the client kicks for zombie movement 1 "" !"Exile_" !"C_man_polo_1_F_euro" !"C_man_polo_2_F_asia" !"C_man_polo_3_F" !"C_man_polo_4_F" !"C_man_polo_5_F" !"C_man_polo_6_F" !"C_man_p_fugitive_F" !"C_scientist_F" !"C_man_hunter_1_F" !"C_journalist_F" !"C_Nikos2" !"C_Driver_1_F" Credit to Corvobrok for the basic framework for Proximity triggers it's been reworked to run this script for you all
  3. UPDATE v3.2 For EXILE 0.9.34+ - This version should work with upcoming patches What is this script? it's a unit spawner script used to spawn in AI into any map it's setup to be easy to use in this case it's been used as a zombie spawner for Ryans Zombies and Demons it can do so much more it can also spawn AI from other mods. This update has a few changes you will find three types of .zip files in the new code folder each one is listed below. The files also have readme.txt added to .zip folders with install instructions. Spawner_v3.1B.zip - Features: Old v3.1 script with added fixes * Updated community triggers * New Setting to remove AI from trader zones * Updated note on ZOMcivilianside * Fixed reported _back RPT error Spawner_v3.2.zip - Features: Most of this update is optimization * Can now choose to have AI walk (move around) or stand still and wait * Changes to Headless Client settings * Updated note on ZOMcivilianside * Settings on spawn size optimized by default * Advanced FPS Settings added - is optional and not needed * New Setting to remove AI from trader zones * Fixed reported _back RPT error * Updated community triggers Spawner_v3.2_Serverside.zip - Features: This is made to run server side in the @ExileServer addons folder you will need a PBO tool * Can now choose to have AI walk (move around) or stand still and wait * Changes to Headless Client settings * Updated note on ZOMcivilianside * Settings on spawn size optimized by default * Advanced FPS Settings added - is optional and not needed * New Setting to remove AI from trader zones * Fixed reported _back RPT error * Updated community triggers - All settings can be found in init\fn_init.sqf it runs the same as Spawner_v3.2.zip only server side helps client performance. Old_Spawnerv1.3.zip - Old system not updated left it alone packed into .zip TOOL FOLDER: This tool is used to Decode .sqm and ccp files enjoy! Install has had a slight change see Setup info inside .zip files from github link provided below Download the script - https://github.com/rscaptainjack/ZOMBIES_CODE NOTICE! This spawner needs Zombies & Demons to work has to be server and client side! Known issues: * AI using Mods logic for damage and attacking issues with AI not attacking can be seen at times * Random FPS issues on spawning in AI * If Ryan's Mod check for clients fails to work they can be killed by invisible AI update your mission.sqm BE Filters: scripts.txt add to execVM line !="ZOM\generate_zone.sqf" !="ZOM\init.sqf" !="ZOM\walk.sqf" !="zom_fuc_realDamagehandler"createvehicle.txt !="C_man_polo" !="RyanZombieC_man_1" !="RyanZombieC_man_polo_1" !="RyanZombieC_man_polo_2" !="RyanZombieC_man_polo_4" !="RyanZombieC_man_polo_5" !="RyanZombieC_man_polo_6" !="RyanZombieC_man_p_fugitive" !="RyanZombieC_man_w_worker" !="RyanZombieC_scientist_"" !="RyanZombieC_man_hunter_1" !="RyanZombieC_man_pilot" !="RyanZombieC_journalist" !="RyanZombieC_Orestesslow" !="RyanZombieC_Nikosslow" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_02_f" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03w" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_lite" !="RyanZombieB_Soldier_lite_F" !="RyanZombieboss1" !="RyanZombieB_RangeMaster_Fmedium" !="RyanZombieSpider1"setpos.txt - add all to stop the client kicks for zombie movement 1 "" !"Exile_" !="RyanZombieC_man_1" !="RyanZombieC_man_polo_1" !="RyanZombieC_man_polo_2" !="RyanZombieC_man_polo_4" !="RyanZombieC_man_polo_5" !="RyanZombieC_man_polo_6" !="RyanZombieC_man_p_fugitive" !="RyanZombieC_man_w_worker" !="RyanZombieC_scientist_"" !="RyanZombieC_man_hunter_1" !="RyanZombieC_man_pilot" !="RyanZombieC_journalist" !="RyanZombieC_Orestesslow" !="RyanZombieC_Nikosslow" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_02_f" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03w" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_lite" !="RyanZombieB_Soldier_lite_F" !="RyanZombieboss1" !="RyanZombieB_RangeMaster_Fmedium" !="RyanZombieSpider1" I uploaded some Some pic's to see 1st is one of my co admins shooting zeds and wetting himself at sounds of a boss coming Amount of zombies in big city I know you will ask this and it's No the zombies will not re trigger if more players enter it's set to a max number they stay while any player is near and they will re spawn again if under the max number and another player enters. Thanks to TheCreep3r for more BE Filters it helps the community out. If you guys have other map coordinates please message me a copy in a paste bin link I'll add it to main topic for others to use Map coordinates added to updates and readmes
  4. Vehicle unlock and remove ammo Download here: https://github.com/rscaptainjack/EXTRAS/tree/master/unlock_ammo Updated for server version - v0.9.32B These files will auto unlock any vehicle in a trader marker on server restart and remove ammo from any purchased vehicles or player owned vehicles if it has mounted guns. Simple to install 1. Download files and un-zip/n-rar Unlock_ammo.rar 2. unpack exile_server.pbo 2. Replace overwrite files in exile_server\code (yes can be done via mpmission but why waste mission space) 3. repack exile_server.pbo 4. Load server and your done.. Add note to server loading that vehicles unlock in traders. If want vehicles to unlock in default exile trader zones use file in "Trader Unlock file" folder Credits to another member of forum for unlock script I forgot who is was :\ all I did was test and pack it Rearm script can be seen at: http://exile.majormittens.co.uk/topic/970-vehicle-rearm/
  5. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    Not heard this for long time! thanks made my day love 90's and 80's songs Hmm ok we ran this for 3 hours not seen it no matter looks to be in delete look for in generate_zone.sqf //this { if(alive _x) then { _civilrole = _x getvariable "civilrole"; _back = [[typeof _x, position _x, _civilrole]]; //_back = _back + [[typeof _x, position _x, _civilrole]]; // old code _x setDamage 1; deletevehicle _x; }; //Edit to be { if(alive _x) then { _civilrole = _x getvariable "civilrole"; _x setDamage 1; deletevehicle _x; };let me know it that helps code is setup for walkers is two runners if don't want it delete "RyanZombieboss1", "RyanZombieB_RangeMaster_Fmedium"
  6. Captainjack

    Vehicle unlock and remove ammo - Updated 0.9.32

    yeah you can do that add it to config custom code This should work ok ExileServer_object_vehicle_createNonPersistentVehicle = "ExileServer_object_vehicle_createNonPersistentVehicle.sqf"; ExileServer_object_vehicle_createPersistentVehicle = "ExileServer_object_vehicle_createPersistentVehicle.sqf"; ExileServer_object_vehicle_database_load = "ExileServer_object_vehicle_database_load.sqf"; ExileServer_system_trading_network_purchaseVehicleRequest = "ExileServer_system_trading_network_purchaseVehicleRequest.sqf"; //Trader unlock ExileServer_world_spawnVehicles = "ExileServer_world_spawnVehicles.sqf";
  7. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    The new setting " SAFEZONE = 1 " should now remove all AI types from default traders. I hope! it's had limited testing.
  8. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    save you some time easy way is use Spawner_v3.2_Serverside.zip edit the settings place in exile server addons add the www.armaholic.com/page.php?id=28958 to server and get players to install client enter a town then profit! need to add the Zombies & Demons to server startup rename it to @zombies or something that's all one word
  9. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    God mode won't work with them they are set to take HP no matter what, If you want faster zombies you need to add in the runners or normal's I don't have list on me looks kinda like this : RyanZombieC_man_w_worker_Fslow to RyanZombieC_man_w_worker_Fnormal I didn't test this with updated DMS didn't notice this on older version try edit zombie side could be conflicting with it.
  10. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    This seems to be only now and then script is using the mods logic the spawner script is set to walk will force AI to seek out players in range other then that it's all ran by Zombies & Demons UPDATE Spawn Script is updated to 3.2 now have three types to choose from.
  11. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    Thanks for reporting this I'm adding fixes to updated version should be updated in a day or so I been working 12 hour shifts I'm burnt out I do have idea whats up. For now edit lines in generate_zone.sqf that have " _back = _back + " part remove _back + EG: // find like this _back = _back + [[_civiltype, _position, _civilrole]]; // Edit to _back = [[_civiltype, _position, _civilrole]];this may effect spawns
  12. Captainjack

    [WIP] Modless Zombie Spawn system

    They might enter player made objects due to the fact they only see map placed objects, if you use replace house with "building" or "buildings" you will see more spawns as it's adding them to each building on map then. you can also edit number in zombielimit=9; to zombielimit=30; that's more dayz type setting I not seen how new patch is running this I hope FPS is better. I been busy with work and family I haven't had time to update this yet I'm also waiting on some code from maker of frame work.
  13. Captainjack

    [WIP] Modless Zombie Spawn system

    strange thing is only getting this in 1.50 older patch was fine I'll have to remake it again or merge to other script and use markers again. for now add this to init.sqf to force code to load I hate using loops in init while {true} do { Sleep 10; waituntil {alive player}; [] execVM "zombie\config.sqf"; Sleep 300 ; };
  14. Captainjack

    New Building Parts

    Happy you got into this I was having a play with this on test server with a hacked up version of code from A2 used to be for gem crafting can't wait to see how it works out if you need object names give me message
  15. Captainjack

    [WIP] Modless Zombie Spawn system

    Warsheep It is yes see old code https://github.com/rscaptainjack/ZOMBIES_CODE/blob/master/OLD_CODE/1st Build/zombie/fnc_ZMarkers.sqf You will need to edit out the Ryan zombies part in _units save as fnc_ZMarkers.sqf add to zombie folder Add this to config in DON"T EDIT PART fncZMarkers = compile preprocessFile "zombie\fnc_ZMarkers.sqf"; []call fncZMarkers;Add markers into config add near settings zombiemkr=[]; // works on names or [[0.0.0],[0.0.0]]
  16. Captainjack

    [WIP] Modless Zombie Spawn system

    oh noticed typo it's zed.hpp
  17. Captainjack

    [WIP] Modless Zombie Spawn system

    hmm do you have custom sounds active? try moving code in zed.cpp to bottom of description.ext then remove #include "custom\zombie\zed.cpp"
  18. Captainjack

    [WIP] Modless Zombie Spawn system

    ok if moved it to custom you need to edit inside zed.cpp also that could be cause, I only made it for main directory never tested in another file also edit onPlayerRespawn.sqf
  19. Captainjack

    [WIP] Modless Zombie Spawn system

    add to line one it mayn't be needed added it as a precaution for Setpos.txt keep it as 7 if not kicking Sorry it's in master https://github.com/rscaptainjack/ZOMBIES_CODE has all the other scripts in it you need folder named MODLESS_ZOMBIES
  20. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    I seen this error one time with old version of infiSTAR not seen it after I updated it. I have no idea what it was about never got RPT error for it the script doesn't fill slots in the code strange.. are you using v2.6 of Zombies & Demons I seen few post about it not working right and using 2.5 instead if you can find a copy of 2.5 and reload again to see if it's recurring.
  21. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    ok that's strange it should ignore server-side mod Modules add in !"RyanZM"
  22. Captainjack

    Vehicle unlock and remove ammo - Updated 0.9.32

    sorry about long wait for reply no it should be picking up all default Exile traders I ran test today it's working fine on all three. It's setup to look for Markers
  23. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    Yeah face and pals has done a good job to make them all zombies you need to edit out weapons in spawns and add skins is bit work to be done but it can work I'm not going to do that myself leaving it stock and loving it! When Bohemia fixes the bugs in this patch it will run even better!
  24. Captainjack

    EXILE-Z Project - Add Zombies to Exile

    try adding this to scripts.txt !"execVM \"\ZOM\init.sqf\"\;" !"ZOM\init.sqf"