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Everything posted by Darth_Rogue
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Random Heli Crashes w/ Loot // Function file for UKGZ // // Created by: Richie // // Modded by: Vampire & xBowBii // // Modded for Exile by Darth_Rogue & Shamis// ________________________________________________________ This addon PBO will allow you to spawn heli crashes at random positions on your server which will also spawn random loot for players. In my opinion the best thing about it is that it's tied to the Exile loot spawn system, so loot will only spawn when a player gets close and then gets cleaned up when a player leaves. When a new player comes along, fresh loot is spawned in its place. Lather, rinse, repeat. INSTALLATION: See readme in the download NOTE: The crashes are tied to the Exile loot spawn system. That being the case, they are bound to the same rules and restrictions as any loot spawning building, meaning that they will not all always have loot. I believe the default loot bias is set to 55%. Also, how often loot will respawn is determined by different loot variables, such as how long it's been since the area was last looted, how far away players are, etc. So if you get complaints that there's no loot at a crash site, that's probably why. DOWNLOAD - https://github.com/DarthRogue/Exile-Heli-Crashes 3/7/16 - Updated to work with Exile 0.9.6
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Yeah it would be very doable. You would just have to make an array of coordinates you want to use and then have it randomly select from those. Or you could even just have a single crash spawn at only a single location. There's lots of options.
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The Exile devs have done a fantastic job making a great mod! The best part about it and what sets Exile largely apart from many other mods is its open architecture, where any server owner can tailor the Exile experience to the desires of their unique player base. The devs have been attentive and responsive to community feedback, while still doing their best to remain true to their initial vision for Exile. They deserve way more credit than they get! So thanks, Eichi, Grim, Frank and all the rest! Keep up the amazing work!
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Yes that's where it goes. If you have loot positions for additional wreck classes you must add the wreck class names to the forEach array on line 23 of ExileClient_system_lootManager_thread_spawn.sqf **Install instructions updated**
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Updated install instructions for Exile 0.9.6. I was able to streamline the buildings append code, so thanks for that goes to @eraser1.
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I believe that's correct but it needs testing. I may also have a way to streamline the append code. Gonna try to knock it out this morning.
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Note to all: This will be totally broken as of 0.9.6. I'll rework the code and post an update as soon as I can. Might take a day or 2 due to my work schedule.
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Your server apparently has some issues, but I don't see anything in there regarding heli crashes. Fix those errors so you can make sure nothing is preventing the crashes from working and then retry.
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That's normal for that model. This weekend I'm going to get some loot positions for some additional wreck models so you guys will have more options on what you want to use for wreck classes.
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Fixed. Had some mismatched variables in there from an older version. Good old Github mucked up a merge. Should be good now. Sorry for the trouble guys.
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Please post your whole script. heliCrashes.sqf. Something has gone majorly wrong with it.
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You center pos needs to have 3 values. [x,y,z]. So your center coords should be [7652.9634, 7870.8076,0]; There shouldn't be anything in this script that requires a sleep timer of any kind.
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I don't see a relevant error in the RPT. If there's an issue with the config.cpp compiling it will throw its own error box when the server starts. The error also will not appear in the server's RPT. If your server is running as a service through FireDaemon (or some other "launch app as a service" app) then the box won't appear outside session 0, so you wouldn't be able to see it. Temporarily starting your server via a batch file or command line would reveal the error. Make sure that those 2 classes get placed INSIDE the brackets for class CfgBuildings.
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Fixed. Either code would be functional though.
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ExileServer_system_lootManager_spawnLootForPlayer. Should be around line 51 on Exile version 0941.
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Yes that's still current, Zed. Yeti, try the new version I just posted and see if that fixes it.
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waitUntil {typeOf player = Exile_Unit_Player}; ^^ That might work better
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Hit me. I've got my test server going now.
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I just reinstalled everything from scratch and I'm (still) getting this error client side: And this error server side: 18:35:27 "ExileServer - Network message dispatch failed: Forbidden message name! Payload: ["EDtBJgPM","depositRequest",["1000"]]" The cfgNetworkMessages have all been placed in the client config.cpp. The banking values are not getting written to the database, even after a respawn event. All the ini entries have been placed in the exile.ini as shown in the instructions.
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Thanks, papagramps. Updated the instructions and also updated the script. See the Git for relevant changes.
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Fellas, if it were possible to like a post more than once, I would. You've earned it with this one!
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I'm down. Let's do some testing!
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I can't seem to get this to work properly. Getting an RPT error client side: "10:56:13 control[RscCombo]: Unexpected control type [4]". Only thing I edited in the script was the paths to the image and XM8_init because my folder structure in my mission PBO is a little different. I'm also running a deploy bike script and the advanced server rules, both for XM8 Apps. I already checked the controls numbers and none of them are conflicting. The first time I open the craftables dialog it appears as it should, but if I click on anything on that screen then it clicks on the other apps which are "behind" it, such as server rules or craft bike, but are not visible. So apparently it's not properly taking control of the screen and making sure that only its buttons are active. Any ideas how to fix it?
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Yes. It wasn't there earlier.
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Nice addon! You need to fix your Git though. The image gets corrupted when you download it from there. Would be better if you could allow the package to be downloaded as a zip instead of having to right click on the image file and "Save As".