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Everything posted by John
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NOTE: EXILE REBORN IS NO LONGER IN DEVELOPMENT. JOHNO HAS MOVED ON AND IS NOT WORKING ON ANYTHING ARMA 3 RELATED. ALL SUPPORT SHOULD BE CONTAINED TO THIS THREAD ONLY. -BETTERDEADTHANZED Hello all, You might have noticed that I pulled a lot of my scripts and addons off the EXILE website, now you know why Recently with the community is King phase being announced I tried to have ExileReborn made as an official mod, however it was pointed out that it is not really a mod but a huge customization of EXILE which I am ok with. So with Eichi's permission (against his better judgment)) I am releasing my package here for you all to use. This will not be an official EXILEMOD/MOD. Think of it as a bunch of custom scripts and addons compiled into one package. Before I go on, please head to my website - www.exilereborn.com , all the features of this customization are listed in detail there, and there are many. But I will outline the core features below. Credits and thanks - http://www.exilereborn.com/credits-and-thanks What is Exile Reborn ? A complete mission file / server file replacement. A highly highly detailed and customized version of EXILE that focus's on performance and bringing back that hardcore survival sandbox that everyone seems to be begging for. Current supported maps - Altis Features - Hardcore survival Persistent vehicle spawns ExileReborn spawns and maintains a defined amount of persistent vehicles, that spawn on roads / heli pads. There are no non-persistent vehicle spawns - see here for more info An in depth medical system - Players can be knocked out when shot Players can bleed to death with proper credit given to the killer Players can apply aid to other players via scroll wheel actions Infections When players are wounded, they need to treat their wounds or risk being infected Persistent infection levels that increase / decrease with effects Sickness No safe zones Completely reworked loot tables Respect levels - Themed levels Everything the player does, is affected by his level - See soft skills - here Examples - players hunger and thirst deteriorates slower the higher level you are, you have a higher chance to find intel on corpses, self healing rate is increased. Persistent world - The world in EXILE reborn is persistent with seasons - See here Wages Players earn a wage, this is a small amount but can increase with your level Dynamic Events - These do not have map markers, for info on how players find these events see here Heli crashes Town bandits Vehicle drops Head hunters Performance Everything is done with performance in mind No additional server threads High FPS Simulation manager / custom cleanup Every AI spawned, every supply drop, object or mission related event item is tied to my custom simulation manager for performance and cleanup. Usage guidelines and rules - This package is provided "as is" with the intention of being run "as is", there is no hard and fast configuration settings, the intent is for people to use it and create a following for the more survival / hardcore focused players and unify those players into hardcore servers. Sure, if you know what your doing you could butcher this to your pleasing, and I cant stop that. Below I will provide a github link where I will constantly update and maintain. It is my request that anyone who uses this package does not alter it it any way shape or form put in any additional scripts or mods and that we all name our servers accordingly - EXILE REBORN | "my community name or host" | 1PP or 3PP | "country" So for instance, my server name will be -- EXILE REBORN | www.exilereborn.com | 3PP | AUS Please link your server name here once your up and running! I have started a discord channel here http://voice.killinzedz.net for any help with installation / questions / suggestions etc. If you have a suggestion, want something added or discuss anything, do so here. (Note: This Discord is no longer the place for support - BetterDeadThanZed) *Again - Keep this unified, do not alter it. There are plenty of EXILE servers that are easy and accommodate the casual individual, keep this authentic! Installation - Download: https://github.com/gianni001/ExileReborn/tree/Reborn_Zombies or a version with Esseker support and zombies https://github.com/gianni001/ExileReborn/tree/Reborn_Zombies Wipe your database or at the absolute very least, clear your vehicles table and follow the install instructions!
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Updated 05/01/16 - Fixed issue if aircraft crashes in the water, the script will now not execute the rescue event. (Keep in mind it is fully intended that nothing should occur if the aircraft is shot down in water) Updated 04/01/16 - Added code to stop AI fleeing - Added code to make the rescue crew roam around the crash - Possible fix for chopper crew not attacking players..maybe. - Fixed some script errors. Hi guys, I'd like to share with you another script I made. This script uses similar formats and settings as my Roaming Trader script, so it might look similar and contain the same names and stuff like that. Installation - create a file - "airpatrol.sqf" put it in your mission folder. inside your init.sqf put [] execVM "airpatrol.sqf"; If you have no init.sqf, create one. http://pastebin.com/spgzRS4H I am a big fan of dynamic events that tell a bit of a story and are immersive, this script is a "mission" of sorts however it doesn't just spawn a marker and some AI. Some screen shots can be seen at the bottom of the page here http://exile.majormittens.co.uk/topic/7336-exile-unrest2k-startsurvivalsicknessbleeding/ **Disclaimer** as with any of my scripts, I am in a state of constant learning, so please take it easy on any bugs or issues you may find. I have tested it heavily and it seems to be tip top. Special thanks - Kellojo for his script http://exile.majormittens.co.uk/topic/6601-etg-helicrash-and-drop-script/ some of his code helped me overcome some hurdles I could not figure out. How it works An A10 strike aircraft will spawn and patrol the island, it will not attack players or AI. It will do this for a period of time, and look cool as hell. After a certain amount of time, the script rolls a dice to see if the mafia will despatch an Interceptor aircraft to take out the jet. If the dice roll is successful the interceptor will be given the same waypoints as the A10 and have 5 minutes to seek it out and destroy it. If the roll is unsuccessful, after 20 minutes of flying about the A10 will be destroyed. Once the aircraft is destroyed A rescue ghosthawk will be despatched to secure the crash site, it will fly in from a random point on the map and land at the crash site, unload its crew and defend the area. The ghost hawk will have loot items inside its inventory and be accessible to players should the defeat the AI and take it. Once the A10 is destroyed, the Interceptor aircraft will fly off to the corner of the map and wait to be deleted. Rewards The rewards for players are the Ghosthawk it self, the loot in contains and the weapons on the spawned AI (all able to be customized) **notes** The Ghosthawk , AI and aircrash do not get deleted. This event is designed to be a one off, so I like to keep the objects in game. Debug markers - These are suppose to be debug markers for testing, this script is not designed to have any markers at all, use them in game at your own risk... Issues - There is a very rare circumstance where if the A10 is destroyed over water, the mission basically halts, the ghosthawk will spawn but not go to the crash site. I havent had the time to fix this yet, it is very rare for it to happen. The INTERCEPTOR aircraft, is by design set to combat mode red - This means it will attack other AI unfriendly to INDEPENDENT. I want it this way, it is not guaranteed to kill the A10, so it may attack DMS AI, A3XAI etc, this is about immersion more so then scripted behavior. The A10 will always be destroyed by the script after 20 minutes.
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**UPDATED** Now has configuration settings for messages and other configurable options. Hi guys, id like to share with you another script I made. What this script does is the following - Applies effects to players based on certain weather circumstances and checks for conditions such as warm clothing, cover, fire etc. Default settings Conditions for cold are when it is between 7pm and 5am OR when it is raining beyond a factor of 0.5. Players are checked for "cold" roughly every 3 minutes If the player does not have Warm clothing, or is not within 50m of a building or not within 20m of a fire they would be "cold" and vulnerable to the effects There are 4 values the script looks at - Warm: Weather or not the player is warm or not, this determines weather to apply the next value - Cold: This value is applied if the player is not warm, it ranges from 0 - 1 - Sick: This value is boolean, true or false. If true the next value can increase -Sick Value: This value ranges from 0 - 1 If the player is not warm, Cold will increase slowly. If the player has a cold value higher than 0 they have a chance to get sick. If the players cold value is higher then 0.3 they suffer the effects of cold the cold value will continue to increase. Cold effects - Above 0.3, every 3 minutes (roughly) the player will loose 7% HP and suffer camera shaking A cold value of 0-1 will give the message "You are getting cold.." A cold value of 0-2 will give the message "You are starting to freeze.." A cold value of 0-3 and above will give the message "You are freezing..." If the player gets sick, his sick value will begin to increase, sick value will only increase while the player is not warm. A sick value of 0 to 0.25 has no ill effect "You are sick.." A sick value of 0.25 to 0.5 will cause the player to loose 2% hp every 2-3 minutes, enable fatigue for the player and cause a camera shake. "You are very sick.." A sick value of 0.50 and above will cause the same affects but set fatigue to 1 (make you walk) and apply a blood effect to your screen. "You are dieing..." sick value will continue to increase while the player is above 0.3 cold. To get healthy - Get warm! once your cold is 0. Your sickness will start to deteriorate over time. The colder / sicker you are the longer this takes. If the player is Warm and their cold value is 0 sickness will reduce over time. Once the value of cold reaches 0 and sick Value is less than 0.25 the payer will receive the message "You are feeling better..." When the following conditions are met the player will receive the message "You are healthy..." Player is warm Player is not sick Player is not cold Players health is above 90% If users do not want messages displaying, there are configurable options in the script. Installation - 1. Create a file called "WeatherEffects.sqf" inside this file place this code - hmm the code / spoiler things seems to be gone, so pastebin.. http://pastebin.com/963A7FED 2. At the bottom of your "InitPlayerLocal.sqf" put - [] execVM "WeatherEffects.sqf"; 3. Profit Some pictures of the warning messages -
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Having this issue reported by players on my server, and I caught it first hand..
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Hi guys, I'd like to release another script to you all. For me, this is the coolest thing ever but thats just a personal opinion. Credits - Whoever the guy was that made the function for spawning lightning bolts.. Sorry pal I can't find you.. Features of the script - Creates consecutive lightning bolts in an area for a defined period of time. The lightning bolts will destroy buildings, players vehicles etc Configurable options - More to come.. Can configure how often the script checks conditions to create a storm and subsequently how often a storm is created Can have a chat message warning for players which gives them a map grid reference of the Strike Center Can have a marker on the map at the center of the storm Version 1.0 - First release Version 1.1 - Updates - Added more configurable options in config_storms.sqf Current limitations - Unless you are versed in scripting / arma code you are stuck with the following conditions for the storms to activate - Rain level above 0.5 OR Night time .... more options to come Random strikes within a 150 meter radius around the "strike center" Roadmap - Better config settings for ease of use on different maps - Until then, here are the map centers for most maps - Credit to FACE for them - http://pastebin.com/NpgBqfyf Including safe pos black list options into script. Suggest you do this if you don't want your trader zones getting obliterated. More config settings for conditions to enable the storm system Kown issues - RPT spam when creating the lightning strikes. Not sure why yet, I think it has something to do with zues.. Shouldnt be an issue however as it does not happen often. Installation - - Download and unpack the storms folder to your mission file - Inside your init.sqf or initServer.sqf put -- [] execVM "path to script.....\config_storms.sqf"; - Inside config_storms.sqf amend this to point to your function -- JohnO_fnc_storm = compileFinal preprocessFileLineNumbers "path to function\JohnO_fnc_storm.sqf"; - Configure - config_storms.sqf Battle eye - createVehicle.txt -- line 2 -- Add -- !"LightningBolt"!"lightning1_F"!"lightning2_F" deleteVehicle.txt -- line 2 -- Add -- !"LightningBolt"!"lightning1_F"!"lightning2_F" Enjoy. https://drive.google.com/file/d/0B3Kc7UYYIGMbYUxOMkRfZ3lDTXc/view?usp=sharing PS - When exile first came out I knew nothing about arma code or scripts, as I write this scripts I find my self wanting to make them server side .pbo's but the thought is for some reason daunting. If any of your more experienced chaps feel like sending me a pm on some info as to how I can do this. Ill compile all my work into much more easier to install server side addons. Thanks!
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Bit of a teaser of a WIP fully functioning Zombie script that is a drag and drop .pbo addition to EXILE.. server it is running on with details is in the video description if you would like to try it and report some bugs / issues. Credits - Deathspawn Zombies (Soon to be released) A3XAI - Roaming AI Defents Mission System https://trello.com/b/b3Zl5L4z/exile-unrest
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Sweet, In case you are not sure, the variable you are looking for when you work on temperature is - _bodyTemperature = ExileClientPlayerAttributes select 5; _bodyWetness = ExileClientPlayerAttributes select 6; _ambientTemperature = ExileClientEnvironmentTemperature; // Or just simply ExileClientEnvironmentTemperature =)
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@dbw Really nice dude, wish I had the patience to learn GUI editing. I see some people here calling for additions like FPS etc, I think its fine the way it is, keep it less a "status bar" and more a "hud addition"! You could expand on this, and add in temperature, then you could remove the current Exile hunger / thirst display and have your version instead. Wd
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Yep, but in your script its being executed locally. So it will only have a short temporary effect before the client's "rain" value is returned to the current server side value.
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No, Exile's standard snow feature works off surface types, ie if you are standing on a defined surface type, Exile creates the snow. This script makes it so that it snows based off the environment temperature, also adjust the snow particles based on overcast it seems. @W4lly if ( _tTemp <= 1) then { 0 setRain 0; setRain, will work client side, but will automatically almost instantly update to the current rain value on the server - https://community.bistudio.com/wiki/setRain So, running this command is essentially pointless.
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I hope your server never works.
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I didn't say you were stupid. I called you rude, because of the way you acted in our PM, from the moment you started a dialog with me you were accusing and basically a jerk. You also pm'd me earlier, about other errors which were a clear indication you either merged an update incorrectly or straight up did not install properly. How do I know this? When I add a new function in an update, then get a message from someone showing an RPT spam, with an undefined variable in expression error for that exact function I know, they didn't update their files correctly. This issue happens when EXILE update, people try and try to merge their files and constantly fuck it up, Eichi spends hours upon hours telling people to check and check. But I digress. Your problem is not with my files, your problem is something with your setup. The issue is - _roadPosition = [Event_world_centerPosition,30000] call ExileClient_util_world_findRoadPosition; For whatever reason, an error is being thrown, but I can't tell you why. I can tell you, thre are multiple Esseker servers running Reborn, by competent people who arent arsholes, where the issue does not exist, there, now I called you stupid. If you want, listen to @BetterDeadThanZed 's advice and try again, also if you want. In infiStar debug, tell me the result of the following executed locally hint str (toLower worldName); Maybe the map issue mentioned is causing the world name to return something dumb, in turn breaking everything. Else? I actually don't care what you do. Thanks. @kuplion Thanks =) ill put it in next update.
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"Your script is fucked" is easier to interpret in any language then what you wrote.
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Those things are fine by me.
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This, the one bug bear I have with the plugin is while it is very powerful, once you have saved your mission.sqm and reload it, adding new markers etc can be annoying. I guess im not asking for a tutorial, I know how to do it. But I thought it was worth mentioning for others =-)
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Thank you! =)
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@Eichi works great mate. Thanks
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@Eichi I think I have discovered an issue where constructions outside territories, such as fire place or workshop will not cleanup, this is because the "last_updated_at" column in the DB gets set to the current date / time of each server restart. I could be wrong, or broke something but I think this is a problem =(
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Will run it now =)
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Your miss understanding, people can add what they want, do what they want, all I ask is they don't call it "Reborn", because its not then Exile Reborn, its just Exile (with a bunch of random stuff) =)
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Fixed, sorry gents
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You can, just disassociate your server with the Reborn name (please), not trying to be mean, but there are - 1548 servers, probably 1500 of them are the exact same carbon copy of each other "Highloot|FPS+|DMS|Zupa|VG|Loot+ etc" I don't want Reborn in there, its not an addition, its a complete package. Like I said, you can do what you want, but please don't put Reborn in your name =)
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It is possible within ARMA - In Epoch, the plot pole thingies they use, don't remember what they are called, but they have physix, so when you try and place them in objects they spaz the fuck out and place them selves in a fucked up spot close to where u tried, killing u sometimes in the process Id be happy with that, as a sollution - Enable physix on flags
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Animals do not spawn off player proximity, they are created at server initialization Not sure what you mean?
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@Eichi I tried setting up query logging but failed, it only logged queries I ran. Really not sure what else to do here From what I can tell, the last_updated_at , being set, every 3 days, ie whenever the object should be being deleted as per the config, except its not deleting it, its updating it. I can tell you that the times listed in this picture, co-incide with a server restart. I will speak with some friends who are more knowledgeable then me and see if I can get proper logging setup, as I know you require this. I can tell you with confidence though, while I run a lot of custom stuff I don't venture near anything database related =( https://gyazo.com/f2d59ae67e955fb111441ba70f2e0c0e Thanks!