Bones51

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Everything posted by Bones51

  1. Repair/Rearm script for exilemod. Features: Custom GUI (see pics below) Reloads all ammo types including smokes and flares. Per Bullet pricing for re-arming (define the cost for each bullet to be loaded, for each bullet type). Definable in the config file. Definable items used to determine cost of repairs (e.g. will retrieve the price of a wheel in the trader to determine repair cost for a wheel). % damage of parts determines final cost of repairs Both in vehicle and out of vehicle access to the service centre menu option (configurable) Highly configurable through a consolidated config file (configure everything in one location, from bullet cost to trigger objects!) Wide range of config options in the config file inc. enable/disable refueling, enable or disable default Arma refueling, configurable to work/not in safezones, configurable to work/not in territories, configurable to work/not if aggro'd, configurable (on/off) service point markers. Repair/reload sounds played Download: https://github.com/Bones50/Advanced-Vehicle-Service-Centre Install Instructions in the link. Enjoy!
  2. #### PUBLIC SERVICE ANNOUNCEMENT - Due to a change in the way data is stored in the database, If you are upgrading from v2 to the latest version you will need to follow the upgrade instructions below or you will crash your server!#### As requested by a few people, my stand-alone vehicle ammo save script. https://github.com/Bones50/ammoSave Reverse Engineered from Rod Serlings awesome AVS package. All Credit to Rod for his original epic work. Change Log - v2 - Updated to support exile 1.04 and in particular Virtual Garage, and also to support tank ammo saving as requested. (Note tank ammo saving is a bit of a hack due to BIS bug, so let me know if you see any issues). v3 (5/8) - Updated to support full pylon configurations for aircraft and UAV's so all aircraft should now work correctly. Note: Ensure your server is using the new version/classnames of aircraft/UAV's (will have dynamicLoadout in the classname) where appropriate, otherwise this script will break. If a vehicle is having problems, check there is not a newer version of the vehicle using dynamic loadout as the first step. v3.1 (12/8) - Minor bugfixes and adjusted the upgrade instructions to avoid rpt spam. UPGRADE INSTRUCTIONS FROM V2 to V3.x If upgrading from the older version please follow the below instructions: KNOWN ISSUE 1. If upgrading you will get errors and/or server freeze unless you clear all ammo out of vehicles in the database. Status - FIXED, check the update instructions above 2. Currently a problem with scalpel missiles being removed. Status - FIXED
  3. Bones51

    ExileMod Advanced Repair Script

    Noticed that a lot of the repair scripts out there are no longer working/supported, so thought I would share this with everyone. Developed this from John's original wheel repair script so all credit for the idea, and any leftover code of his in there, to him. I'm no expert coder so advice/improvements welcome. What does it do? Repair & salvage wheels and engines on vehicles. Repair & salvage engines, main rotors and tail rotors on choppers. Repair everything except engines, wheels and rotors Replacement repair all function. Features Uses custom commanding menu to select which repair/salvage action you want to take on the vehicle. Easily modified 'recipes' for each action (see config instructions at the bottom of post). Handles multiple wheel configurations (4-8) for default Exile but will need to be modified to handle additional or mod vehicles, will default to assuming 4 wheels unless specifically defined otherwise. If your inventory is full it will place salvaged items on the ground (which can be a little dodgy if in a raised base or building, items will appear on the true ground). Progress bar and interruptible action (i.e. if you move or press a key it will stop the action) Installation Download the file at https://github.com/Bones50/ExileMod-Advanced-Repair Install Instruction are included in the file (updated 22/12). Configuration To change the recipes for salvage and repair open the 'Bones_fnc_salvageAndRepair.sqf' file. Scroll down to line 45 and modify the relevant section below that (e.g. _action == 'repairCarHull'). Options include: "Parts to Act On" - Which vehicle hit points will be acted on "Parts Needed" - what items are required and consumed (repair) or returned to the player (salvage) "items Needed" - what items are required but not consumed (e.g. foolbox). "Item Action" - 1 = salvage, 0 = repair "Duration" - how long the repair/salvage action takes in seconds To Do: Modify Repair all to require wheels (fix wheels up to the amount in inventory only). Try to fix the salvage items appearing on the ground instead of current surface. ENJOY!
  4. I'll have a look this week some time. Might be something to do with an arma update
  5. I would say you messed something up with the install. Recheck every step. There is an entry in the config.cpp file and in the config file in the download that handles this. As far as the poptab bit, not sure, never messed around with it.
  6. Due to a work break over x-mas, found some time to improve my advanced vehicle repair script. Now it's serious! https://github.com/Bones50/Exilemod-Super-Advanced-Repair-System-SARS I'll leave the old one active as people may prefer it a little simpler than this one. Available here: Now includes repair (if damaged), replace (if destroyed) as well as salvage (if healthy). Dynamic Menu that only shows options available based on damage, and sub-menus to reduce clutter. Does the above for windows, wheels, rotors, engines, fuel tanks, and "other". I can add extra's if anyone wants them (e.g. helo winch), just let me know. Includes consumed items as well as non-consumed tools in recipes, and simulates some items such as duct tape with a use lifespan (uses a random chance to remove it from inventory rather than all the time). Current configuration is set assuming Extended survival pack is installed (highly recommended for immersion), but recipes can be edited as needed for default exile, instructions are in the files. Info here: Enjoy, and let me know if you run into any bugs. NOTE THE CHANGE TO INSTALL INSTRUCTIONS ON PAGE 2 OF THE THREAD.
  7. Try this, haven't played around with it in a while though so not sure how stable it is on the latest releases. Replaces spawn function with a new one that spawns persistent vehicles, with damage. https://github.com/Bones50/Exilemod-Custom-Vehicle-Spawner
  8. Damage/fuel is saved as a standard exile function as part of it's vehicle saving. If that's not working it's a problem with your exile install. If you want the ammo to save, look over here -->
  9. Hey mate, problem is the in the publicVariableVal.txt file, not the publicvariable.txt one. They both feed errors to publicvariable.log. The key is where it says "Value Restriction", thats how you know it's the var one that's the problem. Change the number in there to 3 and your good to go (if you work out how to create a static exception for a varying number let me know lol.
  10. Since your talking about re-arm and refuel...I assume you mean the service point, not the vehicle repair script this thread is about? In which case: 1. Yes planning on adding this if work ever lets me get some spare time! :) 2. When you say marker size, do you mean range of the activation or actual size of the marker on the map? if the former, change the vmsRange variable in the vmsConfig file. The latter might be a bit trickier, let me have a look once you confirm what you are after.
  11. That's a database issue, nothing to do with this script. Exile automatically saves damage to the database, so you must have messed with something pretty bad. I'd start my search over here --> https://exile.majormittens.co.uk/forum/98-database/
  12. Sorry gents, crazy busy at work so haven't looked at this as much as i would like. Pulled requests merged back into main branch. Thanks @StokesMagee
  13. Not sure, kept it configured for extDB2 for simplicities sake. Check page 2/3 of the thread there are some instructions about configuring it for etxDB3.
  14. You, good sir, are a legend!
  15. They are the exact same script. I'm just testing a new version that combines this, ammosave, vehicle spawner and advanced vehicle repair (early days so don't get too excited ) so trying to re-use code wherever practicable. If you have the latest ammosave installed, just remove the duplicate Bones_fnc_getVehicleLoadout compile in the init.sqf and you are good to go.
  16. Thanks Slider, yes that indeed is the IDD of the GUI. I'll add instructions to the GITHUB. And done! @infiSTAR Any chance of getting this added to the default IDD's?
  17. I'll add an option to the config to change the colour of the font shortly. @Slider @KyleGD
  18. See KyleGD's solution. So far I haven't been able to find a way to stop trigger areas overlapping so it will create a trigger and execute the notification/addaction for each trigger. Someone turned down the detection range which also reduces that issue, but KyleGD's is the best way. Remember you can also increase the detection range with a single trigger object to cover all of the pumps. you could even place an invisible helipad in the centre and use that in the vmsconfig as the trigger object.
  19. Good pickup, missed that step. GITHUB updated. I assume you mean something that prevents certain vehicle classes from using the service point? I can add that easily enough will have a look this week.
  20. Hi all, as promised new version is up on GITHUB. https://github.com/Bones50/Advanced-Vehicle-Service-Centre Couple of added features, full list below: Full custom GUI Both in vehicle and out of vehicle access to the service centre menu option (configurable) New consolidated config file (configure everything in one location, from bullet cost to trigger objects!) Repair takes into account how damaged the part is when calculating repair price (no more "1000 poptabs to repair 1% damage!") Whole range of new config options in the config file inc. enable/disable refueling, enable or disable default Arma refueling, configurable to work/not in safezones, configurable to work/not in territories, configurable to work/not if aggro'd, configurable (on/off) service point markers. Repair/reload sounds NEW - Disable refueling at fuel stations works on all maps with no config required. NEW - Define ammo types not to be reloadable in the config file. I'll update the OP when I'm sure any teething issues have been identified and cleaned up, plus i want to do a bit of code cleanup I'm out tonight but will respond to anything you guys find tomorrow. Enjoy!
  21. Quick Update. New version is in final testing. New Features: Full custom GUI (see pics below) Both in vehicle and out of vehicle access to the service centre menu option (configurable) New consolidated config file (configure everything in one location, from bullet cost to trigger objects!) Repair takes into account how damaged the part is when calculating repair price (no more "1000 poptabs to repair 1% damage!") Whole range of new config options in the config file inc. enable/disable refuelling, enable or disable default arma refueling, configurable to work/not in safezones, configurable to work/not in territories, configurable to work/not if aggro'd, configurable (on/off) service point markers. Repair/reload sounds Will spend the rest of the week on final testing and then put it up for everyone to play around with hopefully for the weekend (assuming i haven;t completely messed something up!). Let me know if you want anything else in the script or have any feedback on what you see so far. I have a new version in development as well that allows per barrel selection of available ammo types (pretty much a dynamic loadout script) but it requires a complete rebuild of the GUI and the reload scripts, and i will probably merge all my vehicle scripts into one at the same time, so its a ways off. This should keep everyone sufficiently amused until then
  22. Its' in another post i think, so will add it here. It's Infistar blocking it. Go to your infistar config and change: KCM = "true"; to false (enables all commanding menus) OR add #user: asl_repair_service_menu_array to the "allowedCommandingMenus[]" array option
  23. Just a quick update, as previously mentioned i'm working on a new version of this with a proper GUI interface and some additional features. Bug testing the basic build at the moment and have a few more features i want to add (e.g. reload with any available ammo type instead of stock config) but "should" be done in the next couple of weeks .
  24. Works fine for me on a fresh install. Note you have to be outside looking at the vehicle for it to come up, not sitting in the vehicle. Did you set the object you wanted to use as the trigger point in BOTH config.cpp AND Bones_fnc_vspInRange.sqf?
  25. sigh.... no. To adjust re-arm price, go into Bones_fnc_servicePointRearmMenu.sqf and add to the _costTypes variable each of the ammo types you want to define (e.g. all the ammo types you can load on a wipeout) and the cost per bullet/missile for each one. Alternatively you can just change _defaultCost to a higher number to increase the cost of any ammo not defined in _costTypes. @Razor77 To adjust Repair price go into Bones_fnc_servicePointRepairMenu.sqf and change the various arrays under the comment that says " items that contribute to price of repair ". The script gets the price of those items in the trader and uses that to work out the cost to repair the various items (e.g. _wheelRepairItems variable is what the script will look up the price of in the trader to determine repair price of each wheel). And for the love of god change that _weapArray variable back to what it was or your script simply won't work or will just throw errors all over the place if your lucky.