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Everything posted by XxRTEKxX
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This is a cloaking device script we made a while back on the bohemia forums. It uses the VR suits, and gives the player wearing the VR suit the ability to cloak. Cloak lasts for 60 seconds and has a recharge time of 30 seconds. This can be adjusted to whatever times you want. init.sqf player addAction ["Cloak", "cloak.sqf", [], 6, false, true, ""]; cutRsc ["CLOAK_BAR","PLAIN"];description.ext #define CT_PROGRESS 8 class RscTitles { class RscProgress { type = 8; style = 0; shadow = 2; colorFrame[] = {0,0,0,1}; colorBar[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])","(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])"}; texture = "\A3\ui_f\data\GUI\RscCommon\RscProgress\progressbar_ca.paa"; w = 0.25; h = 0.03; }; class CLOAK_BAR { idd = 10000; onload ="((_this select 0) displayCtrl -1) progressSetPosition 1;uiNamespace setVariable [""TAG_CLOAKBAR"", _this select 0];_this ExecVM 'Cloak_ProgressBar.sqf';"; duration = 10000000; class Controls { class Progress: RscProgress { idc = -1; x = 0.849 * safezoneW + safezoneX; y = 0.9350 * safezoneH + safezoneY; }; }; }; };Cloak.sqf ///Authors: XxRTEKxX, HallyG, and DreadedEntity _Unit = _this select 0; _id = _this select 2; _Unit removeAction _id; //Put in and/or Remove any of these uniforms to customize the uniform restriction. UsableUniforms = ["U_B_Protagonist_VR","U_B_Soldier_VR","U_C_Soldier_VR","U_I_Protagonist_VR","U_I_Soldier_VR","U_O_Protagonist_VR","U_O_Soldier_VR"]; If ((uniform _Unit) in UsableUniforms) then { // You can change these and it'll do the rest woooo timer = 60; cooldown = 30; _source = "#particlesource" createVehiclelocal getpos _Unit; _source setParticleCircle [0, [0.1, 0.1, 0.1]]; _source setParticleRandom [0, [0, 0.1, 1], [0.1, 0, 0.1], 0, 0.1, [0, 0, 0, 0.1], 0, 0]; _source setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract", 1, 0, 1], "", "Billboard", 1, 4, [0, 0, 0], [0, 0, 0.5], 9, 10, 7.9, 0.1, [0.6, 1, 0.9, 0.8], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 0.1, 0.2, 0.5, 0.1, 0.1], 0, 0, "", "", _Unit]; _source setDropInterval 0.1; _source attachto [_Unit,[0,0,0]]; sleep 1; _Unit hideObjectGlobal true; SystemChat "Cloak Active"; _Unit setCaptive true; [timer] spawn { disableSerialization; number = _this select 0; _Display = uiNamespace getVariable "TAG_CLOAKBAR"; _setProgress = _display displayCtrl -1; _setProgress progressSetPosition 1; _number = (1/number); BarTimer = 1; for "_i" from 0 to number do { _setProgress progressSetPosition BarTimer; BarTimer = BarTimer - (_number); sleep 1; }; }; while {!(timer == -1)} do { SystemChat format ["%1 seconds left",timer]; timer = timer -1; sleep 1; }; deleteVehicle _source; sleep 1; _Unit hideObjectGlobal false; SystemChat "Cloak Deactivated"; _Unit setCaptive false; [cooldown] spawn { disableSerialization; number = _this select 0; _Display = uiNamespace getVariable "TAG_CLOAKBAR"; _setProgress = _display displayCtrl -1; _setProgress progressSetPosition 1; _number = (1/number); BarTimer = 0; for "_i" from 0 to number do { _setProgress progressSetPosition BarTimer; BarTimer = BarTimer + (_number); sleep 1; }; }; timer = 0; while {!(timer == cooldown)} do { timer = timer +1; sleep 1; }; _Unit addAction ["Cloak", "cloak.sqf", [], 6, false, true, "",""]; playsound3d ["a3\missions_f_beta\data\sounds\firing_drills\drill_finish.wss",_Unit,false,getPosASL _unit,1,1,100]; systemChat "Your cloak has recharged"; _Unit addaction ["Cloak", "Cloak.sqf", [], 6, false, true]; } else { // If you're not wearing the correct uniform SystemChat "Your suit is not equipped with the Cloaking Technology"; sleep 1; _Unit addAction ["Cloak", "cloak.sqf", [], 6, false, true, "",""]; }; Cloak_ProgressBar.sqf disableSerialization; _Display = uiNamespace getVariable "TAG_CLOAKBAR"; _setProgress = _display displayCtrl -1; _setProgress progressSetPosition 1; multiplayer compatible version (however it has CBA as a dependancy),initPlayerLocal.sqf ["MPCloakToggle", { _unit = _this Select 0; _mode = _this Select 1; if (_mode) then { _source = "#particlesource" createVehicleLocal getPos _unit; _source setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract.p3d",1,0,1,0],"","Billboard",1, 1, [0,0,.4],[0,0,1],0,1,1,0,[.25,3,.25,0],[[1,1,1,1],[1,1,1,1]],[1.5,0.5],0,0,"","",_unit]; _source setDropInterval .1; _unit setVariable ["CloakVic", _source]; [_unit] spawn { sleep .4; (_this select 0) hideObjectGlobal true; }; } else { deleteVehicle (_unit getVariable "CloakVic"); [_unit] spawn { sleep .25; (_this select 0) hideObjectGlobal false; }; }; }] call CBA_fnc_addEventHandler;initCloak.sqf // callscript with 0 = this execVM "initCloak.sqf" from a units init line if (str player != str _this) exitWith {}; player setVariable ["CloakIsOn", false]; _OffId = player addAction ["Turn off cloak",{player setVariable ["CloakIsOn", false]; player setCaptive false; ["MPCloakToggle",[player, false]] call CBA_fnc_globalEvent;}, "",1,true,true,"","(player getVariable ""CloakIsOn"")"]; _OnId = player addAction ["Turn on cloak",{player setVariable ["CloakIsOn", true]; player setCaptive false; ["MPCloakToggle",[player, true]] call CBA_fnc_globalEvent;}, "",1,true,true,"","!(player getVariable ""CloakIsOn"")"]; player setVariable ["CloakOffActionID", _OffId]; player setVariable ["CloakOnfActionID", _OnId]; 0 = [] spawn { while {true} do { waituntil{!alive player}; player removeAction (player getVariable "CloakOffActionID"); player removeAction (player getVariable "CloakOnActionID"); waituntil{alive player}; _OffId = player addAction ["Turn off cloak",{player setVariable ["CloakIsOn", false]; player setCaptive false; ["MPCloakToggle",[player, false]] call CBA_fnc_globalEvent;}, "",1,true,true,"","(player getVariable ""CloakIsOn"")"]; _OnId = player addAction ["Turn on cloak",{player setVariable ["CloakIsOn", true]; player setCaptive false; ["MPCloakToggle",[player, true]] call CBA_fnc_globalEvent;}, "",1,true,true,"","!(player getVariable ""CloakIsOn"")"]; player setVariable ["CloakOffActionID", _OffId]; player setVariable ["CloakOnfActionID", _OnId]; }; };
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Keep getting Bambi Creation Timeout RPT:http://pastebin.com/d64CmCQ0 exDB:http://pastebin.com/EkqSGgKE Not sure this is correct on disabling the sql strict mode http://puu.sh/karV0/42e2cba222.png When I ran the exile sqf script in mySql, this is what it said in the Output http://puu.sh/kaskS/b127304023.png
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I'm going through the Massi mods, and adding all the items, vehicles, uniforms and weapons to my server config .cpp file. So far I've added a lot to the traders. Can someone explain how the loot spawn section works? class Military { top = 94.13; count = 220; maximum = 100; sum = 22000; items[] = { {3, "30Rnd_mas_556x45_Stanag"}, {3.9, "U_B_CombatUniform_mcam_worn"}, {4.7, "arifle_mas_hk416"}, {5.4, "Binocular"}, {6.1, "V_PlateCarrier1_rgr"}, {6.8, "B_OutdoorPack_tan"}, {7.5, "V_Rangemaster_belt"}, {8.2, "B_OutdoorPack_blu"}, {8.9, "H_HelmetB_light_sand"}, {9.6, "U_B_CombatUniform_mcam_tshirt"}, ....................... Is the lower number a lower chance of spawning, or is it a higher chance? Can someone explain what count, Maximum, and Sum are? Is it max 100 items or max 100%?
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I noticed that in Exile, the feature for Advanced Flight Mechanics is nullified. Even if I have it turned on in my settings, while playing Exile, my flight mechanics are reverted to vanilla. I'm sure this can be fixed by altering the code server side, which I'm going to look into doing, however it would be nice if this wasn't removed from Exile so that players themselves can decide if they wish to fly with the advanced mechanics, not the mod deciding for them. If anyone knows exactly which file needs to be altered to bring back the advanced flight mechanics, I'm definitely interested in knowing.
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Problem is not whether admins play or not. The problem is whining, entitled gamers who usually are little kids. They will endlessly complain about anything. My old A2 Epoch server I had 1 major rule. No bitiching. Anyone who complained got teleported to admin island where we would setup using a macro, over 100 satchel charges. We'd then blow them to hell, then kick them from the server.
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I host my own with my friends so we have our own custom playground with all the exact mods we want. I have tanks, jets, launchers, thermals, etc all on my server. I even have the AI in heavy equipment so its more like im playing true Arma and not some watered down version. My friends and i like to blow shit up, so we do everyday.
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I have Arma 3 and my own server so i can have fun. If players dont like that i play on my own server then they can leave and go play on another server.
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I have all the mods I use on my server listed and linked to a OneDrive server for easy download. Problem is people are too lazy to get the right mods to join my server. Also, getting mods from A3 Launcher or Play With Six doesnt mean you will have the correct mods. I went as far as putting my website phantomrecon.com in the name of the server. But people still try to join without the right mods.
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If its a vehicle in the classnames.txt then yes you can use it. Those letters do stand for the faction, that's correct.
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If a price shows as 0, that means that item doesn't have a price set or isn't listed at the bottom lists in the config. Make sure that each and every item is at the top section where the prices are, and down towards the bottom where their classnames are listed with quotation marks.
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I've had the same exact issue, just didnt know it was this that was the cause. I thought it was a fluke with my database. Good to hear others have experienced the nullification of their poptabs. Only vehicles I've use in fighting the AI are helicopters or while im on foot. Although the zeroing out of poptabs has happened before i ever installed these missions. I have no idea if its A3XAI, DMS, Zombies or what, but this has been happening for quite a while.
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Yes I tried them all. Which is why i was confused with the customization as there was no option to alter swat specifically, just police, which a SWAT officer is still a police officer in real life. Im not knocking the lack of config for the swat missions, was simply asking if I was missing something in the config. Thats all. It would be a very nice feature if we had the option to configure the SWAT loadouts.
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So I was confused as SWAT are police, but the config has a police section which is different than the SWAT load outs. So i saw police in config and didnt know why the swat police load out werent changing. I didnt know you considered SWAT different than police when SWAT are police in RL, hence my confusion with the config.
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Thats odd because the police config has option for uniform.
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So I changed all the AI gear, weapons and uniforms in the config. However, every mission in a town has the AI wearing the Exile_Customs uniform. Looks cool, but thats not the uniforms I've chosen in the config. Am I missing something in the config?
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Getting kicked for: #25 "ame,1,0.04]; }; }; } forEach ((cameraOn nearEntities[['Exile_Unit_Player', 'LandVehicle', 'Ship', 'Air'], _espRenderRange]) - [c" Looking in the scripts.txt, there is already !="ame,1,0.04];\n};\n};\n}\nforEach ((cameraOn nearEntities[['Exile_Unit_Player', 'LandVehicle', 'Ship', 'Air'], _espRenderRange]) - [c" as the first one next to 7 Exile_unit_player. and i'm getting kicked for #25 "trol ctrlShow true; }; _lines = ""; { if (_x isKindOf "Exile_Unit_Player") then { switch (true) do { case ((damage _x) isEqualT" http://puu.sh/kQyBp/37075baeb6.txt <--my current scripts.txt
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If your mission.sqm is right, but you get the errors, look inside your mod folder and make sure those .pbo the rpt says are missing are actually there. If they are not, then you either had a bad download or something.
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Trying to rebuild my server to fix issues I was having, and when I opened my mission.sqm this is what it looked like http://puu.sh/kn8oo/c8e2cb37d6.png How can I get my mission.sqm back to normal, or does anyone have a vanilla one I can use to edit?
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How can we add goggles in the config load outs? I want to add balaclavas to the AI.
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Adding goggles to the config loadouts. Anyone know how? And i do not mean nvgoggles, i mean balaclavas, glasses etc.
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http://puu.sh/klWrg/797df9832c.rpt RPT log. http://puu.sh/klWBk/7798c595a1.log extDB log. http://puu.sh/klWGX/d9a537d975.cpp exile_cerver_config http://puu.sh/klWJt/640e468bf3.sqm mission.sqm http://puu.sh/klWLf/e1da0112e6.cpp Exile.Altis config I am now stuck at waiting for server to load. Any ideas what's going on here? edit------------------------------------------------------------------------------------------------------------ 19:57:54 Error: Bone world root doesn't exist in skeleton OFP2_ManSkeleton 19:57:54 Error: Bone hips doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone hips doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone hips doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone hips doesn't exist in skeleton OFP2_ManSkeleton 19:58:03 Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton http://puu.sh/klYqC/7147375e60.rpt current rpt. I found out that the suv_01 clock sqf error had to do with 2 vehicles in the massi vehicles mod. I commented those 2 vehicles out of the loot tables. Anyone know what could be going on?
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Did you leave the script as is posted on here? Or did you change anything on it?
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Can anyone explain in detail how to add traders and make them work in Exile, on any map other than Altis? What files need to be altered? What files need to be connected to the added traders?