ynpMOOSE

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Everything posted by ynpMOOSE

  1. ynpMOOSE

    Vehicle Protection System

    Arma 3: Exile Mod: Vehicle Protection System by ynpmoose of ZeroSurvival.com Discontinued for Exile 1.0.4 "Pineapple" - 14Mar2018 (this script is now pointless with Virtual Garage) Updated for Exile 1.0.3 "Lemon" - 05Jul2017 Updated for Exile 1.0.1 "Sweet Potato" - 31Aug2016 (no changes required for 1.0.2) Updated for Exile 0.9.8 "Kiwi" - 29Jun2016 (ExileServer_object_vehicle_network_unlockVehicleRequest.sqf also removed because it never actually did anything.) Updated again 06Jul2016 - To try to fix vehicles not saving to db reliably. 07Jul2016 - Verified that no changes were required for Exile 1.0 "Potato" Updated for Exile 0.9.6 "Pomelo" - 07Mar2016 This is a collection of script changes for the Exile Mod for Arma 3.This was built off of a basic protection script created by NoKturnal Gaming Community (NGC) that was posted to the exile.majormittens.co.uk forums by @gmctyphoon92. Their base scripts made vehicles invincible on restart until unlocked by a player with the code. http://exile.majormittens.co.uk/topic/8873-disappearing-vehicles-on-restarts/?do=findComment&comment=58814 Vehicle Protection System Features: Persistent vehicles are invincible on server restart, but only if they are locked in a territory where the vehicle owner has build permissions. Any vehicles (locked or unlocked) left in the wild can be destroyed. When a player logs in, all owned vehicles are vulnerable until restart. If a friend with the code uses one of your vehicles, that specific vehicle is vulnerable until restart. Vehicles in Trader Zones are unlocked on restart per Exile default. Installation instructions: These instructions assume that there are no other scripts modified in your base Exile installation. If there are other changes that touch the same .SQF files, you will need to manually merge the changes. All the code for the Vehicle Protection System is clearly wrapped in comments to make it easy to find. Download the files from http://github.com/ynpmoose/A3ExileVPS Shutdown the A3Exile Server Down and locate you Mission PBO (Example: \Exile Server\@ExileServer-0.9.41\Arma 3 Server\mpmissions\Exile.Altis.pbo) Extract PBO files using PBO Manager Edit config.cpp using something like Notepad++ Locate the class CfgExileCustomCode and add your overrides, something like this: class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ //Vehicle Protection System ExileServer_object_player_database_load = "overrides\ExileServer_object_player_database_load.sqf"; ExileServer_object_vehicle_database_load = "overrides\ExileServer_object_vehicle_database_load.sqf"; ExileServer_object_vehicle_database_update = "overrides\ExileServer_object_vehicle_database_update.sqf"; }; Create a folder in your mission called 'overrides' Copy the .SQF files from the downloaded zip in this overrides folder Use PBO Manager to repack your PBO Restart the Exile Server
  2. ynpMOOSE

    Vehicle Protection System

    I have decided to discontinue maintaining this script. Now that Virtual Garage is built-into Exile, this script is pointless.
  3. ynpMOOSE

    ZeroSurvival: Exile Altis

    ZeroSurvival is operated by a group of active, mature admins looking to create a fun and fair environment. We are constantly looking to improve our server, soliciting feedback from the players, and even have developed some custom scripts that are unique to our server. Extended Base Mod is required for clients. Our website, zerosurvival.com, has custom tools for monitoring your vehicles, doors, containers, and territories. You can even pay your territory fees online. Features 20000 Starting Poptabs Roaming AI Air / Land Patrols AI Missions Vehicle Towing Vehicle cargo loading for crates / small vehicles, plus sell crates and contents at the Waste Dump Trader More player spawn points Boss AI vehicles Sell boss AI land/air vehicles for poptab rewards Purchase temporary bicycles Mission rewards include guns that cannot be purchased Revive with defibrillator Custom safezones Anti Safe Zone Camping Script Safe hacking Flag stealing disabled Extended Base Mod Virtual Garage Additional Mod (optional / not required) JSRS DragonFyre Sound Mod (Download) Additional Vehicle Anti-Griefing In addition to Virtual Garage, to combat griefing, locked vehicles in a territory were the owner is authorized to build are invulnerable at server start. It will be invulnerable until the owner logs onto the server, or a player uses the vehicle. Once one of these two events occur, it can be damaged / destroyed, so protect that vehicle!
  4. We do some custom logging of kills, but I'm having trouble with explosive kills. Currently, the weapon that killed is retrieved using this: _weapon = currentWeapon _killer; _weaponTxt = (gettext (configFile >> 'cfgWeapons' >> _weapon >> 'displayName')); if (vehicle _killer != _killer) then { _weaponTxt = (gettext (configFile >> 'cfgVehicles' >> (typeOf vehicle _killer) >> 'displayName')); }; If I place a mine and walk away, then you get killed by it 15 minutes later, then weapon is whatever I'm holding at that time, not the mine. How can I get the "killing" weapon, or the weapon that caused damage last?
  5. ynpMOOSE

    Vehicle Protection System

    I'm having a little trouble figuring out what you're asking. Do you want to be able to remotely explode your car on demand? That is something completely different than what this script is intended to do.
  6. ynpMOOSE

    Vehicle Protection System

    You could probably add some if/then logic to the end of ExileServer_object_vehicle_database_update.sqf. If ExileIsLocked is true, set _vehicleObject allowDamage false; otherwise true. Replacing my _vehicleObject allowDamage true; line.
  7. ynpMOOSE

    Vehicle Protection System

    Technically yes; however, there was a minor change to ExileServer_object_vehicle_database_load.sqf in the 1.0.3. update. It didn't break this script, but I have now updated the scripts to make sure there are no issues.
  8. If this wasn't an April fools joke, Exilemod would need to claim royalties.
  9. ynpMOOSE

    Chopper loosing vehicles inflight

    Has anyone figured this out? Something definitely changed with the updates that occurred around the time this thread was started.
  10. This tweet makes it sound like we need to do something in preparation for 1.0.3. Do we have to do anything if we are using vanilla loot tables?
  11. ynpMOOSE

    Exile mod based on player unknow battlegrounds

    That is crazy. Our community only asks for donations, but our goal is only $40 per month to cover the server rental. We don't want to make money off of this, we just want to break even and have some fun. I personally have spent dozens and dozens of hours writing and testing custom scripts or tweaking config. I do this because I want to make our experience unique and attractive, not to make money.
  12. I did both steps here, but still get a log flood on server startup as snipped below. I support databases IRL, so I'm sure the change was applied properly and the script executed. 20:40:39 Error compiling '' in 'HitPelvis' 20:40:39 Error compiling '' in 'HitAbdomen' 20:40:39 Error compiling '' in 'HitDiaphragm' 20:40:39 Error compiling '' in 'HitChest' 20:40:39 Error compiling '' in 'HitArms' 20:40:39 Error compiling '' in 'HitLegs'
  13. ynpMOOSE

    DMS - Defent's Mission System

    Working on a custom kill log table in the database. We run DMS and A3XAI. I want to log the killer as NPC_DMS or NPC_A3XAI as appropriate. Is there some variable set on DMS AI, that I could check for the presence of, to know that a specific killer unit was DMS controlled or not?
  14. ynpMOOSE

    Markers on the map can be seen by everyone

    We see this group-markers-can-be-global behavior too sometimes.
  15. ynpMOOSE

    Server Report Error (1.66)

    I'm part of @Omen community. I've figured out the issue. In our init.sqf, I call ExecVM to a custom init.sqf. That custom init then calls another ExecVm, which executes code to setup a scheduled task in the Exile threading system. Like this: [60, ExileServer_ZSTools_system_createZSToolsAccount, [], true] call ExileServer_system_thread_addTask; It almost seems like a timing issue of some sort, because I know for sure that this worked before, but now this is failing, and the resulting scheduled task is not occurring. I added this to my custom init to make sure the Exile server is ready and the errors stopped: diag_log "ZSTools Core INIT Start"; waitUntil {!isNil {PublicServerIsLoaded}}; waitUntil {PublicServerIsLoaded}; diag_log "ZSTools Core INIT Continue";
  16. ynpMOOSE

    DMS - Defent's Mission System

    I'm trying to setup a static mission to launch rockets on mission failure. I'm trying to use the parameters of DMS_fnc_AddMissionToMonitor_Static to call my custom function when the mission fails. The section of my mission code is below which calls DMS_fnc_AddMissionToMonitor_Static, but here's the specific line of note: [[],[[5],DMS_fnc_SpawnRocketsOnFail]] Once the mission times-out, this custom function is not called at all. Have I formatted this line incorrectly, or is this functionality bugged? The mission runs fine otherwise. Thanks, Moose // Parse and add mission info to missions monitor _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,100] ] ], _groupReinforcementsInfo, [ _time, DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [[],[[5],DMS_fnc_SpawnRocketsOnFail]] ] call DMS_fnc_AddMissionToMonitor_Static;
  17. ynpMOOSE

    Vehicle Protection System

    In ExileServer_object_vehicle_database_load, you would need to set all vehicles (or all locked vehicles) to "_vehicleObject allowDamage false;" that meet your criteria. Then you would need to create a new script that sets allowDamage true for whatever vehicles should not have protection when the timer expires. Then call this new script using Exile's thread function (ExileServer_system_thread_addTask) with persistence parameter set to false to execute it at a certain time, but only once.
  18. ynpMOOSE

    Vehicle Protection System

    If you could guarantee no explosions, you would be hired by Bohemia. The problem is that the vehicle needs to be loaded in by the game first before you can have scripts interact with it, but by then it's too late. I don't think that this is something we, nor Exile devs can fix.
  19. ynpMOOSE

    Sloth machine

    Sloth machine is too slow. Kappa.
  20. ynpMOOSE

    Vehicle Protection System

    No changes required for 1.0.2 "Kohlrabi".
  21. ynpMOOSE

    Please help

    It appears you have some customization that added 'is_trap' as a field on your container table in the database at one point, but now that field is no longer present.
  22. ynpMOOSE

    Player Or New Play Spawn

    Are you doing this through scripting, or just setting the locker default value in the database config?
  23. ynpMOOSE

    Vehicle Protection System

    Updated for Exile 1.0.1 "Sweet Potato" - 31Aug2016
  24. ynpMOOSE

    Vehicle Protection System

    Sorry, I was talking about you writing your own script. Just trying to give you some ideas where to start.