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Everything posted by Diddl3s
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Hi, Since the CUP update yesterday all Land_Ss_hangar doors are closed on server start. Is there a script that can be run in order to open all of the Land_Ss_hangar doors when the server is started? Thanks for any help
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[RELEASE] Super Advanced Repair System - SARS v1.0 - 11/01/17
Diddl3s replied to Bones51's topic in Scripts
Love this script, thank you very much for the release Do you know how it would be possible to add different colors to the listed items depending on their damage percent ? I have made multiple attempts with the 'replace engine' section but could not get a different color to show in the in-game menu. if(_x == "hitEngine") then { _damage = _vehicle getHitPointDamage _x; if (_damage == 1) then { _engineReplaceList pushback _x; } else { if (_damage > .49 && _damage < 1) then { _engineRepairList pushback _x; } else { _engineSalvageList pushback _x; }; }; }; For the if (_damage == 1) I wanted to make the text Red show as red for "Replace Engine" Thanks for any help! -
Still looking for a way to work around this if anyone knows how The "Automated Doors A3" seems like it is adding way to much for me to want to use it. I simply want the Hangar Doors open when the server first starts. Any help is much appreciated.
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Hey, is it possible to incorporate colors into the menu depending on the damage level of an item? Such as it was in DayZ Mod. ASL_Show_Repair_Options_Menu_Array = [ ["Repair Menu",false], ["Repair Body",[0],"",-5,[["expression","['repairCarHull'] Call salvage_setup"]],"1","1"], ["Repair Wheel",[0],"",-5,[["expression","['repairWheel'] Call salvage_setup"]],"1","1"], ["Repair Engine",[0],"",-5,[["expression","['repairCarEngine'] Call salvage_setup"]],"1","1"], ["Repair Fuel Tank",[0],"",-5,[["expression","['repairCarFuel'] Call salvage_setup"]],"1","1"], ["Repair Glass",[0],"",-5,[["expression","['repairCarGlass'] Call salvage_setup"]],"1","1"], ["Salvage Wheel",[0],"",-5,[["expression","['salvageWheel'] Call salvage_setup"]],"1","1"], ["Salvage Fuel Tank",[0],"",-5,[["expression","['salvageCarFuel'] Call salvage_setup"]],"1","1"], ["Salvage Engine",[0],"",-5,[["expression","['salvageCarEngine'] Call salvage_setup"]],"1","1"] ]; showCommandingMenu ""; showCommandingMenu "#USER:ASL_Show_Repair_Options_Menu_Array"; salvage_setup = { _vehicle = cursorObject; _action = _this select 0; [_action,_vehicle] execVM 'Custom\advancedRepair\Bones_fnc_salvageAndRepair.sqf'; }; add something like this to it ? if (_damage > 0) then { _color = switch true do { case (_damage <= 0.25): {"color='#00ff00'"}; //green case (_damage <= 0.50): {"color='#ffff00'"}; //yellow case (_damage <= 0.75): {"color='#ff8800'"}; //orange default {"color='#ff0000'"}; //red };
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Any item or door scrolled on is showing information about it, https://ibb.co/dGo6B5 I'm sure it's something simple causing this, can someone point me in the right direction to remove it? Thanks
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@Kurewe Thank you very much, works perfectly for what I was hoping to achieve You folks are all so helpful, much appreciated !!
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Did you ever get this working as intended? I would like to reduce the % chance of buildings spawning loot but seeing as spawnChancePerBuilding is not available I'm at a loss as to how it can be done. Any help is appreciated.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Diddl3s replied to second_coming's topic in Add-ons
Thanks for the code @aussie battler , worked great for me Really appreciate your help with it ! Do you know if it's possible to incorporate a % chance for a rare item in the box you created ? A random rare item from a list. I wanted to limit the chance of weapons at the crash site if possible.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Diddl3s replied to second_coming's topic in Add-ons
Thanks for the help and point in the right direction Would I need to call the ExileZ_Mod zombie spawner (SpawnZombie.sqf) here instead of the DMS Ai (DMS_fnc_SpawnAISoldier) ? Thank you for this I will check it out as soon as possible and report back !- 3161 replies
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- survivor ai
- random ai
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This works perfectly for what I wanted to achieve to be honest !! Thank you for the information regarding the condition Do you know if I can remove action the 'Pump Water' that comes up on scroll wheel when at a pump ?
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Thanks for the reply I thought it might be possible to have something like: iF Empty Canteen in inventory = run script else iF Empty Bottle in inventory = run script
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I have butchered LordRampantHumps Apple Picking script in order to come up with a simple'ish script for filling water at pumps via scroll wheel and playing a sound. I'm sure it contains some unnecessary bits and also lacks some more but could anyone offer some help in order to differentiate the canteen from the plastic bottle? As it stands, the script does the following: - Must have an Empty Plastic Bottle and also an Empty Canteen in your inventory - Menu comes up to 'Fill Water Bottle' at pumps - Empty Plastic Bottle is removed / Empty Canteen is removed - Plastic Bottle (Dirty Water) is added / Canteen (Dirty Water) is added Ideally, it would check if you have a plastic bottle or canteen in inventory and fill one of them separately. Any help is much appreciated
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Thanks for sharing this Is it possible to add Exitem_canteen to the water scavenge too so that it would be possible to fill either a canteen or plastic bottle at the source and return the respective item with dirty water?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Diddl3s replied to second_coming's topic in Add-ons
Thanks for the help and point in the right direction Would I need to call the ExileZ_Mod zombie spawner (SpawnZombie.sqf) here instead of the DMS Ai (DMS_fnc_SpawnAISoldier) ? @Kuplion Thanks for the link, it's a great script that I have tried out and the zombies spawn perfectly. I just much prefer the way the loot spawns from the Occupation script though.- 3161 replies
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- survivor ai
- random ai
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Opening pandoras box..... Some more trash loot would be great.. * Empty drinks can * Empty whiskey bottle * Razor * Rotten fruit * Sandbags / E Tool / Stash * Improvised fishing net * Silencer picture for the crafting menu? Silencers dont show.. Edit: But seriously buddy, love the addon. Keep up the great work.
- 36 replies
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- mod
- exile item
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I really like this addon too, keep up the good work @LordRampantHump Would love to see more additions to it
- 36 replies
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- mod
- exile item
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Hi, is it possible to use DIK KEYS to open the menu ? https://community.bistudio.com/wiki/DIK_KeyCodes
- 258 replies
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Diddl3s replied to second_coming's topic in Add-ons
Hey, is it possible to get Zombies to spawn at the Chopper crash sites instead of armed Ai? I know there is 'ExileZ Crashes', but I much prefer the loot system from Occupation.- 3161 replies
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- survivor ai
- random ai
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I'm assuming it's possible to place tents inside other objects/ground in order to facilitate base building but is it possible to disable this? I do not have base building on the server and would like to make it so that tents cannot be placed inside other objects such as rocks / the ground. Thanks for any help
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Great release, thanks for sharing. A3 Launcher is a must
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Would I just need to add this:
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Heheh, in the real world for sure But sadly, it would be a crying point for some if they 'accidentally' begin to look for apples while trying to take cover during combat. I just cover all bases where I possibly can
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No problem man, understandable I got it to not allow searching when in combat, if anyone wants it. Add to Search_For_Apples.sqf: directly under:
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This works really well, thank you Is it possible to not allow picking apples when in combat, if so how can it be done? And, one other thing: Is it possible to add more 'Random' reasons to the ErrorTitleOnly ?
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A sucker for punishment