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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx replied to SilentShanx's topic in Programming
I agree about the addon, not a fan of the insane amount of buildable items, although configurable if I recall correctly. On the flip side, it seems senseless to have an extra client side mode for a handful of items. Will just wait to see what the devs add, if anything. -
Personally, using this release https://github.com/Rod-Serling/AVS/releases/tag/1.0.1-RC3
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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx replied to SilentShanx's topic in Programming
I've decided to scrap this idea. While possible it's a pain in the ass. If you want to add a new item, you need to also copy cfgMagazines to server side and change any/all exile code that references cfgMagazines which is > 50% of the exile client side code files. Basically you'd be moving most everything server side except for texture files which defeats the purpose of having the client side mod. I'm also not sure about server performance or anything of that nature at this time. If the exile devs decide not to add any more buildable items in the future, maybe I will resume this project. If enough folks request it, I'll post a proof of concept or something. For a client side mod, I'd suggest following this thread - Client side buildables thread -
I saw similar errors. I don't have the rpt log anymore but this is what I saw in my extDB log file. I am not 100% sure it is related to the above error but I suspect it is. Side effect is that my server never gets past the "server waiting to load..." screen. I'll try again later and provide my rpt log if I can.
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Hello Folks, I am working on starting up a new server and would like to know what the community prefers in regards to weapon mods. Thanks! Shanx
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Hello Folks, I am working on starting up a new server and would like to know what the community prefers in regards to vehicle mods. Thanks! Shanx
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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx replied to SilentShanx's topic in Programming
I got this to work. Well I was able to move cfgConstructions to the mission file configuration however, I also had to move cfgVehicles. I might be able to make a custom vehicles cfg just for construction classes but I haven't tested that yet. If I can get the remaining pieces to work, I will likely create an addon/script so others can follow suite. Ps. Adding the code server side increased mission file by only 100kb, and server fps remained the same so far. I haven't see any other draw backs yet but I am still going through the testing phase. Thanks again the info! -
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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx replied to SilentShanx's topic in Programming
hmmmm....I think I'll try this and see where it goes. I'd be curious to see how much this adds to the mission file size and if it's doable. If it doesn't add too much to the size, I do not see why this won't work. I mean, once the client has downloaded the mission file the code is on their local machine so performance shouldn't be impacted. Personally, I am just looking to add a couple of buildable items that are already part of Arma but this would also allow the customization of current walls aka their armor, could make them weaker/stronger for optimized base raiding or something or at least allow the admin's to control how strong bases are (I know the exile devs have some balancing in their roadmap still). -
Installed this script on my soon-to-be-public exile server and I love it so far. Many thanks to you for making it and updating it! I like the fact there are no mission markers. A player has to be in the area or see the A10 go down to know it's even there. This is nice because the reward is exceptionally high (the ghost hawk) and I hope it will scare the shit out of players, when the A10 flys over, lol! Improvement Idea: If no one finds the rescue team within say 20-30 mins or a admin specified time (can be turned off by setting the restart event time to the same as the server restart time), then the ghost hawk leaves and the event is triggered again at the next interval in a new area. I think this would improve the likely hood a random player will see the event happen and prevents the "rich" players from just flying around at a high altitude looking for the crashsite the whole game. We don't want the rich to get richer and the poor stay poor. A new script idea proposal: It would be really cool to have a convoy version of this script. A random unmarked convoy roaming the map. At "random" points in the convoys path there could be IEDs (or script the blowing up of trucks) and a ghost hawk comes in to evac them. The rewards could be, capturing the convoy before they get blown up - minor rewards (maybe just loot) or good rewards but have the convoy loaded with troops. But if the event plays out, then the reward would be the ghost hawk + loot inside. P.S. - Just a thought, not a request.
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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx replied to SilentShanx's topic in Programming
I would be adding classes to cfgConstruction, CfgMagazines, and CfgVehicles. Are you saying I cannot add classes to those server side? -
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Any update on this? It's been a while since there was a post or a project link.
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Possible to override code in the config.bin from exile_client.pbo?
SilentShanx posted a topic in Programming
Hi All, Does anyone know if/how to override code in the config.bin from exile_client.pbo (client side config)? I know what code changes I need, my only road block is I do not know how to override the client side config. Better yet, I am just looking to append some code as I am attempting to add a few additional buildable items. If anyone has any ideas, it would be greatly appreciated! Thanks!