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Everything posted by oSoDirty
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Xbrm by: oSoDirty Credits to w4rgo for original lockpicking idea. Credits to the Exile team for the badass codelock UI I use. What this does is allow players to lockpick safes, doors, and gates. It also allows players to rig their safes with persistent explosive to protect their assets from raiders. These explosives can be discovered and defused as well. As is, knives are used to lockpick and mine detectors are used to scan and defuse rigged safes. Failed attempts to lockpick consume the knife, failed attempts to defuse cause the explosive to detonate and also consume the mine detector. A successful attempt to lockpick will unlock the door or safe and you will keep the knife. The doors/safes are also set unlocked in the database and will remain unlocked until they're locked by someone with the code. A successful defusal will award the raider with the explosive used to rig the safe, make the safe, safe for lockpicking, and will not consume the mine detector. Attempting to lockpick a rigged safe will result in the explosive detonating and killing any raider within 10 - 15 meters as long as their in plain view of the safe. The explosion only harms the players, not base objects. If in game, territory owner/members are notified via toast with a message and the base's grid coords when each door/gate/safe is attempted and once again if the attempt is successful. Raiding attempts, failures, and successes are also logged in the database to help catch any fishy activity. Example - new player has 100 knifes and raiding every base in sight = duper caught... By default, wood constructions have a 5 min lockpicking time with a 50% success rate, fortified wood constructions have a 7.5 min lockpicking timer and a 40% success rate, and concrete constructions/safes have a 10 min lockpicking timer and a 30% success rate. Explosive scanning has a 100% accuracy rate and takes only a few seconds, from there you are given an option to attempt defusal. Defusal takes 1 min and has a 50% success rate. Everything from what is used, timers, success rates, and some messages given can be configured in Xbrm_config.sqf. NOTE: I don't recommend changing the lockpicking and scanning items if you don't know what you're doing, this can cause the script to not properly remove or recognize the items as some items are recognized as items, some magazines, and some as either or. Download HERE Installation is in readme. Don't mind the progress bar being off in the defusal bit of the video, this was due to being in debug to speed up timer, though a fix has been implemented to automatically adjust for any setting.
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Probably a long shot, but I was wondering if there was anyway a dev would be willing to share the unbinarized empty water bottle p3d. I have been modelling different bottles and the UV layouts I'm getting are just AIDS and I'm simply not good enough with graphic design to skin and label the layouts I'm getting. fml right? TIA, Dirty.
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I'll have a look at substance painter then. Thanks for the tip, still very new to modelling.
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
oSoDirty replied to Zupa's topic in Add-ons
When I change to static locations, the radius no longer detects that a player is capping the point. The only changes I made are adding the coordinates to the array and set isStatic to true. I can set them back to false and they work again, just spawn on hills and everywhere that makes it impossible to enter the buildings on Napf. Any insight to this would be appreciated. Edit - It was a mistake, had rotation and height mixed up. All good now. -
[UPDATED - 1.0.0 ] [Overwrite] Limit Base Building Height (without effecting radius)
oSoDirty posted a topic in Scripts
Updated to fix an exploit to get around the limit. A full reinstall of this will be required to update. Just some simple overwrites and a config to limit the the height of Sky Scraper bases without effecting the full radius. DOWNLOAD Download zip from link, extract the folder and place it in the root of your mission file. Load the config in init.sqf like so: (If you dont have an init.sqf simply create one and put it in the root of your mission file.) execVM "Build_Limits\config.sqf"; Call the overwrites in mission pbo > config.cpp > CfgExileCustomCode like so: //Build limits ExileClient_construction_handleAbort = "Build_Limits\ExileClient_construction_handleAbort.sqf"; ExileClient_object_item_construct = "Build_Limits\ExileClient_object_item_construct.sqf"; ExileClient_construction_thread = "Build_Limits\ExileClient_construction_thread.sqf"; Enjoy! -
I have noticed that a fair amount of people (including myself) have been looking for a way to add/edit safezone messages. The default messages are defined in the config.bin and cannot be altered. However I have come up with a simple solution. So here it is: If you have already overwritten your ExileClient_object_player_event_onEnterSafezone.sqf (R3F Logistics requires this so if your using it you already have this done.) If this is the case simply locate the overwitten file in your mission pbo and look for: and change it to this: Just edit the added line to fit your needs. Repack, restart and enjoy. If you do not have the file overwritten then copy and paste this: into notepad++, edit the added line to fit your needs, and save it as ExileClient_object_player_event_onEnterSafezone.sqf Place it in the root of your mission pbo. Now in your mission pbo open config.cpp locate this: and change to this: And that is all. Repack your mission pbo, reboot your server and enjoy!
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@D-Day Josh I would need to see RPT and database logs. DB logs will be in: @exileserver \ extdb \ logs \ 2016 \ 9 \ (current date) There is a number of things that could be wrong, please upload the log files to a dropbox and post links. In the database you would just need to double click the schema you're trying to alter then run the sql, and what your looking for is the "is_trap" column in the containers table, the raid history would only throw errors when someone was raiding, not break the server. Now if you properly replaced the container load file serverside and is_trap isn't a column, that will break the server because the file will be looking for the column on boot and simply not start if it's not there. Edit: Looking at your config.cpp, the spacing on line 3273 and 3354 is off, the first needs to be tabbed back once, the 2nd 3 times. I honestly don't know that it would cause an issue, tbh I'm pretty sure it wouldn't, but it's always worth a try.
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Check your RPT and database logs. As far as I know the only 2 things in this script that will cause a server to not load are mismatched database tables/container load call and improper config.cpp entries. I would Imagine with the update being over a month old if it wasn't functioning with a proper install I would have heard about it by now.
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@D-Day Josh I haven't been playing arma at all lately and didn't know about the update. What isn't working?
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@NeverAgain If you only want the doors and gates, just leave out the interaction menu entries for safes in the config.cpp
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This is just a warning that the devs put it for newbs that add guns to their server with prefixed attachments that are easily duped. Below it should be a list of guns that need to be removed from tables/traders.
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Rigging walls would be useless, the explosives that take down the walls will ignore the trap anyway. Coding it otherwise will ruin Exile's built in raiding mechanics. I coded this to be different than hacking intentionally. A. It already exists. B. Laptops are in traders and makes it too easy for this method. If you have easy access to the tools to raid bases, then there is no stopping anyone from raiding your base. Their are no map markers because it's not announced to the entire server, only members of the territory leaving the grid coords in the notification more than efficient. Besides, the map is already congested AF with markers as is.
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The easiest way to do this by FAR, is to use the loot table compiler in the downloads section. Just remove the items from there, run the compiler then copy the new tables over the existing.
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While you may not be running a server, to play the game you are running a client. The error is telling you that you're either not running when needed, running outdated, running newer version than server, or simply running CUP terrains/core and pja310 (GOS Al Rayak) when not needed.
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The reason we created our server, and why we think we can deliver something completely different.
oSoDirty replied to Romis's topic in General Discussion
So much of this.... There is nothing worse than a bunch of clueless babies that "know how you should run your server". My personal favorite are the ones that make a ridiculous suggestion that clearly only caters to their wants and when it gets denied they claim your server is going to die because (insert random mod/script/addon here) is essential to every server. -
Just sharing the loot positions I am placing for Tanoa. Still a WIP. Some of these buildings are already defined in other loot tables, however I am redoing them as well as I get to them. 63 buildings defined so far. CfgTanoaBuildings NOTE: Some of this loot may not be perfectly placed, If you run into any issues with floating/sub floor loot please report the buildings to me with either a screenshot or classname and I will do my best to get around to it asap. If you have multiple screenshots please use a spoiler.
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Cannibalism Script to work with JohnO's Hunting Script (Works with ExileZ Zombies)
oSoDirty replied to William Rogers's topic in Scripts
For the sound effect: Find/record a sound you would like to use, convert it to .ogg format. Define it in description.ext like so: class CfgSounds { sounds[] = {0}; class skinning { name = "SkinningSound"; sound[] = {"file\path\skinning.ogg", 1, 1}; titles[] = {0,""}; }; }; then simply call it in the script like so: playSound "skinning"; -
Battleye Kicks - No player can join except myself
oSoDirty replied to Governor's question in Serverside
Post some of the kicks in a spoiler. If most kicks are event handler related and have minor differences then you're likely not filtering it properly. -
Player stuck underground (account not created in mysql account table)
oSoDirty replied to Aples's topic in Setup
I was just going by your RPT. None of them came up in the rpt you provided. The bit in the RPT referring to CBA is to do with the stacked event handler option in the exile config. -
Errow when copying @exile mod to Arma 3 folder
oSoDirty replied to John the Terrible's question in Clientside
Just get A3Launcher from HERE and use it to download mods and join servers. It will greatly reduce the headache of mod placement and mod loading. -
Duct tape repairs them at default.
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Are you using infiSTAR? If so, in EXILE_AHAT_CONFIG.hpp look for slingload_check and make sure it's set to false if you wish to permit this.
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I can have a look at it when I have some free time. Would likely just require another entry in the config.cpp and a couple overwrites.
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Sorry guys, I'm a fuckup . In config.cpp replace both of these: //safe class RaidSafe : ExileAbstractAction { title = "Attempt Lockpicking"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "[ExileClientInteractionObject,'safe'] execVM 'addons\HEG_Xbrm_client\functions\useLockpick.sqf'"; }; //constructions class RaidDoor : ExileAbstractAction { title = "Attempt Break In"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "[ExileClientInteractionObject,'door'] execVM 'addons\HEG_Xbrm_client\functions\useLockpick.sqf'"; }; with these: //safe class RaidSafe : ExileAbstractAction { title = "Attempt Lockpicking"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "[ExileClientInteractionObject,'safe'] execVM 'addons\HEG_Xbrm_client\functions\Xbrm_lockpick_init.sqf'"; }; //construction class RaidDoor : ExileAbstractAction { title = "Attempt Break In"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "[ExileClientInteractionObject,'door'] execVM 'addons\HEG_Xbrm_client\functions\Xbrm_lockpick_init.sqf'"; }; Download updated with fix as well.
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Not sure what the issue could be, just compared files from the release to the ones on our live servers and they are identical and working as intended. Make sure you extracted the zipped folder properly and try a reinstall. If no luck post both client and server rpts in a spoiler/pastebin and I'll try to spot the issue.
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