Havoc302
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Everything posted by Havoc302
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Mods if this isn't allowed to be posted here feel free to move the topic. I figured this is the best place to look for someone to help me build this mod (designed to work alongside Exile). Hi everyone. I'm looking for any developers who are familiar with ARMA 3 scripting (no art is required for this role). It's for a casual role, short term project to help make a mod, pay is award casual rates (Melbourne, Australia). There'll be a clear goal of what I want made and agreed time frames to do it (which we'll discuss). Familiarity with Exile Mod is a must, knowledge of Liberation or Antistasi will be beneficial. If you're interested please email me at [email protected] or feel free to ask questions here or on Discord Havoc#1534
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I don't think that's possible mate, the weapons you can carry and the slot they're in is built into the ARMA engine itself. There was some weapons for ARMA 2 that were made as "large" weapons that could go into the launcher slot but they were horrible and buggy.
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So we've been doing some extensive testing and found that the way Exile spawns loot, converting from ARMA's different methods of finding the surface of an object is actually breaking loot spawns on upper floors in a lot of A2 buildings. We run a Namalsk server and have found that the centre point and sometimes the bottom of the model of buildings is way underground, one of them we found looked fine at ground level but it's centre point was actually 9m underground. We've tried 3 different Exile Loot Spawn Position Creator tools and none of them have been able to give us coordinates that'd spawn loot on the upper levels. So we went looking and found that there's some code in the spawning of loot where if it can't work out where the floor is it tries to put it 0.05m above what it thinks is the ground floor, this is putting the loot under the ground for a lot of our A2 buildings. Can this option be toggled please so we can have just absolute positions and let us fix it manually should they end up floating.
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Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
Thanks a bunch InsertCoins for jumping into help and providing your loot tables, I'll compare the positions to mine and see if I'm missing any classnames. -
Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
Turned it up to 30 and some of the upstairs ones worked, not all that I defined but some. There might be some that aren't working properly which is giving the appearance that almost none are spawning upstairs. I'll probably have to just go through and redo them again, making sure they're not too close to walls and the floor. Sorry to have wasted your time guys. I thought we had a genuine problem with the A2 buildings. There was several missing from the default Namalsk loot spawn list of buildings though, had to go through and create positions for some buildings. Some of the classnames are below. There was some more but I imported the positions and classnames from other maps or used ones for the same model with a slightly different classname, such as the jbad buildings. Land_WIP_F Land_A_Office01 Land_Tovarna2 Land_ns_jbad_A_GeneralStore_01 Is it possible to get every CUP and A3 building object loot positions done and just include them all? -
Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
Yeah see we've had no problems with the A3 assets, only A2 ones. -
Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
Pretty sure we did but I'll do it again to double check and report back. -
Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
We're seeing different behaviour from it though, it was an issue with A2 buildings ported to A3 when they were first done, detection of the floors didn't work right. That code looks like if it thinks there's no floor within 0.05m then set the height of the We're seeing different behaviour from it though, it was an issue with A2 buildings ported to A3 when they were first done, detection of the floors didn't work right. That code looks like if it thinks there's no floor within 0.05m then set the height of the loot spawn to 0.05m, is that 0.05m relative to the model or the world? Because I personally went through, twice now and set loot spawns in buildings only to never see those positions spawn anything and they're always on the upper floors. -
Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
@Eichi Thought you should be aware of this bug. -
Anyone know what function Exile uses to check all the objects within range of a flag?
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Would anyone know of any easy way to get damage done to base components to write to log file with the PlayerUID of the owner of the damaged building component? I'd like to be able to look back into the log to see when someone hit a base.
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Trouble spawning loot on upper levels of A2 buildings
Havoc302 replied to Havoc302's question in Serverside
Exile_Server\Code\ExileServer_system_lootManager_spawnLootInBuilding.sqf -
Yeah that's what I was afraid of. I wonder if there's a way to check if the health of any building part within a territory area loses health then check who the flag belongs too, then I could set it to run on a fixed timeframe rather than just as fast as the system can handle it.
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That's it, unless you're running a non-standard map or other mods.
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Putting them actually in the construction sites themselves will create an interesting defensive scenario, which I welcome, too much of Exile is always on the attack, people have no real reason to defend except within their territory, this will be more ad-hoc defence.
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So I'm trying to make some areas on the map guarded but I don't want static AI there all the time and in some instances I actually want the AI to spawn exactly where I want them (within a H barrier area) or a static MG to spawn in a tower. Obviously I don't want to use just a trigger to call DMS units otherwise it'll be calling them every time someone enters the area. Want some opinions if this would work and / or is there a better way? We have A3XAI and DMS running on the server but getting A3XAI to do this appears to be even harder. Took most of the code straight from a DMS mission. If I've set this up right while the player is within range it'll skip straight over the spawning with CP1AI being 1, once they're all dead, the player is dead or the player has left the area it'll wait 15 minutes then reset the trigger, I'm probably wrong and probably missing a bunch of things, hopefully you guys can point them out for me
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Yeah I'm really missing some of the AI systems that were around for A2.
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We tested a completely vanilla exile server with DMS and Exile Occupation and for the amount of AI locations we needed it was way above anything DMS and A3XAI have ever used. I really don't want them in the map unless they're needed.
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I took a look but the AI are persistent, I don't want that.
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@Eichi Will we be able to change the classname of the "mixer" object incase we want to use a map building instead? I'd love to use one of those huge industrial mixers. https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_cmp_Tower_F.jpg I know it's technically a silo but would do good as it. I like things that are meant to be static on the map like you're thinking to look like large pieces of infrastructure rather than something small like that which you could technically just pickup and walk off with. I'd actually prefer it if you could use a mixer like that small one at your base but required power from a generator, made a whole pile of noise and took ages to run where as at a large industrial facility you could do the same in minutes, also requiring a generator though, making heaps of noise and taking time, just a lot less time and make a lot more.
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Man there is some real dicks that have come into the community of late, ex-altis life and ex-wasteland types. The Altis life players all just want to role play having butt sex with each other because that's amusing to 12yo's and the wasteland players all just want open world KOTH. Well guess what morons this isn't either. It's a survival framework. And I mean framework. Exile is great by itself but without a populated server a bit light on threats. Most importantly though it's first and foremost a SURVIVAL simulator set on a prison Island. They aren't going to give you military grade equipment. Hell the fact that we can even get choppers is ridiculous. The fact that there's traders is also ridiculous. If anything there should be different arms dealers that land on the shore to trade a limited amount of weapons and vehicles at a time. So just enjoy what they add and stop bitching, if you have half a brain you can disable or change anything you like anyway, hence why it's setup like a framework.
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So I've been looking through the A3XAI files and found the below, it apparently lets you set them to defensive only, which I'd like to do, anyone worked out how it works though? I can't see where you'd tell a group that it's supposed to be defensive. It's in the compiles\A3XAI_forceBehaviour.sqf file.
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Yeah we tried Exile Occupation but it broke when we tried to give it defined spawn locations rather than using map names. We haven't experimented with making A3XAI friendly yet but I did notice there's more than one file that you need to change the behaviour in, basically every file that has a setBehaviour in it.
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Hey everyone, I've done some reading around the forums and the question has been posted several times about how to do addActions but I'm sorry they weren't really clear enough for me. If I want to call a custom script and have the addActions work what exactly do I need to do in CfgExileCustomCode? Any help would be much appreciated. I did try adding a class and calling the script, that did nothing.