[RG] Salutesh

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Everything posted by [RG] Salutesh

  1. This is also part of my Exile Expansion Mod but i got some requests from you guys how to use this just with arma assets and without the Exile Expansion Mod. Basicly it expands the default exile loot spawn system to a container loot system with a interaction option. If a player inspects a container he will get a progressbar and plays a animation wile searching throu the container. If he moves to far away (3 meters) from the container object the action will be interrupted. Here are some images of the Exile Expansion Version: The system is full customisable and you can also have a chance of normal loot spawns mixed with the container loot spawn. GitHub: https://github.com/salutesh/Exile_Expansion/tree/master/Exile_CLS Installation and configuration guide: https://github.com/salutesh/Exile_Expansion/tree/master/Exile_CLS#installation Information about the changes to the default lootspawn:
  2. General Information: Please note that this is a project in its development stage and there might be some bugs! Feel free to report feedback and suggestions to this project here: https://github.com/salutesh/Exile_Scavenge/issues Report Bugs/Issues here: https://github.com/salutesh/Exile_Scavenge/issues Information: Basicly this system will allow players to interact with terrain/map objects.</br> If the object has a entry in a scavenge class within the configurations the player can loot this object</br> and has a chance to get a item from that depending on the class.</br> So far the players can: - Search throu wrecks. - Get woodstocks from trees. - Get water from different sources if he has a empty bottle/container to fill. - Search throu trash-bins/piles. - Get cinderblogs from different sources if he has a sledge hammer on his body. (Requires Exile Extended Items Mod) - Pickup fruits and apples from trees (Requires LordRampantHumps Items Pack Mod). This framework is simply customizable and you can add new interaction classes easily just by adding the required information to the configfiles. CfgExileHoldActions.cpp This file contains the information for each holdaction icon. If you want to create your own icon you can add a new class to this file and add the required information to get your icon working with the scavange system. You can find more information and examples in the file. CfgExileScavenge.cpp This file contains the information for each scavange class. If you want to create your own interaction to terrain/map objects you can do that by adding a new class for your interaction and fill it with the required information. You can find more information and examples in the file. CfgScavengeRecipes.cpp This file comes in action if you create a crafting scavange class that will require a item/weapon/tool to get a item back from the source. Take a look at the Waters and Cinderblogs classes within CfgExileScavenge.cpp to get a example for creating such a class. In short words this file contains crafting recipes that will be used for crafting scavange classes. You can find more information and examples in the file. Requirements: Exile Mod 1.0.3: http://exile.majormittens.co.uk/downloads/ Base Exile Mod. Optionals: LordRampantHumps Items Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1082756693 New Exile cusumables. Exile Extended Items: https://steamcommunity.com/sharedfiles/filedetails/?id=897168981 New Exile Items. Uncomment the classes on the end of the CfgExileScavenge.cpp files to get some actions that use these mod items if you use these Mods! Installation/Updates: https://github.com/salutesh/Exile_Scavenge Latest Version: Thanks and Credits: Credits to Larrow for the base script: https://forums.bistudio.com/forums/topic/184456-looting-trash-piles-bins/?do=findComment&comment=2942397 Credits to @Kurewe for the first port and rewrite for the exile mod. Credits to @oldmatechoc for a base rewrite and port for the exile mod. Credits to @yukihito23 for additons and expansions of the system. Credits to NiiRoZz for plenty amount of help, expansions and optimizations of the system. Credits to Salutesh for a complete rewrite and buildup of the framework and system.
  3. [RG] Salutesh

    [WIP] Exile Taunus Project Loot Positions

    I decided to share this now with the community. If you find missing classes please share them here or just report them. CfgBuildings CUP: http://pastebin.com/QkKh8S08 CfgBuildings XCam and more: http://pastebin.com/tfKZndA6
  4. The Exile Expansion Project aims at customizing and expanding the gameplay content and possibilities of the Exile Mod with various additions. So far the mod includes assets and configurations for the following content: Mod Content: 3 Flag Textures 12 New Map Markers (Eden Editor Asset Browser Support) 6 New Gameobjects (Eden Editor Asset Browser Support) 5 Different Sign Textures 18 Hold-Action Icons 12 Statusbar Icons 9 Exile Toast-Notifcation Icons 6 Exile XM8 App Icons So you may ask yourself what can you do with the Exile Expansion Mod so far? Using new types of map marker icons: Using new types of Exile Toast notifications with icon display: Use the Exile Expansion Container Loot System and also the holdAction icons and function: Use the Exile Expansion Statusbar Icons: Latest update informations about Exile Expansion CLS: https://github.com/salutesh/Exile_Expansion/tree/master/Exile_Expansion_CLS - Support for Exile Mod 1.0.3. - Rewriten functions. - Full customizable and easy to configure! - Added optional override for ExileServer_system_lootManager_spawnLootInBuilding to replace the dafault Exile loot spawn with a full container loot spawn system. The system uses the Exile loot tables and building positions to spawn interactable containers with the loot inside like the custom spawn system does. - Added new configurations for new type of hold action icons (Exile Expansion Client Mod update). Latest update informations about Exile Expansion Client Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=832000537 - Added 3 new container objects (Loot Container). - Added one new XM8 App icon (Virtual Garage). - Added Eden Editor asset browser support for all mod map markers. - Added new unit Exile Expansion Drones Trader. Example for Drones trader setup: - Added new sign objects for drones trader. - Added new sign object for trader zones. You can find all objects, units and markers of the Exile Expansion Mod in the Eden Editor Asset Browser! Extra Images of concept proofs: More is coming soon and regular updates are planed! If you need some examples how to use the new content just let me know! Download: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=832000537 or download the Mod with the A3Launcher. Installation: Please Note! If you want to use the Exile Expansion Mod for your server then every client/player needs this Mod and they have to load it like the normal Exile Mod. The server also have to load the mod normal, not as server mod. This is the correct load order: Add the provided key to your servers keys directory! This is just an expansion for the Exile Mod! You still have to use the normal Exile Mod 1.0.3 in combination!
  5. [RG] Salutesh

    [WIP] Exile Taunus Project

    Description: The Exile Taunus Project aims at customizing and expanding the gameplay content and possibilities of the Exile Mod on the X-Cam Taunus map with various additions. The project is based on a additional Steam Workshop mod that includes the current workshop version of the X-Cam Taunus Map, additional assets like textures, markes and configurations. (We hope to provide the mod via the A3 Launcher in the future, but we can not promise.) Please note that the mod and the server content is still in development and we are working hard to expand your gameplay experience on this great Map. Credits: The X-Cam Taunus Map is a project by X-Cam Taunus Dev-Team The Exile Mod is a project by Exile Mod Team The Exile Taunus Mod is a project by [RG] Salutesh Project Links: Forums: https://www.reality-gaming.eu/forum_rg/ Changelogs: https://www.reality-gaming.eu/forum_rg/forumdisplay.php?fid=34 Follow the project on Twitter to get the latest news: https://twitter.com/RGEurope Some Project Images:
  6. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Well yes but the sound sould play wile the player is acualy searchig and not wille activating the search sequence, or not? I dont have such sounds but if you found something that we can use i might can get that to work.
  7. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Glad you like it.
  8. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Well you can change the sound right there in your marked line but then you might have to play around with the vaules. Why we need different sounds? Spliting sound means also spiting the holdaction. In the current version there is just one holdaction active on the player all the time, nothing more. For this way i have to create more actions. Also i dont have the sound effects for something like this and i dont mind paying for them lol.
  9. [RG] Salutesh

    Exile Default and Custom Container Loot System

    Well the Scavenge Framework is a kind of addition so there is some more stuff working in the background but we have tested the performace impact on a 64bit Server and there was no changes at all. The Container Loot system just changes a few things on the current vanilla Exile Loot spawn system and adds the holdaction to the crates if they spawn. I have both systems running on my Development Server and there are working great together for me.
  10. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Its nice to see that someone is doing his own shit with the system. Sadly i have not much time again at the moment to working on Arma stuff but if you need help with something or have questions feel free to PM me.
  11. [RG] Salutesh

    Exile Default and Custom Container Loot System

    The scavange framework making map objects lootable. The container loot system expands the default Exile loot spawn so there is a chance of spawning a crate instead of a empty lootholder.
  12. [RG] Salutesh

    IMS - Development Paused

    IMS can not be further developed at the moment. I will soon publish more information but please do not use IMS in this form anymore!
  13. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    If you dont can follow instructions and dont have any idea about basics in SQF and configs this system is nothing for you. Its so easy to configure but you dont even try to understand it.
  14. [RG] Salutesh

    IMS - Development Paused

    Salt? First of all i am still working on this and there is no reason for not sharing previews. Feedback and suggestions are always welcome to for example improve things..Even if i am not releasing it its a nice showoff what is possible.
  15. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    I will take a look into this as fast as i can today! For a temporary fix try to uncomment the following line in ExileExpansionClient_system_scavenge_createLoot Line 87: //_player action ["GEAR", _lootHolder];
  16. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Thank you, sorry for my fail again..
  17. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Only the ScavengeClasses (not CraftingClasses) using the Exile loot tables now.
  18. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Without great edits its not possible and i cant make everyone happy..
  19. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Fail by me again, the server overrides are gone and no longer needed!
  20. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    No this is not longer supported. Also it makes no difference, just create a new loot table class and add the items that you want to use to the table. Where is the problem?
  21. [RG] Salutesh

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Update 0.7 Beta (23.10.2017): Download: https://github.com/salutesh/Exile_Scavenge/releases/tag/0.7 - Changed item configuration for scavenge classes to exile loot tables. Use exile loot tables to configure the items for your scavenge classes! - Added ineraction support for interior objects inside buildings. - Added configurations for some interior scavenge classes. - Changed amount of items that player will get from scavenge craftig classes to one single item. - Some tweaks and optimizations.
  22. [RG] Salutesh

    Writing vehicle ammo to database

    Sorry i am bussy with my other project at the moment and i am not sure if i will release something again in this forums.
  23. [RG] Salutesh

    Exilemod am Ende ?

    Ware Worte! Ich werde es mir in Zukunft auch zwei mal überlegen ob ich etwas ins Forum stelle oder nicht.
  24. [RG] Salutesh

    Exilemod am Ende ?

    Spekulationen sind keine Fakten. An Exile Escape hat Vispala gearbeitet die sich eigentlich wie der Rest des alten Teams zurückgezogen hat als sie das Ruder an das neue Team übergeben haben. Es sollte ein Zuckerl für die diese undankbare Community sein und das das ganze auch Features für den normalen Mod liefert davon brauche ich nicht reden..
  25. [RG] Salutesh

    Exilemod am Ende ?

    Um zum Thema zurück zu kommen, es wird in der tat noch am Mod gearbeitet aber einige scheinen immer wieder zu vergessen das die Devs auch ein Leben haben und Dinge in Arma 3 nun mal seine Zeit braucht...