MudBone

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Everything posted by MudBone

  1. I'm trying to add some custom icons to our mission that will appear on the map. I understand that they need to be client side (so in the mission) but I'm unsure how to call them for display as markers. For example Zupas Capture Points calls for an Exile icon as such: _ZCP_CM_dot setMarkerType "ExileMissionCapturePointIcon"; ExileMissionCapturePointIcon is located in the @Exile mod directory. Funny thing is the icon referenced above isn't named "ExileMissionCapturePointIcon". What I need help with is how to call my custom icons from my mission file.
  2. The title pretty much says it all. I'm looking for a way to disperse traders (one or two at a location)..leave them unprotected but add some sort of warning system for players in that enter the area...much like A3Wasteland but without the one map indicators. Per Player warnings only.
  3. I have made several breaching charges (wood) but I get no option to plant them on or near a wood wall. What am I missing here?
  4. I'd like to make a blank template that the Exile community can use to create and more / better static missions. I'm looking for an existing DMS static mission that spawns, props (objects and static vehicles), AI vehicles as well as the standard AI and loot crates. Pop tabs as a reward would also be a plus also. Any pointers to such an existing static mission would be much appreciated. Once I pull together such a mission I'll add examples and structure to the code so any would be mission designer can quickly design his own static missions.
  5. If this is not the proper thread for this discussion I apologize and will be happy to move it if needed. With the announcement that Exile will support other mods on top of Exile I started playing around with the idea of turning Exile into an Exile/Wasteland Hybrid. Now before you rage at the idea please hear me out. I know this will not appeal to many of the diehard, grind it out, Exile faithful. Understood. In my groups case we opted to try hosting Exile at the Tanoa release instead of choosing to develop an A3Wasteland Tanoa server. It was fun and we populated it for a time but most players tire of collecting or collect everything and move on. For my own group we craved more PvP along with the survival aspects of the Exile mod. To that end, and because Exile can perform so much better than an A3 Wasteland mission, I have been working on an Exile/Wasteland Hybrid. Yes I realize this does not make my work a "Mod" persey...running on top of Exile but it is designed to be more than just a customized set of scripts and mods. In the end it must play like Wasteland AND Exile affording players a high PvP environment and also the opportunity to loot, collect, hoard, base build and raid. To date I have the following: Custom "Wasteland-like" mission file with no safe zone traders - traders spread across the map Map Markers to show when Armory/Specops traders are occupied Magic Parachute (redeployable) available at any time Respawn at base - WIP buggy at the moment All weapons and vehicles available via the traders Lockers spread around the map to fascilitate deposits and withdrawals Customized version of the ZCP capase system to act similar to the territory system in Wasteland. Players can cap areas for tabs and respect (No AI or bases). in some ways better than the Wasteland territory system because players can not farm money with this system. Reworked ETG Helidrop and helicrash script which delivers valuable loot and rare items at random times and places across the map for a more dynamic environment. Reworked / Customized DMS mission system to focus largely on armed vehicles, weapons and building supplies. Custom configured Occupation addon which drops roaming AI to zero when player count hits a certain number Lift/ Carry / Loading of crates into vehicles Towing Fast Revive Rearm via purchased Ammo vehicles Helidrop of vehicles and supplies thanks to Apoc Territory Notifications turned off for bases Dynamic Vehicle Spawn with Items in inventory - Thanks Crazy Mike and Riker2335 With all of this I have been able to maintain high server side and player side performance with excellent FPS thanks in large part to the Exile mod (which is well coded) and the DMS, Occupation and ZCP mods. Things I'd like to add: Dynamic Money Missions - Convoys Spawn Beacon System Players classes (not sure if its possible or needed really but Wasteland is based upon two teams and independents) Added suggestions: Dynamic Vehicle Spawn with Items in inventory My goal is to get a good hybrid Exile/Wasteland mission / mod set that provides a best of both worlds experience while vastly improving the performance for the players when compared to the A3Wasteland mission. If you have thoughts, ideas or would like to work on this please let me know. Again, I know its not going to be everyone cup-o-tea but its my belief that anything that furthers and expands the Exile mod ultimately provides a better Arma3 gaming experience for everyone. I wouldn't mind seeing Wasteland play oh so much better in the Exile environment than it currently does as the bloated, sloppy, laggy mess it is now. Github link: https://github.com/MudB0ne/ExileWasteland.Tanoa PS. Please do not hijack this thread to rage about how Exile is not meant to be Wasteland. Please feel free to start your own thread if you wish to discuss that. Thanks.
  6. MudBone

    Exile Wasteland - aka The B@st@rd Child

    @WURSTKETTE I'll work on and try to get the mods packaged up with the proper credits and disclaimers As for the "spawn guns into spawnvehicle" I did not fix or update the script but I got around most of the issue by sticking to a set of guns that uses the same ammo. For example the MX series. It definitely needs help to work properly.
  7. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Thanks I will. We have a running server. Its not hard to find if you do the right kind of search. No pop of course but the larger problem here..and a problem for Exile is that the developers are both trying to control Exile and see it free at the same time. Exile works because its so well optimized and where Exile struggles is with being a game type that can only appeal to a certain smaller group of players and it tends burn its playable value out pretty fast once you collect everything and build a base. Its going to take someone with time and money to properly develop, promote and populate a server like this. You can't expect to throw up a server and populate it in the short run. You have to be in for the long haul. Your literally going to have to convince Arma 3 players to reconsider Exile as something other than what the base game is....and without much help from the Exile Developers.
  8. MudBone

    Exile Wasteland - aka The B@st@rd Child

    The gunstore marker system should e working...its a simple red circle around the area that changes when players are present. Not sure if I can redispurse the ZCP capbase missions The helidrop script is a WIP in progress so I'll get back to you on that . Ive been trying to work with the original developer but communications are not the best and his interest level seems low. I dont want to release soemthing that isnt tested, working and reliable. Rearm works all you have to is buy the resupply vehicle Helidrop whould work also. Again most of these are additional mods or scripts and I will need to gte permission from the original developers to include them here.
  9. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Uploaded my files to github. See link in original post.
  10. MudBone

    Exile Wasteland - aka The B@st@rd Child

    I'll get my files up on github in the next few days..Mine is still a work in progress though.
  11. What is the best linux version to run Arma 3 and Exile under? Debian 7, Debian 8, Ubuntu Server 14, Ubuntu Server 16? Additionally, how much more difficult is it to manage a linux server vs a windows server? I'm asking because of provider (NFOServers) recently added a $15 per month WIndows Server license fee and we are not allowed to make changes to our server if we wish to remain grandfathered in our current pricing. Funny they claimed the prices would be lower but out 3 month renewal pricing went up $28. Nice.
  12. MudBone

    Exile Wasteland - aka The B@st@rd Child

    I hope to get to that point.
  13. MudBone

    Exile Wasteland - aka The B@st@rd Child

    One problem I am finding with the loot to vehicles script is that it doesn't add the corresponding ammo to the vehicles loot. I'd like to solve that if possible. Isnt there a function that handles that. Seems like I remember seeing that somewhere.
  14. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Thanks for the opinion. That is how its currently working. I'm just trying to cover the bases, as it were, when comparing the gameplay dynamics of Exile and Wasteland.
  15. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Thanks Riker and Mike... Added the script today and it works well. Much appreciated.
  16. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Any ideas on player classes and or teams? I'm not sure if they are really needed but Wasteland is loosely defined at two teams and independents.
  17. MudBone

    Exile Wasteland - aka The B@st@rd Child

    Thats why I haven't posted our server IP and why I'll be focusing on the project, the features, the github link and trying to get other interested people involved. esides I'm sure if it turned into an ad they would quickly move it to the appropriate place and let me know 0-o. Added to the list.... thanks
  18. MudBone

    [Guide] Custom Vehicle Spawn (Air/Ground/Water)

    Tried this...because the concept is really appealing but the time needed to spawn vehicles at restarts killed it for our players.
  19. Corrrect and I downloaded the latest version of reborn which has some settings for Tanoa but they dont seem to be working properly...Truck convoy spawned at 0,0,0 and sank to the bottom of the ocean tragically killing all 3 AI aboard. 0_o
  20. I am working on this for Tanoa (zero interest in playing Altis I'm afraid) and most all of the AI events are spawning in the bottom corner. Planes, Interceptors and vehicles all spawning and dying in the depths of the deepo blue Tanoa Ocean. Where is the map center set or where is the map itself identified for the event scripts?
  21. MudBone

    Custom Icons on Map- Help needed.

    What I learned is that every icon is referenced in the Exile mod (@Exile). For example: class ExileMissionStrongholdIcon { scope = 0; name = "Exile Stronghold Icon"; icon = "exile_assets\texture\marker\stronghold_ca.paa"; color = {1, 1, 1, 1}; size = 32; shadow = 0; markerClass = "ExileEvents"; showEditorMarkerColor = 0; }; This is from the config.bin. @Exile>addons>exile_client.pbo>config.bin The only way I believe I could add my custom icons would be to include them in the mission.pbo somehow with the same type of referencing above so that every player had the icons locally when they download the mission. If this is possible I don't know. The other option is to create a mod which everyone would have to download and that's not practical for a single server.
  22. MudBone

    Server FPS effect on Windows server?

    In my experience things start to get "funny" When it drops below 10 and outright ugly when its gets below 5. Thankfully a number of the addons and scripts now check server performance and will pause their work when server fps falls below a certain point.
  23. MudBone

    All vehicles spawn on roads

    All the spawn area vehicles are spawning only in the roads. Surely this isn't the way it was meant to work. Shouldn't they be dispersed into the open areas? My config: * These vehicles spawn on server restart close to spawn zones. * They are non-persistent and will despawn on server restart. * Basically they are just used to get away from the spawn zone * faster. * * {Number of vehicles *per* spawn zone, vehicle class name} */ spawnZoneVehicles[] = { {1, "Exile_Car_Golf_Black"}, {1, "Exile_Bike_QuadBike_Blue"}, {1, "Exile_Bike_QuadBike_Red"}, {1, "Exile_Bike_QuadBike_White"}, {1, "Exile_Car_BTR40_Green"}, {1, "Exile_Chopper_Hummingbird_Green"}, {1, "Exile_Car_LandRover_Ambulance_Desert"}, {1, "Exile_Car_Lada_Hipster"}, {1, "Exile_Car_UAZ_Green"} }; }; /////////////////////////////////////////////////////////////////////// // VEHICLE SPAWN CONFIGURATION /////////////////////////////////////////////////////////////////////// class VehicleSpawn { /** * Grid Size for vehicle spawning, * smaller the number more vehicles, * you get the point */ vehiclesGridSize = 2200; /** * Vehicle ammount per grid * kinda self explanitory */ vehiclesGridAmount = 2; /** * Creates global markers for vehicle spawn tweeking, * after you are satisfied with vehicle ammount and spread set this to 0. */ vehiclesDebugMarkers = 0; /** * The server will apply random damage up to this value when spawning a vehicle. */ damageChance = 25; // 20% chance for a vehicle HITPOINT to be damaged maximumDamage = 0.9; // Stuff to spawn on water water[] = { "Exile_Boat_MotorBoat_Police", "Exile_Boat_MotorBoat_Orange", "Exile_Boat_MotorBoat_White", "Exile_Boat_RubberDuck_CSAT", "Exile_Boat_RubberDuck_Digital", "Exile_Boat_RubberDuck_Orange", "Exile_Boat_RubberDuck_Blue", "Exile_Boat_RubberDuck_Black", "Exile_Boat_SDV_CSAT", "Exile_Boat_SDV_Digital", "Exile_Boat_SDV_Grey" }; // Stuff to spawn on roads ground[] = { "Exile_Car_BTR40_Green" }; The result:
  24. This appears to be the code that reduces the amount of AI based upon player count. if(_currentPlayerCount > SC_scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ; }; if(_currentPlayerCount > SC_scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ; }; I would like to reduce the AI count faster. For example: If my AI count is set to 80 and my scaleAI threshold is set to 15 I'd like to drop the AI by 5 for each additional player after 15 so that by 25 players the Occupation AI count is down to 30 AI ( 80 - (10x5))=30 can someone please help me code this properly? Perhaps second coming can add a scaling factor to a future release?