aussie battler

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Everything posted by aussie battler

  1. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    Anomaly & Creatures Pack by Alias modified for Arma3 Exile by @aussie battler If you like this script please support Alias: Become a Patron https://www.patreon.com/aliascartoons Donate a dollar or two to Alias & keep more mods coming https://goo.gl/ySqv9q Original scripts can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1123074587 Shout out to @kuplion who gave me the idea to add random objects & smoke into these missions. About this script: The script places random ToXic field missions on any map with soldiers & anomaly creatures protecting a loot crate. The four creatures are Farty, STRIGOI, Sparky & the Screamer. All creatures can be destroyed with explosives, under-barrel launchers or grenades. It is very easy to install. Farty is a smelly green slug creature that appears from the ground to spit toXic goo on it's enemies. https://goo.gl/FSK7WV Sparky is at every mission protecting the loot crate. It creates electrical shock waves when someone comes to collect the reward. https://goo.gl/zmJrnL The Screamer is an ancient statue that screams sonic waves at it's enemies. https://goo.gl/Pw6KuQ STRIGOI a spectre that runs at lightening speeds with the abilty to jump into tree tops for cover. https://goo.gl/cEZcp6 Flamer a fire demon that shoots fire balls and sets the ground of it's enemies on fire. https://goo.gl/ZKM1CH The soldiers guarding the mission include up to 4 guards, two static guns and an armed vehicle. The loot in the crate includes a variety of Exile items plus $500 to $20000 poptabs. Requirements You must have Exile, Dms & Occupation installed for this to work. Exile http://exile.majormittens.co.uk/downloads/ Exile Dms mission System by @Defent: https://goo.gl/R8xjns Exile Occupation by @second_coming: https://goo.gl/YJjKjW Edit files with https://notepad-plus-plus.org/download/v7.5.6.html Install Download & instructions here: https://github.com/aussie-battler/Alias-Anomaly-Creatures Exile mission file - Unpack your mission file and drop the folders Al_Farty, Al_screamer, Al_spark & sound in your mission default directory. Edit your description.ext and and add the following: If you already have a class CfgSounds just add these lines to it: Repack your mission file & that bit is done. a3_exile_occupation - Open @ExileServer\addons\a3_exile_occupation\config.sqf and: Just below"SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes. Paste in the Fart Setup (ToXic Slug), Screamer Setup & Spectre Setup (Strigoi) code. Turn off Anomalies by setting the first line in each section to false. You can also configure each anomaly to your liking. Change the loot gear by searching for SC_LootCrateItems, here is mine: Drop the files deleteMapMarkers.sqf, occupationFarty.sqf, occupationScreamer.sqf, occupationFlamer, startOccupation.sqf into your @ExileServer\addons\a3_exile_occupation\scripts folder. Add this to your mission's initserver: JOB DONE, sit back and have a beer. Optional Mods Change the soldier's uniform in occupationFarty.sqf & occupationScreamer.sqf Add a weed crop by uncommenting CUP_A2_p_fiberplant_ep1 in occupationFarty.sqf & occupationScreamer.sqf Harvest the weed adding this cool script by @GolovaRaoul http://exile.majormittens.co.uk/topic/24426-harvest-weed/ Change the loot $$cash$$ amount search for: in occupationFarty.sqf & occupationScreamer.sqf I have shown an example in initserver.sqf of how to start the missions at night. UPDATES: 25.05.18 + Thanks to @VipWip we now have no spamming in the logs. You will need to update your screamer file here: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/Exile.Mission/AL_screamer/screamer.sqf + Sparky now deals damage, you need to update this file: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/Exile.Mission/AL_spark/al_orb_move.sqf + Make a Radiation Field at the mission. Thanks to the idea from @ItsDutch you can now make the ToXic field a radiation zone. You will need to wear a gas mask to enter the zone. 1. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationFarty.sqf change lines 43 to 50: 2. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationScreamer.sqf change lines 43 to 50: 3. In Exile.mission\config.cpp UPDATE 30.05.18 Added a new Alias Anomaly, Strigoi. Added a the ability to turn Anomalies on/off in @ExileServer\addons\a3_exile_occupation\config.sqf Cleaned up the sound folder so you can delete sounds to Anomalies that you don't want to use. Made it easier to see which anomaly is loading up in the logs. Sparky now deals damage, players can wear / have a protective item to avoid it. The protection is defined in Exile.Mission\\AL_spark\al_orb_move.sqf in line 6: obj_prot_sparky = "H_PilotHelmetFighter_B"; // I set it to the helmet worn by the mission ai. Thanks to Alias for sharing his Anomaly scripts. https://www.youtube.com/user/aliascartoons Update 5.06.18 Configured an easy setup for each Anomaly in: @ExileServer\addons\a3_exile_occupation\config.sqf Added toast success hint at the end of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts\deleteMapMarkers.sqf Anomalies wont depawn when the map marker deletes (except for Farty). I extended the player detection range for Farty so you can't run in & delete the map marker (removing the Farty Slug). Updates 26.11.18 Randomly spawn one of the Anomaly missons on each server restart found in: @ExileServer\addons\a3_exile_occupation\startOccupation.sqf Added toast messages at the start of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts occupationFarty.sqf, occupationFlamer.sqf, occupationScreamer.sqf, occupationSpectre.sqf. Changed the sparky code to deal damage if you dont wear the protective helmet. Added the Flamer mission.
  2. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    I tried that but it still spawns under the track: Try changing the last number to 0.2 meters ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf : private _position = [0,0,0.2]; // insert your custom position here I also tried to add custom props for the missions but they didn't show up when the crate did. You are missing the end code which lets the objects spawn: The toxic slug spawns from a random position on the mission marker. If someone runs to the crate, the map marker goes & the slug can't respawn. Its one of the downsides of the mission.
  3. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    @Blaezit Spawn a lootcrate in the editor on the tracks & grab the co-ords (double click on the box & get it's position). Change line 10 to the crate position. Then delete all the random spawn info, like this: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf
  4. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    Farty spawns on a random position called by this file: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf I cant see any static positions in your file to make it spawn in the tunnel. I had the ai spawn at the largest space in the station (at the track end point) & the ai walk straight under the stairs. @kuplion made occupation loot crates ai stay in the one place with: [_group, _spawnPosition, 25] call bis_fnc_taskPatrol; // patrol 25m from the spawn You will be causing a world of pain for players & yourself even with a 20m patrol radius. Farty really needs an open random field, unless you love playing admin. Get ready for players to hop on the comp train.
  5. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    @Blaezit no worries, post your log + https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf You need to call this: private _position = [10413,2567,0]; // this position is for Cherno Green Mountain _mapMarkerName = format ["Toxic_%1", _i]; if (SC_occupyFartMarkers) then { _event_marker = createMarker [_mapMarkerName, _position]; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 1; _event_marker setMarkerText "Toxic Slug: bring grenades"; _event_marker setMarkerType "ExileContaminatedZoneIcon"; }; All the objects would need to be placed in editor & then called in the script. I did a static mission at the train station & ai walk through the tunnel walls. It ends up being a nightmare because players cant finish the mission. The toxic slug would just warp into walls & probably hit players through the wall...
  6. aussie battler

    Is Discord good enough for Exile community threads?

    I just don't understand why they cant pass the forum website onto the community. Is it a case of I'm done & everything we built can go down the shredder?
  7. aussie battler

    Is Discord good enough for Exile community threads?

    A mate told me that @kuplion has thrown in the towel. I notice his github is gone https://github.com/kuplion Sounds like the ship is sinking.
  8. aussie battler

    Database not deleting base objects after flag removal

    85.25.202.58/download-all-the-files/ExileServer-1.0.4a.zip
  9. aussie battler

    Database not deleting base objects after flag removal

    I recently had this problem on a new x64 bit server. I added back in these lines in that @Brett Nordin recently commented out. All base objects (2 weeks old) from abandoned territories deleted after a restart. Thanks to Brett Nordin for the fix & keeping ExtDb3 updated, nice work. The fix was in exile.ini (line 634 from https://github.com/BrettNordin/Exile/blob/master/%40ExileServer/sql_custom/exile.ini ) Delete out the comments ;; like this: +++ This is a fix that worked for me on a x64 bit database, The 32 bit database (ExtDb2) exile.ini is different. +++
  10. aussie battler

    [Release] Recruit Ai Bodyguards

    Description: Recruit Ai Body guards from your XM8 or from placed objects on the map. How it works: Recruit an Ai Guard from your Xm8 using beef parts. The ai will auotmatically join the group (controlled by the player who made the party). Rules: Ai despawns on restarts. Ai only attacks mission ai (only tested on DMS Ai). Command Ai movement: 1. Press ESC>Configure>Controls>Show:Command 2. Change the "ACTION" of "Select Unit 1" to the key of your choice (I used "semicolon"). Press "OK" and go back to the game. 3. Press "semicolon" to select your Ai, then hit "space bar" 4. Move your mouse to the position you wish the Ai to hold or vehicle you wish the Ai to enter. Now hit the "space bar" Command Ai to drive: 1. Exist a vehicle from a passenger seat. 2. Order the Ai will hop in the vehicle. 3. Get in the vehicle & mark waypoints on the map. You can also take over driving. (thanks to @TheDaddy for the Ai driving tip) I would like to change the ai behaviour to help kill other Exile Players out of the players group & also command the Ai. Let me know if you have any ideas. Install V2: Scroll to the bottom (replaces the XM8 server info button + able to choose between 6 different ai soldiers). https://github.com/aussie-battler/Salty-Dog-Exile-Recruit-Ai-V2 Install V1: Recruit Ai from your XM8. Install ExAd by @Janski https://goo.gl/VBxFFa Drop the DeployVehicle folder into your.mission\ExAdClient\XM8\Apps\DeployVehicle found here https://github.com/aussie-battler/Salty-Dog-Exile-Recruit-Ai Make sure you drop the Deploy Vehicle server file in your @ExileServer/addons folder found here https://github.com/aussie-battler/Salty-Dog-Exile-Recruit-Ai/tree/master/ExileServer/addons In config.cpp search for class CFGXM8 Add the following to extraApps[] = { }; The line should now read: extraApps[] = {"ExAd_Unit"}; Underneath the class CfgXM8, edit it to read: 5. In config.cpp search for BeefParts and change the line to: Want to make changes? Change the XM8 logo at: your.mission\ExAdClient\XM8\Apps\DeployVehicle\dog.paa In config.cpp under "class ExAd_Unit", change the line to suit your logo name logo = "ExAdClient\XM8\Apps\DeployVehicle\dog.paa"; Change the soldiers at: your.mission\ExAdClient\XM8\Apps\DeployVehicle\bodyguard.sqf (line 7) Here are the classnames: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_GUER Infistar Settings (thanks to @1Man): Add "Craft Vehicle" to the allowedActions section: allowedActions[] = {"Break free","Use AutoLockPicker","Craft Vehicle","Hack UAV"}; Future Updates: Would love the ai to attack players not in your group. Not sure how to command the ai, I tried keybinding commands (like target) but it didn't work. Let me know if you have ideas on how to do this. Thanks to @Janski for making the cool EXAD XM8 Apps and @BetterDeadThanZed for the custom buildings to server addons script. Enjoy!! aussie OPTIONAL EXTRA: Spawn the Ai from a mobile phone thanks to @1Man If you want to allow owners to pick another option I have this if you want to add it. config.cpp guard.sqf bodyguard.sqf Changelog: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6.09.17 Updated the Ai skill level which can be set in Exile.Mission/ExAdClient/XM8/Apps/DeployVehicle/bodyguard.sqf Currently it is set to: To learn more about Ai skill settings head to http://exile.majormittens.co.uk/topic/13096-guide-how-to-configure-the-ai-properly/ by Tobias Solem Thanks to @TheDaddy for the idea. Control your ai with this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=491016790 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6.09.17 Updated instructions on commanding the Ai to move & stay. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 12.03.18 Updated for Exile 1.0.4's new XM8 apps. + Removed the deploy statue, it confused players. + Updated the script to only deploy cool ai units. + Ai can now be recruited in a safe zone. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ UPDATE 21.11.18: In your description.ext turn on the commanding menu (change to 1): showHUD[] = { 1, // Scripted HUD (same as showHUD command) 1, // Vehicle + soldier info 1, // Vehicle radar 1, // Vehicle compass 1, // Tank direction indicator 1, // Commanding menu 0, // Group Bar 1, // HUD Weapon Cursors 1 // Squad Radar }; Then players can see the command ai menu. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I have updated recruit Ai to V2. https://github.com/aussie-battler/Salty-Dog-Exile-Recruit-Ai-V2 This version uses XM8Apps by @Shix to spawn the Ai. You will replace the "Server Info" button with an apps button. You can now choose what type of Ai you would like to spawn (AT, AA, Sniper Ghillie, Sharpshooter or Machine Gunner): I left in some other apps that I use: @Shix : Created XM8Apps, eBase XM8 App, View Distance. Lunchbox: Created XM8 App Base Location Markers. @happydayz - Enigma: created ExileSecurity. Brun: created BRAma Recipes. @Unkown_GTX : created voyagerCompass. @Johno: created Player_Light ( I think JohnO created this. I modified it to work in Cherno Redux in daytime.) I am not sure who made the server info script or the selfie, but thanks. Hints & Tricks by @Runewulv
  11. aussie battler

    [Release] Recruit Ai Bodyguards

    @Masterking you would need to merge the scripts into bodyguard.sqf I just gave you the links as cheat sheets on how to do it.
  12. aussie battler

    [Release] Recruit Ai Bodyguards

    @Masterking Thanks, glad you like it. It is possible, check this out: https://github.com/Fickdichhard/A3XAI-UPLOAD/blob/master/4. SQF/addons/a3xai/compile/A3XAI_unit_events/A3XAI_heliParaDrop.sqf and this: https://github.com/Fickdichhard/A3XAI-UPLOAD/blob/master/4. SQF/addons/a3xai/compile/A3XAI_unit_events/A3XAI_ejectParachute.sqf
  13. aussie battler

    New Livonia map

    thanks
  14. aussie battler

    New Livonia map

    @MGTDB Just wondering if you created loot positions for the new buildings or if you were able to grab loot positions from Dayz SA?
  15. aussie battler

    [SOLVED] Safe Loot Explosion

    I had a player buy a safe from the trader and set it up in his new base. He decided to pack it & when he did it exploded with loot. It had heaps of satchels, knives, a stolen level 3 flag & over 1 million in poptabs. He has just joined the server & it was the first safe he put down. Is this at all possible? Or is it new players duping just covering their ass?
  16. aussie battler

    [SOLVED] Safe Loot Explosion

    @El Rabito The Extended Base mod Bunker can hold 2 million from memory. Thanks for the answer.
  17. aussie battler

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    @chaveezy I think occupation sea has spawned the boats in a bit below sea level. It happened to me in game today, spawning in a jetski when I was out in the water. You could try changing line 55 to: @ExileServer_StGeorge\addons\a3_exile_occupation\scripts // Select the spawn position _spawnLocation = [0,0,1]; //spawns in at 1 meter above sea level
  18. aussie battler

    [Updated] R3F Logistics Exile (with CUP)

    I would tell players to hop into driver and then tow. But other server owners said that it doesnt work: @aussie battler I tried that and it still deletes it. After further investigation I found that it happens anywhere, doesn't have to be a safe zone. Once you get out of the vehicle that you are using to tow the towed vehicle vanishes. I love the performance of Occupation but this one little problem is killing it. Right now I am running Occupation for crate missions and disabling the roaming AI and then using A3XAI for roaming and the problem stopped but A3XAI bogs down the server. Gonna give FUMS a try and see if it handles better. Thanks for your help.
  19. aussie battler

    [Updated] R3F Logistics Exile (with CUP)

    @Mike-Lee-Toris What about ExileServer_object_vehicle_database_load.sqf, did you modify that as well? @MrNeal are you using Occupation? Vehicles stopped despawning when I stopped using occupation for roaming ai.
  20. aussie battler

    Enhanced Movement Mod in Exile (Working!)

    Love this mod, it has added so much to the game. Does anyone find some players get slower sprint after using enhanced movement?
  21. aussie battler

    DualArms - Two Primary Weapons

    @chaveezy post your ExileClient_object_player_event_onInventoryOpened.sqf
  22. @MrNeal https://github.com/aussie-battler/Exile-Limited-Container-SupplyBoxes credits to @HellBz
  23. Thanks @HellBz great work. I think the script broke after the last Exile update with the "build here" call & they added a construction cool down timer during base raiding. I found new players couldnt build it gave an error, "cannot build while in enemy territory" after they placed a flag. I updated the script & everything works now: ExileServer_object_construction_network_buildConstructionRequest.sqf Thanks again for this great addition. I had one player that build a base wall just out of safes. This will put an end to that shit.
  24. aussie battler

    Xm8/Territory show max constructions in territory detail

    Nice one, it is small things like this that make a difference to a server. No more guessing if you can build that extra level before having to upgrade your territory. Thanks for sharing.