Justin Waters
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Everything posted by Justin Waters
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Can we pay monthly to push more notifications per month?
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Multiple Map Support Github Link: https://github.com/jbwaters/ExileMultiMap This is my first public contribution to the exile community...Enjoy. Features: Player Account and Clan information is persistent across all maps player, vehicle, territories, construction, containers, and clan markers are unique to each map and are kept even when changing maps. Transitioning between maps is as simple as changing the map in your server.cfg file and restarting your server. You may simplify this step if you have multiple profiles in your server and just switch the profile. This can create a nice automated daily/weekly rotation between maps. I recommend increasing the time to pay for your territory or ransoms to 30 days to prevent loss. Potential Additional Features: (depending on demand) Expiration timers are extended for time that the server is not active on a specific world map. Allow players to ship items between maps. (Creates an inbox with an expiration to receive the items.) Compatibility Fixes: Enigma Revive
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I had a small window earlier when I requested information on discord but I didn't get a reply to my question. Right now I'm in a very busy period doing a lot of server migrations and have some development I need to get done. The deadline for all this is Thanksgiving this year. So ask me again after that date. I should have some time available.
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I've had one request so far on making it compatible with their exile server. I've completed the compatibility change and I've added it here. If anyone has a specific script they are concerned with being compatible I can make it work. Just ask and I'll fix it and document it.
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Yes you need the following sql query ran on your database: ALTER TABLE `clan_map_marker` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `construction` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `container` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `player` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `player_history` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `territory` ADD COLUMN `worldname` TEXT NOT NULL; ALTER TABLE `vehicle` ADD COLUMN `worldname` TEXT NOT NULL; I've updated the custom code to match your finding. I changed the format after initial testing and missed that.
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First off, thanks to Sgt. Scrap Metal who found my error in my code. This will allow you to change the required items for accessing a radiation zone. Personally I've set it to Scientist or Gas Mask but you can replace the || with && to require both items. My custom\radiation\ExileClient_system_radiation_thread_update.sqf code: My Exile.Tanoa > cfgExileCustomCode: ExileClient_system_radiation_thread_update = "custom\radiation\ExileClient_system_radiation_thread_update.sqf"; You can also change the effects of the color/film grain/Chroma in this file. I did some research and found the following. The ppEffectAdjust changes the settings of the post-processing effect. The ExilePostProcessing_RadiationColor/RadiationChroma/RadiationFilm are defined in the ExileClient_system_radiation_initialize.sqf Check out the BI Wiki for information about Post process effects If you want to add an effect or remove one make sure to also edit ExileClient_system_radiation_event_onPlayerDied.sqf and ExileClient_system_radiation_event_onPlayerSpawned.sqf
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start "arma3" "arma3server.exe" -port=2302 -cpuCount=6 -mod=@Exile; -serverMod=@Arma3Log;@Marma; -world=empty "-cfg=cfg\basic.cfg" "-config=cfg\confignp.cfg" -bepath=C:\arma3exile\battleye -autoinit I use these settings. The -nosound -nosplash -enableHT -exThreads don't give more performance on dedicated servers. Also the -loadMissionToMemory I'm pretty sure that is for non-persistent missions that wait for client to connect before starting. The -maxMem shouldn't be used unless you are trying to throttle the server's maximum memory. From my experience servers will go over the limit you set and it only causes more harm to servers than anything. If you want to restrict memory usage then optimize your mission so that it only uses the memory within your amount.
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Welcome to Hostiletakeover.co Exile Server! SERVER IS LIVE PROGRESS WILL NOT BE REMOVED. Current Server Features Custom Vehicle, Uniform and Base textures. (Contact Justin Waters if you want to submit your own textures.) DMS Missions and Roaming AI Capture Points Virtual Garage Player Revive System Extended Base Building CUP Vehicles/Units/Weapons Zombie Hoards/Harrass/Occupy Cities Contaminated Zones and NoMan'sLand Bandit zones and Survivor camps Occupied Military Zones Advanced Sling Loading Advanced Towing Bulk Sell Mission Crates Destroyed Vehicle Loot/Body/Gear recovery XM8 Recipes, Deployable Quad, View Distance, Status Bar, Journal and more. Server Login Info Hostiletakeover.co - Exile 50.43.6.190:2302 https://www.gametracker.com/server_info/50.43.6.190:2302/ Required DLC Exile Mod 1.0.3 http://exile.majormittens.co.uk/downloads Extended Base Mod http://steamcommunity.com/sharedfiles/filedetails/?id=647753401&searchtext=extended+base+mod Zombies & Demons http://steamcommunity.com/sharedfiles/filedetails/?id=501966277&searchtext=Ryan+Zombies+Demons CUP Weapons, Units, Vehicles http://steamcommunity.com/id/cup-a3/myworkshopfiles/?appid=107410 Community Base Addon (CBA_A3) http://steamcommunity.com/workshop/filedetails/?id=450814997
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- revive system
- roaming ai
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(and 5 more)
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R3F + DMS = Sell your crate at waste dump
Justin Waters replied to WD-40's question in Third Party Mods
The sell price is 34% on my server and decreasing this to ~27% seems a bit harsh. -
R3F + DMS = Sell your crate at waste dump
Justin Waters replied to WD-40's question in Third Party Mods
Did anything come of this topic? -
This script looks interesting. I'm using advanced towing right now and I like the multi-vehicle towing ability. Though its important that it takes into consideration the weight of the vehicle to prevent towing vehicles to big. (A pickup towing 3-4 striders shouldn't work.) Can someone confirm this before I take the effort to remove advanced towing from my dev server and try this other script.
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done and done. Maybe review what I added to make sure my findings are correct?
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Perfect! thanks. I believe that error was preventing it from overriding the original code. Its working now!
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+1 I've got a few decades of waiting left in me
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Please show air vehicle damage in the hud.
Justin Waters replied to Lunchbox's topic in Feature Wishes
+1 I think optional features like this are great! -
Can someone confirm that this looks correct? This is my first time trying to write my own overrides and need a bit of insight on things that I should look out for when creating them.
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Repairing vehicles while in combat is awesome
Justin Waters replied to speedweasel's topic in Constructive Criticism
After posting that I've been working on figuring out the custom code section but its a bit confusing. I'm using a 3rd party script to override the function. I'll start a new thread to ask the questions. -
I hope we can get further development. Helicopter/Boats/Planes....Also ExAd is really popular XM8 any chance to update your code for that?
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Does this log every action the admin does from the toolkit in a separate log file? We want to make sure no admin is giving items to people that should receive them.
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Repairing vehicles while in combat is awesome
Justin Waters replied to speedweasel's topic in Constructive Criticism
Please allow configuration of the whileincombat options We want to allow people to defend someone who is stealing a flag, repairing a vehicle, etc. It makes sense to allow people to do this while in combat. It increases tactical options. Especially if you pop a tire in the loot&death you can hold off the zombies while someone is repairing the tire. You have to train the zombies away which is really dumb. -
Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
Justin Waters replied to happydayz's topic in Scripts
The Enigma Revive script broke the game's tab area and shows 999999 tabs on the ground/object and in player's inventory. You cannot drop tabs. I think it has something to do with the compatibility fix for ExileClient_object_player_event_onInventoryOpened Please let me know where to begin to troubleshoot this problem. Thanks -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Justin Waters replied to second_coming's topic in Add-ons
It seems like you would be able to have the spawn points declared in a script then have the spawn screen read the current list.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Justin Waters replied to second_coming's topic in Add-ons
I have plans to make traders that spawn in on survivor camps and also missions. Though going to take some modifying I think because currently vehicle shop appears to only work with the Vehicle Trader name- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Justin Waters replied to second_coming's topic in Add-ons
class Item0 { position[]={123,1,123}; name="SpawnCamp123123"; text="Survival Camp: 123:123"; type="ExileSpawnZone"; //Need to create an ExileSurvivalSpawnZones type a=10; b=10; }; So this is what I'd like to do. The spawn position should be aligned exactly in the middle of the Survival Camp. I plan on disabling the bandits from spawning for now. In the future I plan on making it that if you clear the bandits then survivors spawn and you gain additional spawn locations until server restart. The text/name of the spawn location should be relative to the spawn location "SpawnCamp (xxx:yyy)" The ExileSpawnZones are designed to spawn the Convict at 1km which I want to keep. Though I want to duplicate the spawn class but with the exception of them spawning on the ground for the camps. For example, ExileSurvivalSpawnZones. I need to add something to the spawn window so it also lists all the ExileSurvivalSpawnZones with the ExileSpawnZones if(_side == "survivor") then { _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; } The location within "occupationPlaces.sqf" looks like it has to do with outputting the Survivor Spawn to a log file, debugging, or something like that.- 3161 replies
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- survivor ai
- random ai
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