smithyxxx
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- Birthday 06/14/1879
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
smithyxxx replied to [RG] Salutesh's topic in Scripts
oh no i have that setup so for example the civilian class will only have food and drinks etc and as the classes go up so does the loot up to military but again i always appreciate any extra information , i just couldnt find were it was getting the loot from now all fixed- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
smithyxxx replied to [RG] Salutesh's topic in Scripts
Thx for the help very much appreciated will give it a try at next restart Updated to the latest git release did the trick , thx again- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
smithyxxx replied to [RG] Salutesh's topic in Scripts
If thats the case wouldnt it be the same on vehicles etc it only seems to do this inside buildings- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
smithyxxx replied to [RG] Salutesh's topic in Scripts
Great addon only problem we are having is this issue when searching through items in buildings says we have found something yet their is nothing visable , is their something we are missing screenshot attached this is currently on Chernarusredux- 255 replies
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oh damn thx for the reply
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Any one have any ideas as to why our missions are not despawning after the 30 minute time period Using these settings DMS_TimeToFirstMission = [180,420]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes. DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins DMS_MissionTimeout = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins DMS_MissionTimeoutResetRange = 0; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check. DMS_MissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout. DMS_ResetMissionTimeoutOnKill = true; // Whether or not to reset the mission timeout when an AI is killed. Hours later and still the same missions are running , i tried adding dms_debug true but still no errors nothing , only have this issue since upgrading to the newest version of dms , does anyone no how i can get hold of a previous version or fix the issue
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Never mind got it working is their any way to increase the distance changing the 120 within the files seems to have no effect
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Works great thank you very much for the help
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no its not from jonzie , and as before their is no message or hint displayed after save paint option is selected on any vehicle exiles included , or anything added to vehicle_texture column Will try the new addition asap
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Thx for the help , but still not working after selecting save paint option still nothing in the vehicle_texture column , am i supposed to get some sort of message/hint after selecting save paint ? if so i do not
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This is exactly what i have done , once you click the save paint nothing happens no message The vehicle_texture column is still empty , using the newest version as of 10 hours ago
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Does this only work with exile vehicles ? , installed as suggested yet when choosing a texture and then clicking the save paint option does nothing , any help appreciated
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Custom vehicle (mod vehicle apperance) - SOLVED
smithyxxx replied to smithyxxx's topic in Programming
For anyone interested i found that editing ExileServer_object_vehicle_database_load.sqf ExileServer_system_trading_network_purchaseVehicleRequest.sqf With the following switch (true) do { //audi rs4 case (_vehicleObject isKindOf "ivory_rs4"): { [_vehicleObject, ["Blue","Glossy"], "White", 1.0, 1.0] call ivory_fnc_initVehicle; [_vehicleObject, "EXILE"] call ivory_fnc_setLicense; _vehicleObject animate["spoiler",1]; }; }; And adding the above files to custom overrides did the trick- 1 reply
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Hi How would i go about editing a vehicles appearance , in wasteland i would edit vehiclecreation.sqf and spawnstoreobject.sqf with the following code ( mod used ivory cars ) switch (true) do { case (_object isKindOf "ivory_rs4"): { [_object, ["Blue","Glossy"], "White", 1.0, 1.0] call ivory_fnc_initVehicle; [_object, "ARMA 3"] call ivory_fnc_setLicense; _object animate["spoiler",1]; }; }; switch (true) do { case (_vehicle isKindOf "ivory_rs4"): { [_vehicle , ["Blue","Glossy"], "White", 1.0, 1.0] call ivory_fnc_initVehicle; [_vehicle , "ARMA 3"] call ivory_fnc_setLicense; _vehicle animate["spoiler",1]; }; }; Now i have looked through the exile_server code files but cannot pinpoint exactly which file/files i should edit and weather the above code could be used in the same format , any help would be greatly appreciated best regards smithy ps sorry if i have posted this in the incorrect section
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Thanks for sharing great script