jaxx0rr
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just like the op wrote in first post Create or edit init.sqf and put the following code inside, [] execVM "effect.sqf"; Create another file effect.sqf and put this in "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; then change the middle line to whatever you need ..
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Any reason why fog only works during daytime? I have setup a new class in exile_server_config\config.cpp class Foggy { fogValue = 1; fogDecay = 0; fogBase = 50; overcast = 1; waves = 0; wind = 0; gusts = 0; rain = 0; lightnings = 0; rainbows = 0; }; seems to work during daytime but if I start the game at night there is no fog
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the first number is brightness (0 is pitch black, 1 is no change and 2 is white) some examples //for this (frontliner's) cc just a bit brighter "ColorCorrections" ppEffectAdjust [1.0, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; //for default colors and a bit brighter "ColorCorrections" ppEffectAdjust [1.1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [0.299, 0.587, 0.114, 0]]; //namalsk cold theme "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.2, 0.2, 1.0, 0.0], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; //namalsk blue theme "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.5, 0.5, 0.1, -0.1], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; the last two have increased brightness and contrast to fix the bugged namalsk lighting (default is [1.0, 1.0 )
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well its been what.. 6 months and nothing.. so I made this
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This was bugging me too so I made a little something..
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Ok so I made a little something.. it will not sell the crate from within the vehicle but it will sell its contents when you place it next to the trader. Then you can just grab the money out of it.. like so Only downside is.. the crate will stay there.. it is kinda realistic I guess.. I could make it dissapear after a minute.. Instructions First you need to have R3F installed and working Then make sure you have the DMS crate (or any other crate) setup in R3F_LOG\config.sqf under R3F_LOG_CFG_can_be_moved_by_player = R3F_LOG_CFG_can_be_moved_by_player + [ "I_CargoNet_01_ammo_F", and optionally under R3F_LOG_CFG_can_be_transported_cargo = R3F_LOG_CFG_can_be_transported_cargo + [ ["I_CargoNet_01_ammo_F", 100] then open up R3F_LOG\objet_deplacable\relacher.sqf and after R3F_LOG_mutex_local_verrou = true; put this in private _foundTrader = false; { _foundTrader = true; } forEach nearestObjects [player, ["Exile_Trader_WasteDump"], 12]; if (_foundTrader) then { private _crate = R3F_LOG_joueur_deplace_objet; private _cargo = _crate call ExileClient_util_containerCargo_list; private _revenue = _cargo call ExileClient_util_gear_calculateTotalSellPrice; hint format ["Cargo was sold for %1 Poptabs. You can pick them up from the crate.", _revenue]; //str(_revenue); clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearMagazineCargoGlobal _crate; clearBackpackCargoGlobal _crate; private _cash = _crate getVariable ["ExileMoney", 0]; _crate setVariable ["ExileMoney",_revenue+_cash, true]; }; thats it. EDIT: updated script so you wont lose the money inside the crate if you take the crate a second time and place it down.
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I also use R3F, its simple to add DMS to it, just open config.sqf and look for R3F_LOG_CFG_can_be_transported_cargo.. theres nothing in there so just add ["I_CargoNet_01_ammo_F", 100] 100 is the weight of the crate.. you can change it to whatever.. the smaller the number the more vehicles will be able to pick it up
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I made an update, lemme know if it works I couldn't test it
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no just add it to the end for example mine is extraApps[] = {"ExAd_VG","ExAd_Info","ExAd_CHVD","ExAd_Journal","ExAd_Bike","ExAd_Quad","ExAd_SB","ExAd_JX"};
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oh, I didn't have animals installed when I developed it, they probably categorize as "Man".. hmm i'll see if I can fix that but no promises.. you just gonna have to facecheck that bush till then It would help if you could provide a list of objects to skip.. to get a name just enable debug mode and look at that rabbit.. then write hint str(typeOf cursortarget); copyToClipboard str(typeOf cursortarget); or.. just uncomment the hint _log; at the end of JxUnitScanner\Functions\fn_loadContent.sqf and printscreen that list
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1y later .. did you ever find a fix to this ? I have this problem too, it all works but every yellow option appears two times.
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Small XM8 ExAd app with the primary porpoise to detect hidden DMS AI - warning this will also show all players and vehicles in a 120m radius. And Bloodsuckers if your strolling around at night in Namalsk. Installation Download https://github.com/jaxx0rr/JXUnitScanner Changelog
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How to show AI's on the map when they are spotted?
jaxx0rr replied to Blacksheep's topic in Events, Missions & AI
and here's the APP https://github.com/jaxx0rr/JXUnitScanner -
ExAd - Package of Virtual Garage|XM8|StatsBar|Halo & Parachute|Admin Events|Hacking|Grinding|Vehicle Upgrade
jaxx0rr replied to Janski's topic in Scripts
I just tried that and it doesn't work I also tired using the default customize.sqf, tried with different vehicles, I am owner and in territory radius, territory is level 8, I double checked the sql_custom_v2/exile.ini changes but since it works with new bought cars there should not be problems there, after server restart I can't store the same exact car any longer but cars stored before the restart still are stored and can be retrieved.. PS: I just noticed after I repair a vehicle I can store it ?! PS2: fucking hell I know what the issue is... I have to get in as driver first ! god dammit all to hell another 3h wasted.. well ty anyways- 2256 replies
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