jaxx0rr
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Everything posted by jaxx0rr
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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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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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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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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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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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- virtual garage
- vg
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ExAd - Package of Virtual Garage|XM8|StatsBar|Halo & Parachute|Admin Events|Hacking|Grinding|Vehicle Upgrade
jaxx0rr replied to Janski's topic in Scripts
this is my customize.sqf ExAd_VG_MIN_ALLOWED_VEH = 1; //SCALAR - Minimum allowed vehicles in the virtual garage. ExAd_VG_ALLOWED_VEH_MULTIPLE_FACTOR = 10; //SCALAR - How many extra vehicle slots for each territory level. ExAd_VG_ACCESS_LEVEL = 1; //SCALAR - Lowest level that can access the Virtual Garage --> 1|2|3 -> Pleb|Moderator|Owner. ExAd_VG_CLEAN_ON_STORE = false; //BOOLEAN - If vehicle inventory should reset when stored. ExAd_VG_SHOW_ADVHINT = false; //BOOLEAN - If the virtual garage should display an Advanced hint upon store and fetch. ExAd_VG_ALLOWED_VEH_TYPE = ["Car","Air"]; //ARRAY - Array with allowed vehicle types for the virtual garage. | "Car", "Tank", "Helicopter", "Plane" or "Air" for both WARNING DON'T USE "LandVehicle" Can crash the Exile system. so ur saying if I add Tank to the last array will it work ? also what's this ExAd_VG_MIN_ALLOWED_VEH, the description makes no sense. edit: I tried adding "Tank" still no luck edit2: ExAd_VG_MIN_ALLOWED_VEH is used like this _allowedVeh = ExAd_JX_MIN_ALLOWED_VEH + round(ExAd_JX_ALLOWED_VEH_MULTIPLE_FACTOR * (_flag getVariable ["ExileTerritoryLevel", 1])); if(_allowedVeh > _storedVeh) then ... you can store more vehicles- 2256 replies
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- virtual garage
- vg
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ExAd - Package of Virtual Garage|XM8|StatsBar|Halo & Parachute|Admin Events|Hacking|Grinding|Vehicle Upgrade
jaxx0rr replied to Janski's topic in Scripts
I have this problem too could not find the answer, please help I have changed the territory_ID on some vehicles in the database and they apperar in the Stored vehicle section, and I can fetch them, when I buy a new vehicle I can store it, but vehicles I already own I cant store- 2256 replies
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- virtual garage
- vg
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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
actually you cannot DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED) me and my friends spent spent about 3 hours killing 100 something ai.. thers 1 left and we cant find it (searched for 1h) I plan to make an app that scans for AI ... -
First I want to say this is the best addon for Exile by far, especially if you play coop only. Then I have a request, can you please fix the issue of last AI (out of 80 for example) hiding somewhere like a goddamn coward and players frustrated of not being able to complete the mission. TYVM
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no way.. so the last 6 hours I spent trying to find information on the internet on how do this exact same thing.. how to add markers and traders using exile eden plugin what are the odds why did you not save the stream or make a youtube video ?
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here is the 3d model if anyone wants to give it a go http://tf3dm.com/3d-model/bloodsucker-37368.html
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
jaxx0rr replied to olke's topic in Scripts
ok so I fixed the bugs: 1. EQP_anmDetector.sqf go to line 4 and add params [ "_anomaly", "_units"]; just above private["_detector", "_questItem"]; so it looks like this: params [ "_anomaly", "_units"]; private["_detector", "_questItem"]; 2. still in EQP_anmDetector.sqf go to line 7 and change _questItem = 'Exile_Item_TreasureMap'; to _questItem = 'Exile_Magazine_Battery'; (or some other item you want but take in account to change the same item in the file below) 3. EQP_quest.sqf line 27 change _questItem = 'Exile_Item_TreasureMap'; to _questItem = 'Exile_Magazine_Battery'; there is still a problem.. there's no reward, i'll see if I can fix that too edit: oh right.. nvm there's no problem just install http://exile.majormittens.co.uk/topic/7577-enigma-exile-update-respectpoptabs-180316/ edit2: dammit still didn't get the reward to work.. I just put some codelocks as reward in EQP_quest.sqf find where it says call _fnc taskComplited; and under it put this player addItem 'Exile_Item_CodeLock'; maybe put it multiple times for quest 2 and 3.. I also made a fork to the original github with all fixes, some changes to the dialogs and coords set for Namalsk https://github.com/jaxx0rr/EQP_Anomaly- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
jaxx0rr replied to olke's topic in Scripts
I have installed it on namalsk and set the npc locations, the first npc gives me the detector tool but I don't know what to do with it.. so I have some questions: 1. how does this work 2. Is it fixed 3. do you have to finish the first quest to start the second one When I stand in the gravi amonaly with the detector nothing happens and if I look in the server log I see Error Undefined variable in expression: _units File mpmissions\__cur_mp.Namalsk\EQP_Anomaly\EQP_anmDetector.sqf, line 34 edit: 1: there's the spawn of anomaly zone and 3 npc's you have to place (edit EQP_zonespawn.sqf) 2: I fixed it (see post below) 3: since the hints the npc's give you are pretty much useless here's what you have to do:- 66 replies
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- anomaly
- s.t.a.l.k.e.r
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anyone ? I tried removing or changing the markers but the server just crashes.. EDIT: I ended up changing the radius to 2 metres like so markerType = "ELLIPSE"; type = "ExileTraderZone"; colorName = "ColorBlack"; fillName = "Border"; a = 2; b = 2; seems to work, no more invulnerable zombies at traders yay
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any way to make a case and load different versions of TriggerPositions.sqf depending on map? EDIT: nvm I figured it out, edit fn_init.sqf and replace #include "TriggerPositions.sqf"; //Trigger positions with switch (toLower worldName) do { case "namalsk": // [16000,16000] w/ radius of 16000 works well for Altis { #include "TriggerPositions_Namalsk.sqf"; }; default // Use "worldSize" to determine map center/radius (not always very nice). { #include "TriggerPositions.sqf"; //Trigger positions }; }; this got the zombies working on namalsk (you can see right away if the the loot and death thing appears on the map) for the TriggerPositions_Namalsk.sqf just create a new file and put this in