sjJACKit

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About sjJACKit

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  1. sjJACKit

    Current exile.bikey for server?

    Oh wait, I just checked the upper links which were all dead, so I didn't continue to look there. Ty though.
  2. sjJACKit

    Current exile.bikey for server?

    Cmon guys, just need a quick info where I can find it. Inside any pbo? Any weblink? Please help!!
  3. Hi guys, winter is coming and I am trying to update and reactivate my exile server. I can't find the current exile.bikey however. Feeling a bit stupid after not having dealt with arma things for many monthes. Can anyone help where I can get the current bikey from? Can't find it inside the A3L Download, which I uploaded to my server.
  4. How to change loot from radiation to e. g. military? Found it: in wreckLootPositions.hpp
  5. new test with UH-60: 1. Screenshot shows multiple selections for each magazine/weapon type. Them are exactly 7 for each sides gun and like ~10 for flares. 2. Screenshot shows (not) flickering pilot selection menu. Pilot is popping up and going away frequently without moving the mouse when just aiming at the helicopter. The screen shows a point of time when the 'get in as pilot' was gone for the fraction of a second. New test with exile's very own Huey helicopter. It starts with 200/0 magazines on both sides which reload unlimtedly after getting emptied. 3. Screenshot shows how I reloaded a new full magazine inside after I emptied it before. Conclusion after testing 4 helicotpers and one land vehicle: Land Rover M2 CUP Mi17 CUP UH1H CUP UH-60 CUP Exile_Chopper_Huey_Armed_Green Effects appear to be fully random and I have jack of an idea why that is or what to do about it. Stopping tests here. Anybody any idea where to start? Could there be interferences with advanced_towing or anything else? The whole vehicle reload thing with Exile seems to be vicious.
  6. When merging exile.ini I only found the following two things: [getVehicleAmmo] SQL1_1 = SELECT ammo FROM vehicle WHERE id = ? Number of Inputs = 1 SQL1_INPUTS = 1 OUTPUT = 1 [setVehicleAmmo] SQL1_1= UPDATE vehicle SET ammo = ? WHERE id = ? Number of Inputs = 2 SQL1_INPUTS = 1,2 is that right or did I miss anything?
  7. I got some issues with the script, hope its on me doing stuff wrong, as I was not able to get AVS working correctly and put all hope into this. The issues: 1. Getting multiple selection entries on the rearm with any vehicle when rotating the mouse wheel, it seems just infinite. Only a cosmetic isse though. Rearm works fine, poptab reduction works, poptab check works. 2. Can't repair vehicles with duct tape anymore at all, the "get in as driver first.." message appears. 3. Land vehicles seem fine for what I have tested but helicopters get problems: I tried the CUP ARMED Mi17 helicopter and rearm somehow allows me to put 1.5k (PK?) bullets into the magazine of the chief/commander gun. Haven't managed to get them into the rear gun yet, but might be possible too. Reproduction: a. Rearm at service point (guns stay at 0/0). b. Go to gunners seat and push the "rearm TK" button that appears on the selection menu. Then you get 1500/0 loaded in which should actually be 100/5 or something like that. After restarting the server I was able to repair again with duct tape. Tried CUP's UH1H armed and got the following: 1. Picture shows loads of different ammunition types to reload with. I picked 200 round m240. 2. Picture: After reloading and getting out, I got no selection menu at all anymore to get inside the helicopter. ------ After relogging, I could get inside again. Rearm didn't happen 0/0 on both guns. I reloaded with first selection rearm 100 size magazine. Rearm doesn't happen either. ------ Something else: Wouldn't it be the easiest thing to have vehicle ammo carryable items like in A2 that can be reloaded manually once in inventory of player or vehicle? We just need the magazine type items/models for that. Do they by any chance already exist in arma3?
  8. sjJACKit

    How to reduce personal Waypoints from 5 to X?

    Got help from Kuplion with an override. I wanna share that here, so that others can have access too. All credits to kuplion ofc. ExileClient_gui_map_event_onMouseButtonUp.sqf Content: put ExileClient_gui_map_event_onMouseButtonUp = "overrides\ExileClient_gui_map_event_onMouseButtonUp.sqf"; into mission file config.cpp ==> class CfgExileCustomCode Again thanks to kuplion, I am just releasing it here as he is probably too busy to do that.
  9. sjJACKit

    How to reduce personal Waypoints from 5 to X?

    Actually I want to reduce them to one. But then I came up with the idea to give one extra in order to e. g. mark 2 missions that spawn close to each other and what not. I wrote 3 just an example. Five WP just go on my nerves really. I come from a time where no WPs at all were available, but that would be a bit harsh in current casualized player base and considering the fact that there are way more than just one chernarus map to learn and remember Another thing: In https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu I found tacticalPing = 1; //Tactical Ping (0 = disabled, 1 = enabled) Any idea what that is?
  10. Hi, I could not find anything. How can I reduce the limitation of player personal waypoints from 5 to lets say 3? I could not find anything about that.
  11. sjJACKit

    [RELEASE] Spawn Restriction Based On Corpse Location

    How would you disable spawn locations for a certain amount of time? Is it possible to implement that somehow into that script?
  12. sjJACKit

    4 Types of Side Events

    I think you totally miss my point mate. ________________________________________________________________________________________________________________ In the weed mission (A): 1. _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; 2. setMarkerSize [150,150]; 150 (2.) =/= 500 (1.) ________________________________________________________________________________________________________________ In the three other missions (B): 1. _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; 2. setMarkerSize [500,500]; 500 (1.) = 500 (2.) ________________________________________________________________________________________________________________ The question that results from that is i) did I find a bug? ii) if you wanna alter the spawn radius of crates, do both values: 1. _randomPositionCalculated, 500 2. setMarkerSize [500,500]; need to be the same like in the three other missions (B) OR: iii) can/must be different like in the weed mission (A) ________________________________________________________________________________________________________________ Does (A) 1. _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; 2. setMarkerSize [150,150]; mean that the crate spawns in 500m radius of a random location while the marker radius will only be 150m around that location or not?
  13. sjJACKit

    4 Types of Side Events

    weed mission has values 500/150 other missions have values 500/500 so the weed mission has a marker size 150 and position calculated in circle size 500? Or: when reducing the area do I have to leave the _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; alone? and just change setMarkerSize [500,500]; ? Just saying what makes me wonder is why one type of mission use equal value for positionclalc and marker size and the other don't. Btw. thanks for support. Trying stuff out right now.
  14. sjJACKit

    4 Types of Side Events

    in the weed mission I find: _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; setMarkerSize [150,150]; in the other missions both values (radius marker & random position) are the same: _position = [_randomPositionCalculated, 500] call ExileClient_util_math_getRandomPositionInCircle; setMarkerSize [500,500]; Is this a bug in the weed mission that lets the crate spawn outside the 150m radius or do I misread that?
  15. sjJACKit

    4 Types of Side Events

    There is another question to me: Do these crates search free space or would they drop e.g. in the middle of the jungle of tanoa?