sjJACKit
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Everything posted by sjJACKit
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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.
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Oh wait, I just checked the upper links which were all dead, so I didn't continue to look there. Ty though.
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Cmon guys, just need a quick info where I can find it. Inside any pbo? Any weblink? Please help!!
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[RELEASE] ExileZ Crashes by [FPS]kuplion - Based on Heli Crashes by Darth Rogue
sjJACKit replied to kuplion's topic in Add-ons
How to change loot from radiation to e. g. military? Found it: in wreckLootPositions.hpp -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
sjJACKit replied to Bones51's topic in Scripts
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. -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
sjJACKit replied to Bones51's topic in Scripts
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? -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
sjJACKit replied to Bones51's topic in Scripts
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? -
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.
- 4 replies
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- waypoint
- limitation
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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.
- 4 replies
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- waypoint
- limitation
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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?
- 4 replies
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- waypoint
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[RELEASE] Spawn Restriction Based On Corpse Location
sjJACKit replied to canuckbrian's topic in Scripts
How would you disable spawn locations for a certain amount of time? Is it possible to implement that somehow into that script? -
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?
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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.
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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?
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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?
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Yap, the official advanced towing allows towing without owning a rope. Can you please reupload kuplion?
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DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore vs. aimingShake (easy/moderate/difficult/hardcore) Whats the difference? Aimingshake is clear: Affects how steadily the AI can hold a weapon (Higher value = less weapon sway) What does the AimCoef then and how to use it properly? Do both of these variables multiply with each other? Found some informations myself: https://community.bistudio.com/wiki/Arma_3_Stamina Still would like to hear if someone can help with that. The higher the worse right?
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Can't use infistar at the moment as the nitrado supply is late (maybe its already there now, 1 week ago it was not) and our very own license is hold by a friend who is lazy and inactive and I don't wanna bother with him right now. So I gonna just wait for nitrado to supply their updated infistar ;-). The issue was the same when I had infistar installed with default tanoa supply drops ~1 year ago. Everything like above: map markers, notifications, but no crates with loot. But defenitely gonna check everything with infistar as soon as I get my hands on it again. Update: For whatever reason I just saw the first yellow loot crate. I just fixed an error with occupation roaming stuff before. Maybe it blocked it. So I guess other crates gonna spawn too now.
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Can't use infistar at the moment as the nitrado supply is late (maybe its already there now, 1 week ago it was not) and our very own license is hold by a friend who is lazy and inactive and I don't wanna bother with him right now. So I gonna just wait for nitrado to supply their updated infistar ;-). The issue was the same when I had infistar installed with default tanoa supply drops ~1 year ago. Everything like above: map markers, notifications, but no crates with loot. But defenitely gonna check everything with infistar as soon as I get my hands on it again. Occupation loot crates work fine. Should I try and change the crate type in your script? No idea.
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Hi guys, glad to see this thread is active. I have got an issue with all the box spawning events on the tanoa map. The issue is related to the following two threads, which I found, that however do not provide a solution: Already one year ago, when I started this tanoa server, I recognized that boxes from supply drop events do not spawn while the map markers and everything else works fine. Now I installed these events bases on supply drops and the same is happening: - getting map markers - getting notifications - BE is off - infistar is not installed ______________________________________________________________ Supply boxes just do not spawn on tanoa map. In the related thread people said intelligent stuff which I think is responsible for that: " Haven't played Tanoa, but I'd imagine it's because the 'airports' are a little different " " On Tanoa I think the airports are defined by name rather than by location type which means the event doesn't detect them. " I believe my issue is related to that, as I can't come up with anything else, don't find anything related in the RPT as well. Can anyone who made boxes spawn on tanoa help? Greetings
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[Request] Suicide cooldown or remove suicide option.
sjJACKit replied to kuplion's topic in Spawning & Load-out
cannot see the alternative code that you suggested -
Put that into the empty SQL (screenshot) and hit ok: ALTER TABLE account ALTER COLUMN locker SET DEFAULT 10000;
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[RELEASE] Spawn Restriction Based On Corpse Location
sjJACKit replied to canuckbrian's topic in Scripts
Awesome, going to install now! -
Nope sorry.
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I executed ALTER TABLE vehicle ADD ammo text NOT NULL; UPDATE vehicle SET ammo='[]' at the beginning when I installed it and reexecuted the last line just now.