One Shot

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Everything posted by One Shot

  1. ok so on our server when building base then trying to turn the walls/floors etc tehyonly turn like 5 degrees or so, I know there is a way when you press q or e to rotate the objects can actually turn 90 degrees with one press, Just need to know where and how I can change that in my files instead of pressing a button like 10 times just to get it wher i want, This is also bad when snap building because when i have snapped a objectwhe ni press E for example it will only rotate 5 degrees imstead of roataing 90 degrees and snapping into place
  2. Does anyone know how to set spawn towns to be unlimited? At the current moment on our server, you can only spawn twice at the same location when you die and we would like it so players can spawn at any location no matter how many times they die
  3. ok I was hoping someone can help me with how do I make it so that when players buy for example (Land_Cargo20_military_green_F_Kit) green sotrage container that they get option to chnage code lock, when a player buys they only get option to pack or look in the inventory, when you buy the container it is locked and therefor you cannot look in the inventory, need some way of making it so players get option to lock and unlock. not tested the big massive green container or the red one or anything containers but i presume they are the same. Ik now these containers can be used as storage because ive played on other servers that have this feature
  4. One Shot

    engima revive help

    ok every time i try to revive my mate it always says he too far gone even though he still as over 30 seconds and soem times he can have over 1 minute left, is this just a bug or is there a setting i can adjust ?
  5. One Shot

    some vehciles no lock/unlock option

    Anyone know of a fix for vehicles not being able to lock or unlock from outside, Cant remember all but there is a few and the onei do remember is the kamysh, even though you get a code to lock it and its persistent there is no option from the outside to lock or unlock. hopefully, someone knows of a fix, I do use vehicle locking from inside of vehicle but dont think that should effect anything because most of the other vehicles work fine. i have tried to use google for a fix but cant seem to find anything
  6. One Shot

    engima revive help

    ok thanks dude i will try, whats the respawn delay do? 1200 is that 1200 second so 4 minutes before you bleedout? also and the 400 bleedout delay ?
  7. One Shot

    Need help

    thats what you want to revive players, also if you check the same guys youtube channel out he as a bambi loadout script where you can choose what players spawn in with
  8. ok this is probably an easy thing but I'm not exactly sure where to look in the files, i think I found maybe what I nee in infistar but not sure, What I want is to know where and how I can add a global message that show up in chat, so for example maybe 10 minutes of logging in it might say Need help join discord, (then here would be discord link), then another 10 mins might say No cheating, Abusing Homophobia for more rules check discord. you get what I mean, so maybe there might be lets say between 5-10 global messages and every x amount of minutes the messages would cycle through so they would repeat throughout the server uptime and not only show once
  9. One Shot

    Admin global messages (help)

    Ok first of all no need for such rude response. 2nd of all i only asked where do I find BEC folder 3rd of all if you didnt want to help no need to respond thankyou oh and yes i did google it but it just confused me even more, so for now I will try what Beowulfv said and look at NOTIFY_MSG_ARRAY in the EXILE_AHAT_CONFIG.hpp. atleast someone was willing to help without needing to be rude
  10. One Shot

    Admin global messages (help)

    wherdo i found my BEC folder, cant seem to see one in my root directory
  11. One Shot

    Admin global messages (help)

    THANKS, I DID SEE THAT I THINK BUT WAS CONFUSED ON THE TIME PART
  12. ok so I need some more help wit h2 things..... 1. How do we go about getting script so that players can pack their own base down (including objects ) then move to new location, We dont mind if its a paid script or whatever just need to know how we go about getting it. 2. Perk system so players can spawn with different gear depending on their respect, again is there a script for this we just need soemhelp implementing these two things onto our server
  13. One Shot

    Perk system and Pack base down script

    ok i have added this, but it stil lspanwsme with default exile bambi loadout
  14. One Shot

    Perk system and Pack base down script

    Thnakyou, when it says create new file, called ExileClient_object_player_bambiStateBegin.sqf in the path you defined in step 3 ,is that just a text document file ?
  15. One Shot

    ebm items being used as storage ( need help)

    thats in mpmisison root folder
  16. One Shot

    ebm items being used as storage ( need help)

    is that the wrong config.cpp ?
  17. One Shot

    ebm items being used as storage ( need help)

    class CfgInteractionMenus { class Car { targetType = 2; target = "Car"; class Actions { // Salvage a vehicle class Salvage: ExileAbstractAction { title = "Salvage Vehicle"; condition = "(!(alive (ExileClientInteractionObject)))"; action = "_this call SV_fnc_SalvageVehicle"; }; class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; }; }; class Air { target = "Air"; targetType = 2; class Actions { // Salvage a vehicle class Salvage: ExileAbstractAction { title = "Salvage Vehicle"; condition = "(!(alive (ExileClientInteractionObject)))"; action = "_this call SV_fnc_SalvageVehicle"; }; class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && ((locked ExileClientInteractionObject) != 1) && !ExilePlayerInSafezone"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class RotateLeft: ExileAbstractAction { title = "Rotate Left"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,-15] call ExileClient_object_vehicle_rotate"; }; class RotateRight: ExileAbstractAction { title = "Rotate Right"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,15] call ExileClient_object_vehicle_rotate"; }; }; }; class Safe { targetType = 2; target = "Exile_Container_Abstract_Safe"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 1) && !ExilePlayerInSafezone"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock : ExileAbstractAction { title = "Lock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "true spawn ExileClient_object_lock_toggle"; }; class Unlock : ExileAbstractAction { title = "Unlock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "false spawn ExileClient_object_lock_toggle"; }; class Pack : ExileAbstractAction { title = "Pack"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "_this spawn ExileClient_object_container_pack"; }; class SetPinCode : ExileAbstractAction { title = "Set PIN"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "_this spawn ExileClient_object_lock_setPin"; }; class HackLock: ExileAbstractAction { title = "Hack Lock"; condition = "(getNumber(missionConfigFile >> 'CfgHacking' >> 'enableHacking') isEqualTo 1) && ('Exile_Item_Laptop' in (magazines player)) && ((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1) && !ExilePlayerInSafezone"; action = "['HackLock', _this select 0] call ExileClient_action_execute"; }; }; }; class Laptop { targetType = 2; target = "Exile_Construction_Laptop_Static"; class Actions { class CameraSystem: ExileAbstractAction { title = "CCTV Access"; condition = "((ExileClientInteractionObject animationPhase 'LaptopLidRotation') >= 0.5)"; action = "_this call ExileClient_gui_baseCamera_show"; }; }; }; class SupplyBox { targetType = 2; target = "Exile_Container_SupplyBox"; class Actions { class Mount: ExileAbstractAction { title = "Mount"; condition = "(isNull (attachedTo ExileClientInteractionObject)) && ((ExileClientInteractionObject getvariable ['ExileOwnerUID',1]) isEqualTo 1)"; action = "_this call ExileClient_object_supplyBox_mount"; }; class Install: ExileAbstractAction { title = "Install"; condition = "isNull (attachedTo ExileClientInteractionObject) && ((ExileClientInteractionObject getvariable ['ExileOwnerUID',1]) isEqualTo 1)"; action = "_this call ExileClient_object_supplyBox_install"; }; class Unmount: ExileAbstractAction { title = "Unmount"; condition = "!(isNull (attachedTo ExileClientInteractionObject)) && ((ExileClientInteractionObject getvariable ['ExileOwnerUID',1]) isEqualTo 1)"; action = "_this call ExileClient_object_supplyBox_unmount"; }; }; }; class Drawbridge { targetType = 2; target = "Exile_Construction_Abstract_DrawBridge"; class Actions { class Lower: ExileAbstractAction { title = "Lower"; condition = "ExileClientInteractionObject call ExileClient_object_construction_openBridgeShow"; action = "ExileClientInteractionObject animateSource ['DrawBridge_Source', 0];"; }; class Raise: ExileAbstractAction { title = "Raise"; condition = "((ExileClientInteractionObject animationSourcePhase 'DrawBridge_Source') < 0.5)"; action = "ExileClientInteractionObject animateSource ['DrawBridge_Source', 2]"; }; }; }; class Construction { targetType = 2; target = "Exile_Construction_Abstract_Static"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 1)"; action = "_this call ExileClient_object_lock_scan"; }; class Unlock : ExileAbstractAction { title = "Unlock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "false spawn ExileClient_object_lock_toggle"; }; class Lock : ExileAbstractAction { title = "Lock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Picks up the construction so you can move it class Move: ExileAbstractAction { title = "Move"; condition = "call ExileClient_util_world_isInOwnTerritory"; action = "_this spawn ExileClient_object_construction_move"; }; // Removes the construction. class Deconstruct: ExileAbstractAction { title = "Remove"; condition = "call ExileClient_util_world_isInOwnTerritory"; action = "_this spawn ExileClient_object_construction_deconstruct"; }; class AddALock : ExileAbstractAction { title = "Add a Lock"; condition = "call ExileClient_object_construction_lockAddShow"; action = "_this spawn ExileClient_object_construction_lockAdd"; }; class Upgrade : ExileAbstractAction { title = "Upgrade"; condition = "call ExileClient_object_construction_upgradeShow"; action = "_this call ExileClient_object_construction_upgrade"; }; class MakeBoom : ExileAbstractAction { title = "Plant charge"; condition = "call ExileClient_system_breaching_condition"; action = "_this call ExileClient_system_breaching_action"; }; class Repair : ExileAbstractAction { title = "Repair"; condition = "(!((ExileClientInteractionObject getVariable ['ExileConstructionDamage',0]) isEqualTo 0)) && (call ExileClient_util_world_isInOwnTerritory)"; action = "_this call ExileClient_object_construction_repair"; }; class GrindLock : ExileAbstractAction { title = "Grind Lock"; condition = "(getNumber(missionConfigFile >> 'CfgGrinding' >> 'enableGrinding') isEqualTo 1) && ('Exile_Item_Grinder' in (magazines player)) && ('Exile_Magazine_Battery' in (magazines player)) && ((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1) && ((ExileClientInteractionObject animationPhase 'DoorRotation') < 0.5)"; action = "['GrindLock', _this select 0] call ExileClient_action_execute"; }; }; }; /* Tent, Storage crate etc. */ class Container { targetType = 2; target = "Exile_Container_Abstract"; class Actions { class Pack { title = "Pack"; condition = "!((typeOf ExileClientInteractionObject) isEqualTo 'Exile_Container_SupplyBox')"; action = "_this spawn ExileClient_object_container_pack"; }; // Picks up the container so you can move it class Move: ExileAbstractAction { title = "Move"; condition = "(getNumber(configFile >> 'CfgVehicles' >> typeOf ExileClientInteractionObject >> 'exileIsLockable') isEqualTo 0) || ((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "_this spawn ExileClient_object_construction_move"; }; }; }; class Flag { targetType = 2; target = "Exile_Construction_Flag_Static"; class Actions { /* class Manage : ExileAbstractAction { title = "Manage"; condition = "true"; action = "_this call ExileClient_gui_baseManagement_event_show"; }; */ class StealFlag: ExileAbstractAction { title = "Steal Flag"; condition = "((ExileClientInteractionObject getvariable ['ExileFlagStolen',1]) isEqualTo 0)"; action = "['StealFlag', _this select 0] call ExileClient_action_execute"; }; class RestoreFlag: ExileAbstractAction { title = "Restore Flag"; condition = "((ExileClientInteractionObject getvariable ['ExileFlagStolen',0]) isEqualTo 1)"; action = "['restoreFlagRequest', [netID ExileClientInteractionObject]] call ExileClient_system_network_send"; }; }; }; class Boat { targetType = 2; target = "Ship"; class Actions { // Salvage a vehicle class Salvage: ExileAbstractAction { title = "Salvage Vehicle"; condition = "(!(alive (ExileClientInteractionObject)))"; action = "_this call SV_fnc_SalvageVehicle"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; // Pushes a boat into look direction to move into water class Push: ExileAbstractAction { title = "Fus Ro Dah!"; condition = "((crew ExileClientInteractionObject) isEqualTo [])"; action = "_this call ExileClient_object_vehicle_push"; }; }; }; class Bikes { targetType = 2; target = "Bicycle"; class Actions { class Flip: ExileAbstractAction { title = "Flip"; condition = "true"; action = "_this call ExileClient_object_vehicle_flip"; }; }; }; class Player { targetType = 2; target = "Exile_Unit_Player"; class Actions { class Free: ExileAbstractAction { title = "Free"; condition = "(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['ExileIsHandcuffed', false]) && !ExileClientIsHandcuffed"; action = "_this call ExileClient_object_handcuffs_free"; }; class Search: ExileAbstractAction { title = "Search Gear"; condition = "(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['ExileIsHandcuffed', false]) && !ExileClientIsHandcuffed"; action = "_this call ExileClient_object_handcuffs_searchGear"; }; class Identify: ExileAbstractAction { title = "Identify Body"; condition = "!(alive ExileClientInteractionObject)"; action = "_this call ExileClient_object_player_identifyBody"; }; //////////////Added by [_ZEN_]happydayz///////////////// class Revive: ExileAbstractAction { title = "Perform CPR"; condition = "(!(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['EnigmaRevivePermitted', true]) && (magazines player find 'Exile_Item_Defibrillator' >= 0))"; action = "_this spawn Enigma_RevivePlyr"; }; class HideCorpse: ExileAbstractAction { title = "Hide Body"; condition = "!(alive ExileClientInteractionObject) && ('Exile_Melee_Shovel' isEqualTo (currentWeapon player))"; action = "['HideBody', (_this select 0)] call ExileClient_action_execute"; }; }; }; class Animal { targetType = 2; target = "Exile_Animal_Abstract"; class Actions { class Gut: ExileAbstractAction { title = "Gut Animal"; condition = "!(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['CanBeGutted', false])"; action = "['GutAnimal', ExileClientInteractionObject] call ExileClient_action_execute"; }; }; }; };
  18. One Shot

    ebm items being used as storage ( need help)

    config.cpp in root direction of mp mission folder/ becasue i donthave interaction menu thign there which i thought it did, i will add it but just need t imake sure config.cpp is correct file first
  19. One Shot

    ebm items being used as storage ( need help)

    ok thnaks i will try that
  20. One Shot

    how to change spawn towns to be unlimited ?

    ok thanks, I will try adding what freak sent, if that doesnt work i will do this, base raiding aint issue yet since not many players but i can maybe set it to 60(1 min) then just waiting for 1 minute isnt too much of issue and also give small bit of time to base radiers
  21. One Shot

    how to change spawn towns to be unlimited ?

    yes i am, i now see that code, what difference does it make if its pvp or not, can i stil lnot chnage the if(_time > time-300) then" to "if(_time > time-1) then"
  22. One Shot

    how to change spawn towns to be unlimited ?

    thanks freak, Love your tutorials btw have you got anymore coming
  23. One Shot

    how to change spawn towns to be unlimited ?

    ok thanks i will try, does it matter exact place i put that into
  24. One Shot

    how to change spawn towns to be unlimited ?

    i see this disableSerialization; diag_log "Selecting spawn location..."; ExileClientSpawnLocationSelectionDone = false; ExileClientSelectedSpawnLocationMarkerName = ""; createDialog "RscExileSelectSpawnLocationDialog"; waitUntil {_display = findDisplay 24002;!isNull _display}; _display displayAddEventHandler ["KeyDown", "_this call ExileClient_gui_loadingScreen_event_onKeyDown"]; _listBox = _display displayCtrl 24002; lbClear _listBox;
  25. One Shot

    how to change spawn towns to be unlimited ?

    ive gone into the basespawn.sqf from custom folder in root directory and dont see ExileBaseRespawnTimeLimit , maybe im looking in wrong folder