Dean.Little

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About Dean.Little

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  • Birthday July 23

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  1. Dean.Little

    [Release] Purchased vehicles spawn at specific location

    ok I will try that
  2. Dean.Little

    [Release] Purchased vehicles spawn at specific location

    @towatai should I use the Dynamic or Just normal simulation?
  3. Dean.Little

    [Release] Purchased vehicles spawn at specific location

    https://pastebin.com/pZ6utQVY Expires after a month @towatai
  4. Dean.Little

    [Release] Purchased vehicles spawn at specific location

    Help I don't know why but it's not working I have done everything and still won't spawn on the helipad the code, this part is in the config.cpp //Override Custom Spawn ExileServer_system_trading_network_purchaseVehicleRequest = "custom\ExileServer_system_trading_network_purchaseVehicleRequest.sqf"; This part is the code that over rides /** * ExileServer_system_trading_network_purchaseVehicleRequest * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. * * Changes by Xine (Untriel) idea from krwtt and posted by BetterDeadThanZed */ private["_sessionID","_parameters","_vehicleClass","_pinCode","_playerObject","_salesPrice","_playerMoney","_position","_vehicleObject","_logging","_traderLog","_responseCode"]; _sessionID = _this select 0; _parameters = _this select 1; _vehicleClass = _parameters select 0; _pinCode = _parameters select 1; try { _playerObject = _sessionID call ExileServer_system_session_getPlayerObject; if (isNull _playerObject) then { throw 1; }; if !(alive _playerObject) then { throw 2; }; if (_playerObject getVariable ["ExileMutex",false]) then { throw 12; }; _playerObject setVariable ["ExileMutex", true]; if !(isClass (missionConfigFile >> "CfgExileArsenal" >> _vehicleClass) ) then { throw 3; }; _salesPrice = getNumber (missionConfigFile >> "CfgExileArsenal" >> _vehicleClass >> "price"); if (_salesPrice <= 0) then { throw 4; }; _playerMoney = _playerObject getVariable ["ExileMoney", 0]; if (_playerMoney < _salesPrice) then { throw 5; }; if !((count _pinCode) isEqualTo 4) then { throw 11; }; _spawnObject = "Land_HelipadCircle_F"; // the object you want to use for spawning, can't be a simple object _safeRadius = 120; // radius around the spawn object where it looks for room, must be 5 or higher _disableCheck = 0; // set to 1 if you don't want to check if there is a vehicle near the spawn object _disableRadius = 0; // set to 1 if you want vehicles to only spawn at the exact coords of your spawn object, not recommended better to reduce _safeRadius _dirShip = (random 360); // set rotation of ship vehicle spawning, default = random _dirAir = (random 360); // set rotation of air vehicle spawning, default = random _dirOther = (random 360); // set rotation of all other vehicles spawning, default = random _errorMessage = "There is no room to safely spawn this vehicle!"; // (toast)message to player when there is no room to spawn _nObject = nearestObject [(getPosATL _playerObject), _spawnObject]; _throwError = 0; if (isNull _nObject) then { if (_vehicleClass isKindOf "Ship") then { _position = [(getPosATL _playerObject), 80, 10] call ExileClient_util_world_findWaterPosition; if (_position isEqualTo []) then { throw 13; }; _vehicleObject = [_vehicleClass, _position, (random 360), false, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; } else { _position = (getPos _playerObject) findEmptyPosition [10, 175, _vehicleClass]; if (_position isEqualTo []) then { throw 13; }; _vehicleObject = [_vehicleClass, _position, (random 360), true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; } else { _position = getPos _nObject; if (_position isEqualTo []) then { [_sessionID, "toastRequest", ["ErrorTitleAndText", ["Error: Unable to get the position of the Spawn Object."]]] call ExileServer_system_network_send_to; _throwError = 1; }; if (_disableCheck isEqualTo 1) then { switch (true) do { case (_vehicleClass isKindOf "Ship"): { _vehicleObject = [_vehicleClass, _position, _dirShip, false, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; case (_vehicleClass isKindOf "Air"): { _vehicleObject = [_vehicleClass, _position, _dirAir, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; default { _vehicleObject = [_vehicleClass, _position, _dirOther, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; }; } else { _findEmpty = _position findEmptyPosition [0, _safeRadius, _vehicleClass]; if (_findEmpty isEqualTo []) then { [_sessionID, "toastRequest", ["ErrorTitleAndText", [_errorMessage]]] call ExileServer_system_network_send_to; _throwError = 1; } else { _isEmpty = _findEmpty isFlatEmpty [-1, -1, -1, -1, -1, false, _nObject]; if (_isEmpty isEqualTo []) then { [_sessionID, "toastRequest", ["ErrorTitleAndText", [_errorMessage]]] call ExileServer_system_network_send_to; _throwError = 1; } else { switch (true) do { case (_vehicleClass isKindOf "Ship"): { if (_disableRadius isEqualTo 1) then { _vehicleObject = [_vehicleClass, _position, _dirShip, false, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; } else { _vehicleObject = [_vehicleClass, _findEmpty, _dirShip, false, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; }; case (_vehicleClass isKindOf "Air"): { if (_disableRadius isEqualTo 1) then { _vehicleObject = [_vehicleClass, _position, _dirAir, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; } else { _vehicleObject = [_vehicleClass, _findEmpty, _dirAir, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; }; default { if (_disableRadius isEqualTo 1) then { _vehicleObject = [_vehicleClass, _position, _dirOther, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; } else { _vehicleObject = [_vehicleClass, _findEmpty, _dirOther, true, _pinCode] call ExileServer_object_vehicle_createPersistentVehicle; }; }; }; }; }; }; }; if (_throwError isEqualTo 0) then { _vehicleObject setVariable ["ExileOwnerUID", (getPlayerUID _playerObject)]; _vehicleObject setVariable ["ExileIsLocked",0]; _vehicleObject lock 0; _vehicleObject call ExileServer_object_vehicle_database_insert; _vehicleObject call ExileServer_object_vehicle_database_update; _playerMoney = _playerMoney - _salesPrice; _playerObject setVariable ["ExileMoney", _playerMoney, true]; format["setPlayerMoney:%1:%2", _playerMoney, _playerObject getVariable ["ExileDatabaseID", 0]] call ExileServer_system_database_query_fireAndForget; [_sessionID, "purchaseVehicleResponse", [0, netId _vehicleObject, _salesPrice]] call ExileServer_system_network_send_to; _logging = getNumber(configFile >> "CfgSettings" >> "Logging" >> "traderLogging"); if (_logging isEqualTo 1) then { _traderLog = format ["PLAYER: ( %1 ) %2 PURCHASED VEHICLE %3 FOR %4 POPTABS | PLAYER TOTAL MONEY: %5",getPlayerUID _playerObject,_playerObject,_vehicleClass,_salesPrice,_playerMoney]; "extDB2" callExtension format["1:TRADING:%1",_traderLog]; }; }; } catch { _responseCode = _exception; [_sessionID, "purchaseVehicleResponse", [_responseCode, "", 0]] call ExileServer_system_network_send_to; }; if !(isNull _playerObject) then { _playerObject setVariable ["ExileMutex", false]; }; true
  5. Dean.Little

    Exile Server and TADST

    Nevermind fixed it
  6. HANDLE CHANGED: onKeyDown changed RscDisplayChat -> if ((_this select 1) in [0x1C,0x9C]) then { ['cba_events_chatMessageSent',[ctrlText ((_this select 0) displayctrl 101),_this select 0]] call CBA_fnc_localEvent; }; false | 0h 16min 9s [20-09-2017 04-53-08 - v84] Why is this happening, this happenes like every 5mins. @infiSTAR Please help if you can.
  7. Dean.Little

    Unit Icons Showing Up.

    So I don't know what exactly is wrong I do have the settings on "ExileHardcore" but the players keep showing up... Eg.
  8. Dean.Little

    player spawns with same gear on other maps

    @dima054 When switching maps make sure you wipe the DB otherwise it will have the altis map Postions for vehicles & players and I think building make sure you wipe hope this helps :D.