geekm0nkey

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Everything posted by geekm0nkey

  1. geekm0nkey

    [Release] Ducks of War

    Demo: (yes the video doesn't show the body being removed, was made before that was fixed.) Another contribution to the PVP mod community. Introducing Ducks of War... What this mod does is add the option to "Claim a Trophy" from a PVP killed player. The trophy in this case happens to be a rubber ducky. Which they can collect and sell at the traders. You adjust the value of the duck in the code provided below. Here are the conditions. Body must be a player (no NPC or Zombies) Player must be killed as a direct result of PVP, no bambis, team-kills, crashes, accidents or suicides. Once trophy claimed, body will be removed. (so collect gear FIRST!) *Thanks to StokesMagee Installation: Create the file dow_claimtrophy.sqf and put it somewhere in your mission folder.. For mine i use the folder addons. Next Step: Edit the file initPlayerLocal.sqf if you have it, or make one.. And add this near the top. Make sure to adjust the folder to match yours. Next Step: Edit the file config.cpp and add the following... Find "class Player" >> "class Actions" look for "Identify Body" put this code below that block of code so that it looks like the following. Do not duplicate the identify body section, this is just an example of how it should look. Next Step: By now, you should have an overwrite created for a killfeed... If you don't, wouldn't hurt to create one. I will provide a copy of mine for you but you only need the 2 lines that pertain to this mod to be added to yours if you already have one. *Thanks to Kuplion. or just the lines in question, which need to be added below where _killType is defined. Last Step: You need to add the duck to the trader data so that the player can sell it. (if you already have the duck, it will need to be removed as this is the trophy item) You add this in the config.cpp or if using the easy trader mod, in the ExileItemsList.sqf as. Make the price and sellprice the same. And your done... Hope you enjoy.
  2. geekm0nkey

    PVP mod idea.

    So a player gave me an idea for a mod and after searching couldn't find it or the like.. Here is the concept, we would call it "Ears" of war.. Once a player is killed, the action menu would give you the option to "claim trophy" where you would then see an animation followed by the body disappearing. This being replaced with some item.. Something you can't buy or find in loot. We set it to a high sell price so you can collect the reward. This is all pretty easy to make, here comes the issue. I need to know how to code in, that this "body" was the result of PVP action.. Not AI kill or suicide. To prevent abuse from someone spawning, suicide then collecting trophy and repeating. Any ideas?
  3. Had a few requests for this.. When a player dies inside of a safezone however it might happen.. I need to have the body and marker moved out.. Because of anti-theft the player cannot get his gear.. And even with infistar I cannot move the body, it just teleports back. Does anyone have or know of a script that address this?
  4. geekm0nkey

    New XM8 App coding?

    Would a developer or someone in the know of how the new XM8 app process works mind offering up some technical know how. I'm familiar with how exad called their functions can we or, how do we call a script or function from the new process?
  5. geekm0nkey

    [Solved] Castle Worm Hole?

    Anyone ever seen this? What could be causing it.. Player goes to a base, dunno if it effects all bases, but it did this one.. Runs up the tower, when he reaches the landing.. Poof, teleported to the ground.. At first i though he was making it up, but it was reproducible to the point I was able to capture it happening. So I thought maybe the height, so i teleported him to the next landing up and had him run up the next tower.. Once he reached its landing.. Poof, back to the ground.. So odd. No haven't delved into the logs yet.. Probably will be doing that while your watching the video.. lol Logs had nothing to offer, no anti-teleport triggers. so dunno, going to have him put a castle at his base and test, and maybe test another base tower..
  6. geekm0nkey

    [TOOL] Online Trader Inflation

    Link: https://geek-monkey.com/wordpress/inflation What this simple site does is take your "Easy Trader" data (itemListXXXXXX.hpp) and allow you to raise and lower your prices based upon a percentage rate. The rates are broken down into price ranges. This way you can have different rates per group, or all the same, choice is yours. A value of 100 or blank will not change the price, anything above 100 will increase, anything below will be a decrease. Line items that do math, mostly found in the ItemListExile.hpp file. Will need to be changed manually. I have tested this with my own server and it works, which means it could work for you, but I make no guarantee. So backup before committing to your live server. You have been warned. Before Price Change After Price Change
  7. geekm0nkey

    [TOOL] Online Trader Inflation

    I put it back online.
  8. geekm0nkey

    GPS mini map?

    Had a player ask for this feature? Is this disabled by default? Anyway to enable? I tried the Tao folding map, but it wouldn't come up. Thanks.
  9. geekm0nkey

    [TOOL] Online Trader Inflation

    that's correct.
  10. geekm0nkey

    [release] deploy a mozzie

    You'll need the mozzie addon for this to work. This one! Now that its been released I would use THIS ONE! Add like you would have the quad for exad. I am lazy, will not go into detail... You should already know how this works, have exad, and deploy vehicle working.. in config.cpp items.. These are just excerpts from the whole file. mozzie exad icon, place it into the ExAdClient\XM8\Apps\DeployVehicle folder with other icons. https://drive.google.com/open?id=1keWb6Q5Yc9jdYr_7pK2VaYFP13w5QZQN Optional and suggested! This mozzie by default comes with 103L of fuel, which is a bit much.. And with r3f installed can damn near lift anything because of the base model it uses. SO... here is a fix for that.. unpbo the exad_dv.pbo file and edit fn_spawnDeployableVehicle.sqf, find under paste the following. this limits the fuel to 20L and disables the r3f functions. Admins.... This works only for deployed mozzies, if you spawn one from infistar, these will not apply.
  11. geekm0nkey

    [release] deploy a mozzie

    Works for me, no need to add it to trader (I didn't have too..)
  12. geekm0nkey

    [Release] Prevent Low Level Raiding!

    Links all work for me?
  13. geekm0nkey

    [RELEASE] NoMo Trees

    Been a while... But here is a very simple addition. What this does is give the admins an easy way to remove trees/bushes etc from a players territory without having to modify an SQF file and upload their mission again, as it's all handled at the database level. All you have to do is edit the record for any territory and change the last field [notrees] (to be added below) to a number other than 0. Setting this number to 1, will clear all trees/bushes etc to the radius the territory is currently set for. Any number higher than 1, will clear all trees/bushes etc to that range in meters. Easy.. Installation 1st - SQL additions to the territory table. ALTER TABLE `territory` ADD `notrees` tinyint NOT NULL DEFAULT '0'; 2nd - Override/Overwrite [won't explain how that's done, hopefully you know how that works by now.] ExileServer_system_territory_database_load.sqf 3rd - Exile.ini change. [Find the following section and replace it completely with one given below] That's all, by default the notrees will all be set to 0, if a player wants to clear out trees/bushes just set it to a number other than 0 as described above. A few benefits to doing things this way.. 1st, should a base be removed or deleted, the trees are put back automatically, 2nd, should you not want players to put flags inside of trees? just set the default value in the SQL to 2, and now no flags in trees.
  14. geekm0nkey

    [Release] PVP Map Markers

    This mod creates a circle marker around all players online that meet the criteria (explained below). The marker radius and refresh time are adjustable. The purpose of this mod is to encourage PVP action on your server especially during low pop times. There is now a config.sqf in the root of the PBO with adjustable options. Here is a list of features. Markers only appear when players are actively holding a weapon, not in a territory, not in safe zone and not in a vehicle. Markers change color depending upon number of pop tabs on player. Blue = < 10k, Yellow = > 10k and Green = > 50k Adjustable markers update timer, default is 5 minutes. Adjustable marker radius defaults to 300 meters. Adjustable minimum and maximum players online to trigger markers. Adjustable marker icon. Adjustable marker text. Ability to exclude players from being marked. Happy PVP'ing SCREENSHOT: (note this is how i see myself, players do not see player marker inside the circle!) INSTALLATION: Download the file - pvpmapmarkers.pbo or pvpmapmarkers_dow.pbo (Ducks of War version) [USE ONE OR THE OTHER NOT BOTH!] Just drop the PBO file into your @ExileServer/addons folder, and your done.. UnPBO the file if you want to make any changes. Config file will be in the root of the PBO folder after it has been uncompressed. Disclaimer....!!!.... This has been somewhat tested.. There may have been conditions and situations I've overlooked. Anyone care to help be my guest.. SOURCE CODE: ( for those untrusting types... ) UPDATE #1: Added some RPT logging. UPDATE #2: New user markers are created 10 seconds after connection. Markers are removed immediately upon disconnect. Markers are removed 30 seconds after death. Lots of logging to RPT for those who like logs. Added config.sqf for user options. User customize-able delay and radius for the markers (see config.sqf file) User customize-able minimum and maximum player online trigger. UPDATE #3: Adjustable marker icon. Adjustable marker text. Change math that is used to calculate random placement of marker. Added toast messages to let players know when they are marked. UPDATE #4: Added a ducks of war version, changes are... Update marker every 30 seconds, must have a duck on person or in vehicle they are in. Otherwise they will not be marked. Goes without saying, you need to have Ducks of War installed and working before this version will work. UPDATE #5: Added ability to exclude players from being marked. FUTURE? Someone suggested I modify the code, to create a marker only when you have fired a weapon, and make it last say only for 2.5 minutes, or until you fire again.. Add code to activate markers only when a minimum and maximum number of players are online. ADDED!
  15. geekm0nkey

    [RELEASE] NoMo Trees

    Looks correct.
  16. geekm0nkey

    [Release] PVP Map Markers

    I have updated the original post, added an exclusion config option. Just add anyone's steam ID you don't want to track.
  17. geekm0nkey

    [Release] PVP Map Markers

    Comment out the lines that have pvp map markers active! Those should be the toast lines.
  18. geekm0nkey

    [RELEASE] NoMo Trees

    I don't use extDB3 (never really saw the benefit) but my changes should work in any existing overwrite you have that use the extDB3 protocol.
  19. geekm0nkey

    [RELEASE] NoMo Trees

    You are correct, let me update the original post, I later determined that, the insert overwrite was not necessary as when created, the notrees field auto populates with 0 "as it should". Also the createterritory change for the INI is also no longer necessary.
  20. geekm0nkey

    [Release] PVP Map Markers

    May try to add this... Basically would add a check for an admins steam id and skip them.
  21. geekm0nkey

    [RELEASE] CHOPPRAstats - Detailed PVP Stats Webpage

    I just have the default ones that @Rollo provided. But in theory any SQL result can be turned into a billboard.
  22. geekm0nkey

    [RELEASE] CHOPPRAstats - Detailed PVP Stats Webpage

    I like a few others couldn't get this to work at first. DB was correct, the overwrite was correct and the exile.ini was updated.. Yet no DB updates on kills and oddly no error messages. I finally figured out what was missing that made this not work.. First I'll share all the minor changes I made and the overall fix. Here is my SQL. I change the 'time' field to populate the date on record creation at the db side, not the script side. http://www.hatebin.com/blhbgtqvil Here is a copy of my kill feed overwrite which is a modified version @kuplion created. Added reference to zombie kills, if you use them. http://www.hatebin.com/kdfqfdmowy Here is the exile.ini that ended up fixing my issue.. Turns out you need to have the line "Number of Inputs = 7" added. Also took out the time stamp entry as i moved that to be created by the DB. Hope this helps anyone else who couldn't initially get this working..
  23. geekm0nkey

    [SOLVED] Vehicle Flip is a self destruct button

    Down side to that is, allows anyone to flip a player vehicle "with" them in it even if its right side up which will then turn off the engine? Still would like to figure out a way to let only the owner do this. So far no luck.
  24. geekm0nkey

    [SOLVED] Vehicle Flip is a self destruct button

    Ill look into those suggestions, didn't know about the towing trick, ill let them know that as well. but i also want to try the following to see if it will work, basically check to see if it's the vehicle owner and just shuts the engine off just prior to the flip. Haven't tested yet, as I'm at work, but will ask a player.. My last attempt i think made the if statement too complex, so making the suggestion @Z80CPU offered and just turning off the engine first may help.
  25. geekm0nkey

    [SOLVED] Vehicle Flip is a self destruct button

    @aussie battler I have a related issue, any idea how we can make it so that vehicle owners can flip a vehicle should it still be running? I have a few problem children who keep getting ejected from striders but can't flip them due to they are still running. This is what I think might work?