Overside 0 Report post Posted November 14, 2018 Hi! Can someone help added this script on exile? http://www.armaholic.com/page.php?id=24088 Share this post Link to post Share on other sites
Beowulfv 305 Report post Posted November 14, 2018 Add the following into your discription.ext file: class CfgFunctions { #include "AIS\cfgFunctions.hpp" }; #include "AIS\Effects\BarDlg.hpp" if you already have class CfgFunctions in your description file then only add in #include "ASI\cfgFunctions.hpp" drop in the ASI folder into your mission folder. Repack the folder into a PBO and launch. Pretty basic. Share this post Link to post Share on other sites
NFGCaboose-1 30 Report post Posted November 16, 2018 (edited) @Overside did you get this to work properly? Edited November 17, 2018 by NFGCaboose-1 grammar Share this post Link to post Share on other sites
Overside 0 Report post Posted December 2, 2018 (edited) / Edited December 2, 2018 by Overside Share this post Link to post Share on other sites
Overside 0 Report post Posted December 2, 2018 On 11/17/2018 at 1:53 AM, NFGCaboose-1 said: @Overside did you get this to work properly? Not worked for me, no dialog menu for dead body Share this post Link to post Share on other sites
NFGCaboose-1 30 Report post Posted December 2, 2018 @Overside I figured as much, commands probably need to be entered in the CfgInteractionMenus to give you the ability to perform the functions. Share this post Link to post Share on other sites
Brenner 114 Report post Posted December 11, 2018 (edited) I enabled it on all units cause was using a local server with only me online for preliminary testing probably need to do something more to enable all AIS functions, but it's beyond my comprehension lvl atm description.ext Spoiler class CfgFunctions { #include "AIS\Core\cfgFunctions.hpp" #include "AIS\System\cfgFunctions.hpp" #include "AIS\Effects\cfgFunctions.hpp" #include "AIS\Damage\cfgFunctions.hpp" }; #include "AIS\Effects\BarDlg.hpp" //last row init.sqf Spoiler if (!isServer) then { [] execVM "AIS\Core\fn_aisInitHost.sqf"; }; if(hasInterface) then { [] execVM "AIS\Core\fn_postinit.sqf"; }; screenshots Spoiler Keep getting this in my rpt (no longer sure if client or server (zzz -,-)) Scripting function 'bis_fnc_call' is not allowed to be remotely executed Edited December 11, 2018 by Brenner 1 Share this post Link to post Share on other sites
DanteMccloud 7 Report post Posted December 25, 2018 (edited) On 11/14/2018 at 1:59 PM, Beowulfv said: Add the following into your discription.ext file: class CfgFunctions { #include "AIS\cfgFunctions.hpp" }; #include "AIS\Effects\BarDlg.hpp" if you already have class CfgFunctions in your description file then only add in #include "ASI\cfgFunctions.hpp" drop in the ASI folder into your mission folder. Repack the folder into a PBO and launch. Pretty basic. Seems that isn't all that is needed though.. for Exile it seems to have either no compatibility or more steps that are required. I On 12/10/2018 at 5:49 PM, Brenner said: I enabled it on all units cause was using a local server with only me online for preliminary testing probably need to do something more to enable all AIS functions, but it's beyond my comprehension lvl atm description.ext Hide contents class CfgFunctions { #include "AIS\Core\cfgFunctions.hpp" #include "AIS\System\cfgFunctions.hpp" #include "AIS\Effects\cfgFunctions.hpp" #include "AIS\Damage\cfgFunctions.hpp" }; #include "AIS\Effects\BarDlg.hpp" //last row init.sqf Hide contents if (!isServer) then { [] execVM "AIS\Core\fn_aisInitHost.sqf"; }; if(hasInterface) then { [] execVM "AIS\Core\fn_postinit.sqf"; }; screenshots Reveal hidden contents Keep getting this in my rpt (no longer sure if client or server (zzz -,-)) Scripting function 'bis_fnc_call' is not allowed to be remotely executed Did you have any further luck on this with Exile? I can't get AIS to even give me options or markers sadly. I assume it likely needs something Class Identify: section of the Config.cpp similar to the way Enigma Revive works. Edited December 25, 2018 by DanteMccloud Share this post Link to post Share on other sites
Brenner 114 Report post Posted December 25, 2018 Spoiler 7 hours ago, DanteMccloud said: Seems that isn't all that is needed though.. for Exile it seems to have either no compatibility or more steps that are required. I Did you have any further luck on this with Exile? I can't get AIS to even give me options or markers sadly. I assume it likely needs something Class Identify: section of the Config.cpp similar to the way Enigma Revive works. Sadly, RL kicked in so I didn't have time to pursue it. Share this post Link to post Share on other sites
DanteMccloud 7 Report post Posted January 1 I currently have it mostly working, just need to do a few more tweaks and if I manage to get it seemless I'll happily share with y'all. Need to get the Zombies from Ravage to deal damage as it currently stands they can wack you all day and nothing happens... Then also need to get the FAK working as it auto changes FAK to "Bandages (basic)" and they are not usable lol. a few other tiny details but that is the majority of it. 2 1 Share this post Link to post Share on other sites