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WURSTKETTE

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About WURSTKETTE

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  1. Welches Script hast du denn zuletzt genutzt? Was spricht RPT + EXTDB LOG? Welche Scripts/Addons laufen noch auf dem Server?
  2. It doesn't even sell the exileitems or only the rhs? You didn't added RHS to the traders yet, you only defined prices for the traders.
  3. Another quality addon by @[RG] Salutesh If i want to use hardcoded terrainobjects (HIDE), shouldn't be the hard to implement the "ExileClient_util_model_getLookAt" function into the script - do you have any plans to do so or would that be something we could do due to a pull request? peace
  4. No clue whats the problem on your end, RPT is located in where you store it (launchparameter?) if not then prolly in profile folder. Some pbotools are wonky and not packing up correctly sometimes, could be also an issue. Just go with "ExileServer_object_vehicle_carefulCreateVehicle.sqf" and creater an overwrite as suggested. /** * ExileServer_object_vehicle_carefulCreateVehicle * * Exile Mod * www.exilemod.com * © 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/. */ private["_vehicleClassName", "_position", "_direction", "_usePositionATL", "_temporaryPositionInOuterSpace", "_vehicleObject"]; _vehicleClassName = _this select 0; _position = _this select 1; _direction = _this select 2; _usePositionATL = _this select 3; _temporaryPositionInOuterSpace = [ (_position select 0) - 250 + (random 500), (_position select 1) - 250 + (random 500), 1000 + (random 1000) ]; _vehicleObject = createVehicle [_vehicleClassName, _temporaryPositionInOuterSpace, [], 0, "CAN_COLLIDE"]; _vehicleObject allowDamage false; _vehicleObject removeAllEventHandlers "HandleDamage"; _vehicleObject addEventHandler["HandleDamage", {false}]; _vehicleObject setVelocity [0, 0, 0]; if ((typeName _direction) isEqualTo "ARRAY") then { _vehicleObject setVectorDirAndUp _direction; } else { _vehicleObject setDir _direction; }; if (_usePositionATL) then { _vehicleObject setPosATL _position; } else { _vehicleObject setPosASL _position; }; _vehicleObject setVelocity [0, 0, 0]; _vehicleObject allowDamage true; _vehicleObject removeAllEventHandlers "HandleDamage"; _vehicleObject setDamage 0; clearBackpackCargoGlobal _vehicleObject; clearItemCargoGlobal _vehicleObject; clearMagazineCargoGlobal _vehicleObject; clearWeaponCargoGlobal _vehicleObject; if (_vehicleClassName isKindOf "I_UGV_01_F") then { createVehicleCrew _vehicleObject; }; if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "nightVision") isEqualTo 0) then { _vehicleObject disableNVGEquipment true; }; if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "thermalVision") isEqualTo 0) then { _vehicleObject disableTIEquipment true; }; if(_vehicleClassName == "B_Heli_Light_01_armed_F") then { _vehicleObject addWeaponTurret ["M134_minigun",[0]]; _vehicleObject addWeaponTurret ["M134_minigun",[-1]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[0]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[0]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[0]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[0]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[0]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[-1]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[-1]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[-1]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[-1]]; _vehicleObject addMagazineTurret ["2000Rnd_762x51_Belt",[-1]]; _vehicleObject addWeaponTurret ["CMFlareLauncher",[0]]; _vehicleObject addWeaponTurret ["CMFlareLauncher",[-1]]; _vehicleObject addMagazineTurret ["60Rnd_CMFlare_Chaff_Magazine",[0]]; _vehicleObject addMagazineTurret ["60Rnd_CMFlare_Chaff_Magazine",[-1]]; }; _vehicleObject
  5. Look RPT for Errors, post the exact overwrite you smashed into the file. But instead of going to replace the whole file thru exile_server.pbo, goto missionfile.pbo/config.cpp - find CfgExileCustomCode and just put a overwrite in there. class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon/myfunction.sqf"; */ ExileServer_object_vehicle_carefulCreateVehicle = "yourpath/tothefile/ExileServer_object_vehicle_carefulCreateVehicle.sqf";
  6. Die Dialoge lassen sich überschreiben, ist allerdings nicht nötig - denn der Dialog so wie er ist, passt, den kann er doch weiter verwenden: ExileClient_gui_payTerritoryProtectionMoneyDialog_event_onTerritoryDropDownSelectionChanged Einfach das Poptabsymbol durch ein Respektsymbol ersetzen oder direkt Respect hinschreiben, fertig ist die Kiste.
  7. ExileServer_system_territory_network_payTerritoryProtectionMoneyRequest ExileClient_gui_payTerritoryProtectionMoneyDialog_event_onTerritoryDropDownSelectionChanged Ganz grob: ExileMoney, wird ExileScore / setPlayerMoney wird setAccountScore und dann halt noch die ganzen Dialoge anpassen. Bin gerade etwas faul aber ich denke das bekommst du hin!
  8. As said, you can put the function anywhere - this includes xm8 call ExileClient_gui_registerClanDialog_show
  9. Ehm...How? Just set the price of registration to 0 Poptabs, you can also put the function to create a familie anywhere.
  10. Yes and no. You'r right, it's related to thirst and hunger but it's also related to isBleeding. You can look it up in ExileClient_object_player_stats_update.sqf: ExileClientPlayerIsBleeding = isBleeding player; if ((ExileClientPlayerAttributes select 2) == 0 || (ExileClientPlayerAttributes select 3) == 0 || ExileClientPlayerIsBleeding) then { ExileClientPlayerAttributes set [0, ((((ExileClientPlayerAttributes select 0) - ExileClientHealthDecay * _timeElapsed) min 100) max 0)]; }; If your hunger or thirst hits 0 then ExileClientHealthDecay will take effect. If you'r bleeding, ExileClientHealthDecay takes also effect. So playing around with healthDecay in missionfile/config.cpp, will effect the healthlose for hunger/thirst & BLEEDING. You could seperate bleeding from thirst and hunger: ExileClientHealthDecayBleed = getNumber(missionConfigFile >> "CfgPlayer" >> "healthDecayBleed"); if ((ExileClientPlayerAttributes select 2) == 0 || (ExileClientPlayerAttributes select 3) == 0) then { ExileClientPlayerAttributes set [0, ((((ExileClientPlayerAttributes select 0) - ExileClientHealthDecay * _timeElapsed) min 100) max 0)]; }; if (ExileClientPlayerIsBleeding) then { ExileClientPlayerAttributes set [0, ((((ExileClientPlayerAttributes select 0) - ExileClientHealthDecayBleed * _timeElapsed) min 100) max 0)]; }; // In minutes ammount of time it takes to go from 100 - 0 if stationary hungerDecay = 900; thirstDecay = 600; // Damage taken from 0 (health||thirst)/sec healthDecay = 1.0; // Damage taken when bleeding healthDecayBleed = 1.0; // Health regen if over BOTH thirstRegen = 90; hungerRegen = 90; // IF above meet recover HP%/MIN recoveryPerMinute = 2; Keep in mind, in vanilla exile YOU'R NOT start bleeding when get hit by player bullets. Bleeding only kicks in when hit by AI or thru any other environment damage (falldamage, crashdamage). You could change that thru an overwrite for ExileClient_object_player_event_onHandleDamage.sqf tho.
  11. _location=[x,y,z]; _radius=5; //radius in metern _terrainobjects=nearestTerrainObjects [_location,[],_radius]; {hideObjectGlobal _x} foreach _terrainobjects; Falls du gleich nen ganzen Wald platt machen willst, versteckt allerdings ALLE object im given radius.
  12. So, why don't just remove fueltrucks?! What's the purpose having fueltrucks in the game, when you even can't use them? You want them, to use with money? You wanna use them only when they have fuel? I would say, remove them - make missions (rare/hardcore missions) where you can get them - so it's a special item in the game. Workaround, wich should be workin is - spawn all fueltrucks with setFuelCargo 0;
  13. What do you mean, with "fuel"? Will see if i find something, gimme a few
  14. // Disabled stock refueling at fuel trucks / gas pumps. AVS_DisableStockRefuel = true; // Use AVS Refuel System AVS_RefuelSystemActive = true; @Razor77
  15. mpmissions/Exile.Chernarus/ExAdClient/XM8/Apps/CHVD/config.sqf CHVD_maxView = 12000; //0-12000 CHVD_maxObj = 12000; //0-12000 And you also have to change in infistar config the viewdistances / objectdistance values too.