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Showing content with the highest reputation since 05/14/19 in all areas

  1. 7 points
    Dynamic Air Patrol Event: This script creates an air patrol event in which a random plane is spawned, flies around for a few minutes before an interceptor launches and chases the patrol. Once down, a Quick Reaction Force chopper launches to search for survivors and secure the site. This is the base mission from @John. It has been modified to run until it successfully launches a rescue mission, has been optimized to reduce impact on performance, and had several issues corrected that were causing some problems. Also added in the ability to customize for your specific content (easy to change out patrols, interceptors, and loot helis), new AI logic, some special effects and a few other features. Enjoy! Features - Highly customizable, you can modify it to use any content - Randomized content, different mission and experience every time. - Cool way to offer heli’s as loot Link to GitHub <=- Download from here Installation 1. Copy the folder "DAPE" to the root of your mission folder (ex. Exile.Altis) 2. Edit your init.sqf in the root of your mission folder and add the following line to the bottom: [] execVM "DAPE\DAPE.sqf"; // Dynamic Air Patrol Mission Re-PBO your mission file and you're good to go. Credits: Thanks to @John for his "Dynamic Air Patrol / Interceptor Event" script. This was the original inspiration and the basis for this code.
  2. 1 point
    ** All credit to the exile mod team for the code, this is just a simple edit and override ** This override addresses the common issue of players burying their flags deep into the ground, rocks, existing map structures or, other terrain by very simply increasing the height on the flag pole from which you can successfully steal it. In your mission file's config.cpp add the following line to your class CfgExileCustomCode section: //Steal Flag Height ExileClient_action_stealFlag_condition = "overrides\ExileClient_action_stealFlag_condition.sqf"; So it looks like this: 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"; */ //Steal Flag Height ExileClient_action_stealFlag_condition = "overrides\ExileClient_action_stealFlag_condition.sqf"; }; Then create a file called ExileClient_action_stealFlag_condition.sqf and copy the text below inside it: /** * ExileClient_action_stealFlag_condition * * 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/. */ /* Steal flag height adjustment to 4m from default 1.5m to prevent burying exploit by BaroN of GoG's World http://www.gogsworld.com/home */ private["_flagObject","_result","_buildRights"]; _flagObject = _this; _result = ""; try { if (isNull _flagObject) then { throw "Invalid flag object"; }; if ((_flagObject getvariable ["ExileFlagStolen", 0]) isEqualTo 1) then { throw "Cannot steal a flag twice!"; }; if ((_flagObject distance2D player) > 2) then { throw "You are too far away!"; }; if (((getPosASL player) select 2) > (((getPosASL _flagObject) select 2) + 4)) then { throw "You cannot steal flags at the top of the pole!"; }; _buildRights = _flagObject getVariable ["ExileTerritoryBuildRights",[]]; if ((getPlayerUID player) in _buildRights) then { throw "You cannot steal your own flag!"; }; } catch { _result = _exception; }; _result Place this file inside your overrides folder in your mission folder. If you don't have one, simply create one. You can put the file in any other folder you have like; fixes, custom etc. but, remember to change the address in your config.cpp custom code section. The steal height I have changed to in the above file is 4m. You can change that to whatever you want. The exile default is 1.5m. To change it to a different height edit the number 4 from the new file above on this line: if (((getPosASL player) select 2) > (((getPosASL _flagObject) select 2) + 4)) then ** Please note that at 4m players will need a 2 story base to cover their flag. A single story base will allow raiders to steal the flag from the roof of the base if the flag is at ground level and the first storey is also at ground level. So, please test what height works for you **
  3. 1 point
    As long as the -mod line is in quotes, you shouldn't have to worry about spaces. Ex: "-mod=@mod1;@mod for long spaced names;@mod3;"
  4. 1 point
    You're very welcome @Knocks - I'm getting very positive feedback on my server regarding your work here If you're going to add a mission cleanup, can I add to the wish list and see if the mission could respawn at a random period once the cleanup has occurred? Thanks mate, appreciate it!
  5. 1 point
    @XcaptharlockX - What @Beowulfv stated, as you have found out is true. One thing though you CAN use mod names with spaces in them. It is 'tricky' to do it right, otherwise, if you screw it up, you will have what you had. Yes, you can do it - BUT NEVER DO IT! Save yourself time and trouble and do one of the following: #1 - 'Run the names together'; e.g 'Mod 1 Here' becomes 'Mod1Here' #2 - Use the underscore (_) character in place of the SPACE character; 'Mod 1 Here' becomes 'Mod_1_Here'. Use can actually use ANY alphanumeric symbol minus the SPACE character. #3 - Just give it a new name! e.g. 'Mod 1 Here' becomes 'Hello' The mod name is NOT important as long as the parameters for the mod match the folder name.
  6. 1 point
    Hah, no. Thanks for the reminder. Let me think that one through. Since there is no underlying mission system I would need to add a mini heartbeat checker. No problem, just have to think it through. Thanks for the feedback.
  7. 1 point
    Hey have to say this is a cool script - adding a living element to the server. One question though, once the AI have been killed and the chopper taken, is there a mission cleanup to remove the map icon?
  8. 1 point
    @aussie battler All good brother, got it fixed.. Andrew actually pointed out the secondary hook not firing, I verified all files, re-pbo'd and its working again. I did get the error again once just a bit ago but died/respawned and it was working again, at the time I was moving my primary to secondary and getting hit by a zombie at the same time, this is the pastebin: https://pastebin.com/znGhBp2Y Anyways, it seems to be working, just played for about 2 hours, swapping weapons like I would do normally and besides the .paa errors that it cannot display certain attachments, it worked great!
  9. 1 point
    @chaveezy post your ExileClient_object_player_event_onInventoryOpened.sqf
  10. 1 point
    but you can ;D @Keon Disaster I will just repeat what I was seeing as a response to similar questions, both here and on Discord: make sure your server works only with Exile mod make a backup add one mod or script and make sure it works properly make a backup add another mod or script and make sure it works properly make a backup repeat steps 5. and 6. as many times as needed. Don't get me wrong, I am not saying it is impossible to change map with existing mods and scripts, but if you are not armed with lots of experience and know exactly what, and where, and why, this will be much faster and safe method, that will save you a lot of headbangin on your keyboard. If you run on a problematic mod, or something is messed up in the process (and it happens to the best too) you can always restore previous backup and try again without repeating the process. Never used Ace, but I heard it needs modules to be added to mission, beyond that I will let more experienced folks to give you advice. Hitting invisible wall, never had such an experience, but it definitely does not sound right. I have rebuild my server many times over (and several others), and am hunting errors since I started, so I am telling you that sometimes it is much easier and faster to rebuild than to chase an unknown error. Good luck.
  11. 1 point
    Thanks to you @Knocks and @John for this!
  12. 1 point
    @Horbin was generous enough to allow me to continue the development of the Fulcrum Mission System (FuMS) and we have just pushed the updated version of FuMS to his GitHub site, which is here: CURRENT VERSION: 0.420 RELEASE DATE: 04/20/19 https://github.com/horbin/FuMS-HC-Exile NOTE: I recommend you reinstall the system, then add your custom content. If you want to submit content please do and I’ll add to base system. IMPORTANT!!!: I didn't fine tune the loot (YET). You should go through the loot tables and make your own custom loot. I have included examples and comments in the file LOOTDATA.SQF in the Theme directories to show you how. They are VERY generic. If the author had provided custom loot files, I tried to incorporate those as well. Don't be surprised if a difficult mission has crappy loot, it's not the authors fault. I will fix this is the next release. I just wanted to get the update out ASAP, but I am updating all loot tables now You can read more about this awesome mission system here in the main thread. And here is some info about what makes this such a cool mission system So far, the following issues have been resolved: 1. Exile Toast notifications and SystemChat messages have been added to address the issue of Global Hints being blocked 2. AI aggression has been updated to correct issues that occurred after the last major update to Arma 3. Poptabs have been added to soldiers and loot chests 4. Minor tweaks and corrections While this is great progress, there is more work to do to repair some of the base functions. Additionally, i would like to expand the system and activate as many of the features as we can. This thread is dedicated to that process and will include several additional posts to track new features, showcase videos and bug tracking. I will offer support while I can, but as this is a work in progress, it's still sort of rough. This is not really intended for beginner admins until we really polish the system up, but it is not difficult to set up at all, and works out of the box. All feedback and testers are welcome, but understand this is a labor of love. We're all just trying to have fun so let's keep it positive. -WW (TheOneWhoKnocks) Special thanks: The following people have been instrumental in this process and I wanted to recognize them for their efforts: Programming: @Horbin - The creator of FuMS Testing and Support: @Brenner - Thanks for all the help supporting guys getting the system running. Contributors: @red_ned @GolovaRaoul @=CF=Dragunov @HeadlessRocket @Mythbustar @Kimi_Hunter Thanks for allowing me to port over your missions. This was critical in pinpointing issues and expanding the system to maximize your content.
  13. 1 point
    that worked thanks for your help, doing this on barely any sleep while being sick was probably not the best call
  14. 1 point
    Alright, in your batch file you have spaces for some of your mod names. Don't use spaces. Example is for Extended Fortifications Mod you have "@Extended_Fortifications Mod". I don't know why you started using the under scores then stopped, but it's causing problems. So just do @Extended_Fortifications_Mod. Same thing for @Extended Base Mod should be @Extended_Base_Mod. It should finish reading the rest of your batch file after that. Let me know if that Description error goes away after that. It could be it's trying to load a failed mission and so you're also getting that return error.
  15. 1 point
    Yeah convoy's are still buggy, I need to build better logic for finding roads and spawning properly. I'm wrapping up some other updates and I'll make my way back to that element. Glad you like the system, it's been fun working on it and adding in cool features. The heli drop script works great now and I'll add that as soon as I finish off a few other additions. Any feedback on the other missions is appreciated
  16. 1 point
    All issues have been corrected (except the building one, still can’t find that one) and will be pushed to github once I finish the ability to give vehicles as loot! This is a cool feature that now air drops your prize after the mission completes.
  17. 1 point
    There looks like several issues. It would be more helpful to put the whole file in, not just the errors. Don't worry about this one. I need to fix this dumb error but it doesn't impact the server (I don't think) I think I know what is causing this, let me work on it. Thanks! This is a legit bug, thanks! I need to look at it more. Does it stop the missions from spawning or anything? This looks like a problem with mapping a building in. Did you change anything that would help find this? This is a normal error, tried to put too many people in a vehicle This one happens sometimes. No worries. I think it has something to do with random spawns
  18. 1 point
    @aussie battler I tried that and it still deletes it. After further investigation I found that it happens anywhere, doesn't have to be a safe zone. Once you get out of the vehicle that you are using to tow the towed vehicle vanishes. I love the performance of Occupation but this one little problem is killing it. Right now I am running Occupation for crate missions and disabling the roaming AI and then using A3XAI for roaming and the problem stopped but A3XAI bogs down the server. Gonna give FUMS a try and see if it handles better. Thanks for your help.
  19. 1 point
    Arma barely runs on most PC's, how it would run on a phone is beyond me It could possibly be done somehow with a dll to remoteExec export a screen shot from the camera (somehow) to a webserver, but I doubt it could handle video
  20. 1 point
    First post updated, and GitHub master branch has been updated. Here are the major updates: I'll be porting more missions as time allows, and then I'll move on to static missions for other maps. I only have base server running as my dev box so no access to other maps, but I'll add that also. If you know of other mission creators that I missed, please let me know.
  21. 1 point
    I dont know if this is already known, but i think a found problem in VemFr One orginal post from wolfkillarcadia from this thread BI changed removeAllEventHandlers "MPKilled"; to removeAllMPEventHandlers "MPKilled"; I got further from VEmFr this rpt. error and i start to search (i was not sure that VemFr was the reason for this log entry but i suppose it because the name : Fr_fnc_scriptPath) and found it in this file: fn_spawnInvasionAI.sqf on the end of the line 84 VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllEventHandlers 'MPKilled' } " ]; and i've changed them to VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' } " ]; later i will test if the error in the rpt. log of vemFr is gone EDIT: there is one more location where you have to change removeAllEventHandlers "MPKilled" to removeAllMPEventHandlers "MPKilled"; the other file (fn_spawnVEMFrAI.sqf) is located at: a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf
  22. 1 point
    Hello, can't use SDAR underwater. Someone has a solution please?
  23. 1 point
    If you have players rolling up to other vehicles in trader, then flipping theirs to launch other players vehicles, made a simple fix Pull ExileClient_object_vehicle_flip.sqf from the client files into your mission folder In class CfgExileCustomCode add ExileClient_object_vehicle_flip = "ExileClient_object_vehicle_flip.sqf"; Open that file, after _vehicle = _this select 0; Add _nearestVehicles = count nearestObjects [player, ["LandVehicle","Tank","Air","Ship"], 10]; if((ExilePlayerInSafezone) && (_nearestVehicles > 1)) exitWith { ["ErrorTitleOnly", ["Other vehicle in close proximity"]] call ExileClient_gui_toaster_addTemplateToast; false };
  24. 1 point
  25. 1 point
    Yes. My magicball said, all good...care to share merged files and errors?
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