aussie battler

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aussie battler last won the day on January 1

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About aussie battler

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  1. aussie battler

    [RELEASE] Use DLC vehicles without the DLC.

    Too easy, thanks guys. Never knew that you could toggle DLC.
  2. aussie battler

    GADDvent Calendar

    Hey Monkeynutz Love this script & wanted it to work every day, not just at Christmas. Any ideas on giving a gift every day? I modified Claimgift.sqf but can't get the vehicle to spawn. I changed this: to My ClaimGift.sqf cheers.
  3. aussie battler

    [RELEASE] Use DLC vehicles without the DLC.

    If I add class GetInDLCGunner to config.cpp "Tank" & "Air" will it unlock gunner for DLC Tanks & Jets? I added it in & modified the script so I can see the new DLC menu "Get in". Owning all DLC myself, I can't tell if it works...
  4. aussie battler

    [UPDATE] VCOM AI (Exile 1.0.4)

    @Bob_the_K The latest version is 3.1 you can get it here: GitHub Discord Vcom AI 3.1 Mod Version Vcom AI 3.1 Script Version Vcom AI 3.1 Steam Version If you are on already on V3.1 head here & submit a issue ticket: https://github.com/genesis92x/VcomAI-3.0/issues Freddo has been doing a bit of work on Vcom lately & won't take long to reply. EDIT: + Download from Github, it is getting updated regularly: https://github.com/genesis92x/VcomAI-3.0 + You could just comment out: Vcom\Functions\VCM_Functions\fn_KnowAbout.sqf [VCM_fnc_KnowAbout], line 28  There is a problem with the code VCM_Debug not being defined. You dont need the line unless you are trying to debug Vcom. The line writes debug messages to your RPT log.
  5. aussie battler

    [RELEASE] Use DLC vehicles without the DLC.

    @Z80CPU Your argument is already answered by the email you posted from Bohemia's legal department. "We consider this script to be a grey area in our rules so for now we tolerate it". No mention of being a thief and you will burn in hell.
  6. aussie battler

    [RELEASE] Use DLC vehicles without the DLC.

    Great work Kuplion, nice release. This will save all the complaints from noobs buying DLC vehicles that dont own APEX.
  7. aussie battler

    Lootspawn rework

    hey @El Rabito What about spawning the crates in the normal loot position: _lootHolder = createVehicle [_crate, _lootPosition, [], 0, "NONE"]; spawn the loot closer to the crate: _lootHolder = createVehicle [_crate, _lootPosition, [], 0.2, "NONE"]; or have spawn the loot on top of the crate: private["_loot"] // line 12 _loot = objNull; // line 44 if (isNull _lootHolder) || (isNull _loot) then // line 52 _loot = createVehicle ["LootWeaponHolder", _lootPosition, [], 0, "CAN_COLLIDE"]; // line 367 _loot attachTo [_lootHolder, [0,0,-0.2]];
  8. aussie battler

    [Updated] R3F Logistics Exile (with CUP)

    @MrNeal You could compare the R3F "take supply box" to the Exile "move" function. The Exile "move" function handles it differently, like it is a base part. Had the same problem with disappearing items in the supply box and the supply box teleporting to their original install position. I had to make it so you cant install the Exile Supply Box in a base. Players would install and sell them at waste dump full of valuables. Next restart they would magically appear back at base, full of the same items. They have special voodoo powers. config.cpp:
  9. aussie battler

    ExAd v1.0.4

    @Super Jerome thanks for all your efforts, hope you still hang around the exile forums.
  10. aussie battler

    Chernarus 2035 Loot Buildings / Posistions

    Glad you worked it out. This is a great tool:
  11. aussie battler

    [Release] TNT - Terrible Nuke Territory

    @Mr.Raven Otherwise drop some default arma sounds in: https://community.bistudio.com/wiki/Arma_3:_SoundFiles acme_tnt.sqf (line 72 to 80) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _ambientSound = true; // <-- set to false if you want no sounds like sirens and falling bombs around 1000m of the nukezone _alarm1 = "A3\Sounds_F\sfx\alarm.wss"; _alarm2 = "a3\data_f_curator\sound\cfgsounds\incoming1.wss"; _alarm3 = "a3\data_f_curator\sound\cfgsounds\air_raid.wss"; _mortar = "a3\data_f_curator\sound\cfgsounds\incoming2.wss"; _sirendist = 1000; // distance sirens are audible at _dropdist = 500; // distance droppingsounds are audible at /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  12. aussie battler

    [Release] TNT - Terrible Nuke Territory

    @Mr.Raven Can you post your description.ext Maybe try this in your description.ext:
  13. aussie battler

    Chernarus 2035 Loot Buildings / Posistions

    @Ivan Makarov I just found it on Github for you, I havent tested it. Drop the file on a test server & see if it works. If it doesn't work use Notepad++ https://notepad-plus-plus.org/download/v7.6.1.html Then run a find & replace in notepad++, its a quick job. eg: Running find & replace in Notepad++ find this: : Military { Replace with this: { table = "Military"; Run it for all the tables Tourist, Military , Medical, VehicleService, CivillianLowerClass etc
  14. aussie battler

    Help. Chernarus 2035 Loot positions

    https://github.com/aussie-battler/Chernarus-2035-Loot-Building-Posistions
  15. aussie battler

    Chernarus 2035 Loot Buildings / Posistions

    https://github.com/aussie-battler/Chernarus-2035-Loot-Building-Posistions