aussie battler

  • Content count

  • Donations

    10.00 EUR 
  • Joined

  • Last visited

  • Days Won


Everything posted by aussie battler

  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: 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: + 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: 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++ 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
  15. aussie battler

    Chernarus 2035 Loot Buildings / Posistions
  16. aussie battler

    [Release] TNT - Terrible Nuke Territory

    @Mr.Raven Do you have the sound files in your mission directory going to the correct path? Sounds\siren1.ogg Sounds\siren2.ogg Sounds\siren3.ogg Look for an error in your logs.
  17. aussie battler

    The proper way of editing difficulties in detail

    @Razor77 Credits to Kuplion, nice work.
  18. aussie battler

    [RELEASE] Multiple Map Support

    Looks good, thanks for sharing. I am going to try it on default Arma3 maps & have them share the same mods / commandline. That way it hopefully is all automatic, every restart you have a different map. Then use this in config.cfg class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; Maybe I'll have to do a custom class missions. Ill let you know if it works.
  19. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    Anomaly & Creatures Pack by Alias modified for Arma3 Exile by @aussie battler If you like this script please support Alias: Become a Patron Donate a dollar or two to Alias & keep more mods coming Original scripts can be found here: Shout out to @kuplion who gave me the idea to add random objects & smoke into these missions. About this script: The script places random ToXic field missions on any map with soldiers & anomaly creatures protecting a loot crate. The four creatures are Farty, STRIGOI, Sparky & the Screamer. All creatures can be destroyed with explosives, under-barrel launchers or grenades. It is very easy to install. Farty is a smelly green slug creature that appears from the ground to spit toXic goo on it's enemies. Sparky is at every mission protecting the loot crate. It creates electrical shock waves when someone comes to collect the reward. The Screamer is an ancient statue that screams sonic waves at it's enemies. STRIGOI a spectre that runs at lightening speeds with the abilty to jump into tree tops for cover. Flamer a fire demon that shoots fire balls and sets the ground of it's enemies on fire. The soldiers guarding the mission include up to 4 guards, two static guns and an armed vehicle. The loot in the crate includes a variety of Exile items plus $500 to $20000 poptabs. Requirements You must have Exile, Dms & Occupation installed for this to work. Exile Exile Dms mission System by @Defent: Exile Occupation by @second_coming: Edit files with Install Download & instructions here: Exile mission file - Unpack your mission file and drop the folders Al_Farty, Al_screamer, Al_spark & sound in your mission default directory. Edit your description.ext and and add the following: If you already have a class CfgSounds just add these lines to it: Repack your mission file & that bit is done. a3_exile_occupation - Open @ExileServer\addons\a3_exile_occupation\config.sqf and: Just below"SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes. Paste in the Fart Setup (ToXic Slug), Screamer Setup & Spectre Setup (Strigoi) code. Turn off Anomalies by setting the first line in each section to false. You can also configure each anomaly to your liking. Change the loot gear by searching for SC_LootCrateItems, here is mine: Drop the files deleteMapMarkers.sqf, occupationFarty.sqf, occupationScreamer.sqf, occupationFlamer, startOccupation.sqf into your @ExileServer\addons\a3_exile_occupation\scripts folder. Add this to your mission's initserver: JOB DONE, sit back and have a beer. Optional Mods Change the soldier's uniform in occupationFarty.sqf & occupationScreamer.sqf Add a weed crop by uncommenting CUP_A2_p_fiberplant_ep1 in occupationFarty.sqf & occupationScreamer.sqf Harvest the weed adding this cool script by @GolovaRaoul Change the loot $$cash$$ amount search for: in occupationFarty.sqf & occupationScreamer.sqf I have shown an example in initserver.sqf of how to start the missions at night. UPDATES: 25.05.18 + Thanks to @VipWip we now have no spamming in the logs. You will need to update your screamer file here: + Sparky now deals damage, you need to update this file: + Make a Radiation Field at the mission. Thanks to the idea from @ItsDutch you can now make the ToXic field a radiation zone. You will need to wear a gas mask to enter the zone. 1. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationFarty.sqf change lines 43 to 50: 2. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationScreamer.sqf change lines 43 to 50: 3. In Exile.mission\config.cpp UPDATE 30.05.18 Added a new Alias Anomaly, Strigoi. Added a the ability to turn Anomalies on/off in @ExileServer\addons\a3_exile_occupation\config.sqf Cleaned up the sound folder so you can delete sounds to Anomalies that you don't want to use. Made it easier to see which anomaly is loading up in the logs. Sparky now deals damage, players can wear / have a protective item to avoid it. The protection is defined in Exile.Mission\\AL_spark\al_orb_move.sqf in line 6: obj_prot_sparky = "H_PilotHelmetFighter_B"; // I set it to the helmet worn by the mission ai. Thanks to Alias for sharing his Anomaly scripts. Update 5.06.18 Configured an easy setup for each Anomaly in: @ExileServer\addons\a3_exile_occupation\config.sqf Added toast success hint at the end of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts\deleteMapMarkers.sqf Anomalies wont depawn when the map marker deletes (except for Farty). I extended the player detection range for Farty so you can't run in & delete the map marker (removing the Farty Slug). Updates 26.11.18 Randomly spawn one of the Anomaly missons on each server restart found in: @ExileServer\addons\a3_exile_occupation\startOccupation.sqf Added toast messages at the start of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts occupationFarty.sqf, occupationFlamer.sqf, occupationScreamer.sqf, occupationSpectre.sqf. Changed the sparky code to deal damage if you dont wear the protective helmet. Added the Flamer mission.
  20. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    @Kflo01 description.ext should look like this: class CfgSounds { #include "sound\sound_farty\sound.hpp" #include "sound\sound_screamer\sound.hpp" #include "sound\sound_sparky\sound.hpp" #include "sound\sound_strigoi\sound.hpp" #include "sound\sound_flamer\sound.hpp" };
  21. aussie battler

    Bomb Jacket && Use Radio Blow

    @[x] cit that looks good. Dont forget the description.ext class CfgSounds { class Akuba { name = "Akuba"; sound[] = {"\Custom\Akuba.ogg", db+5, 1}; titles[] = {}; }; };
  22. aussie battler

    Bomb Jacket && Use Radio Blow

    @ATU.Lasthope grab the sound files from this arma3 suicide bomber script: Drop the sounds in your mission folder & change the names of the sounds / directory in your description.ext. boom boom mofo
  23. aussie battler


    Great work @Beowulfv love the pistol whip animation, nice touch.
  24. aussie battler

    scary wolf mask

    Add this mod to your server: The wolf mask is in the GTA mod:
  25. aussie battler


    It does work, I managed to drag a dead player with it. I probably didnt explain this bit well: Find class CfgExileCustomCode in your mission config.cpp and add: Drop this file into the drag folder that you created: custom\drag\ExileClient_object_handcuffs_use.sqf