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Everything posted by Chernaruski

  1. Chernaruski

    Extended Base Mod

    just thinking out loud : What about your mission.sqm does it have "extendedbase" in addOns[]= ? All parts are in DB , but not shown after restart? Recheck you loading the mod correctly and check for RPT DB related errors
  2. Chernaruski

    [Updated] ExileReborn - A complete survival package

    You can comment out everything related to zombies in function init/compile/config file (client+server side). Just search through it and // it out. Thats what I did.
  3. Chernaruski

    Translate Exile to others language

    @WolfkillArcadia Do I have your blessing to translate 1.0.4 to Russian? I don't care how many code lines are there. The only thing I was wondering if its allowed to begin with. I want to start from: exile_client & exile_server, and then move to items descriptions etc. I preffer to translate the hardcode, so the final outcome will be exile_client_ru & exile_server_ru
  4. Chernaruski

    AVS - Advanced Vehicle System

    How and where can I change ammo related DB insert of a newly created persistent vehicles to prevent DB related errors? Or maybe completely cut out ammo related code, since I don't use militarized vehicles at all...? ALTER TABLE vehicle ADD ammo text NOT NULL; UPDATE vehicle SET ammo='[]' The above code, only changes the already created persistent entries and must be done manually via sql query, but when some of the persistent vehicles destroyed , new ones automatically spawned with their ammo data empty (see the attached screenshot , two bottom lines) and not with " [] " entry. Which creates AVS error "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database."
  5. Chernaruski

    [RELEASE] Missile warning for all vehicles

    Any example screenshots? Remember seen something similar at Stokes store
  6. Chernaruski

    Inventory Sounds

    Exile client files I overwrite are: Bag open sound - ExileClient_object_player_event_onInventoryOpened.sqf Bag closes sound - ExileClient_object_player_event_onInventoryClosed.sqf Pickup sound (the one when the hand icon appears) - ExileClient_object_player_event_onTake.sqf Drop item - ExileClient_object_player_event_onPut.sqf
  7. Chernaruski

    [Updated] ExileReborn - A complete survival package

    Yeah, I am , as I said: with infistar off , features such as bleeding & knock out are working for players and admin. When its on , it works only for an admin. All I can think of is that infistar gives admin full access to execute ExileReborn commmands and scripts. When the players are restricted for some reason. You @infiSTAR and team of your mods, recommended me to add functions to remoteExec. I've tested it, before contacting you on Discord, without luck. To be more specific, here is the function Knock out and Exile related overwrite. So I'm trying to get to bottom of this and make it work with infi on.
  8. Chernaruski

    Brama Cookbook ( Solved )

    I was wondering , how can we make it have both Search Box and Categories ?
  9. Chernaruski

    [Updated] ExileReborn - A complete survival package

    Anynone knows how to allow ExileReborn functions to run with @infiSTAR ? When I'm logged in as admin, all ExileReborn features such as bleeding, knock out, etc working for me. Players report they don't have it. Then I decided to test things without infi and everything worked just fine for both of us. So I guess, I need to allow some of the ExileReborn function to be executed , not sure which one tho... Anyone got ExileReborn running with infiStar ?
  10. Chernaruski

    ExAd v1.0.4

    I tried them too , same result as with files from 1-st post. The only thing I can think off , is its possible it somehow clash with infistar apps, but I've read it shouldn't and if you have enough app free slots they should work correctly independently. @Brenner its in config.cpp I didn't post the whole file , but be sure its 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"; */ ExileClient_gui_xm8_slide = "ExAdClient\XM8\CustomCode\ExileClient_gui_xm8_slide.sqf"; ExileClient_gui_xm8_show = "ExAdClient\XM8\CustomCode\ExileClient_gui_xm8_show.sqf"; }; CfgRemoteExec is in seperate called in by infistar file CfgRemoteExec.hpp called from description.ext class CfgRemoteExec { class Functions { mode = 1; jip = 0; class fnc_AdminReq { allowedTargets=2; }; // infiSTAR AntiHack class fn_xm8apps_server { allowedTargets=2; }; // infiSTAR xm8apps class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; // ExileMod class ExAdServer_fnc_clientRequest { allowedTargets=2; }; // ExAd }; class Commands { mode = 0; jip = 0; }; }; Found a solution for this:
  11. Chernaruski

    ExAd v1.0.4

    I was trying to get the new updated , allegedly compatible, with exile 1.0.4 version to run and my server is got stuck in a restart loop after exad_core and exad_dv was uploaded... I've triple-checked, everything seems to be in order. Anyone dealt with something similar? It seems RPT spits errors about ExAd right before it loop-restart..maybe I got some corrupted/old pbo's ? I downloaded everything from the first post and followed each step in the instruction thoroughly. 8:38:35 Warning Message: No entry 'bin\config.bin/CfgPatches/ExAd_Core.units'. 8:38:35 Warning Message: No entry 'bin\config.bin/CfgPatches/ExAd_DV.units'. 8:38:35 Warning Message: No entry 'bin\config.bin/CfgPatches/ExAd_VG.units'. Exile.ini description.ext Config.cpp (the relevant part) Full RPT
  12. Chernaruski

    Custom Crafting - Tutorial

    I don't know how to use "OR" in Exilemod recipes. I was telling that I saw somewhere its possible, but how it was done ... thought someone here may know.
  13. Nice one @Cyunide . Any chance for you to make it possible to be able to do a complete items for an items trade, no currency involved ? For example: instead of naming your price in poptabs you choose an item and how many of it you request for the lot.
  14. Chernaruski

    Merging Ravage and Exile

    @K01_F15H and where the spawning module goes in your mission.sqm?
  15. Chernaruski

    Help Ravage mod

    I was trying to add Ravage zombies into Exile without a luck for quite a while now. The thing is class Entities is not working anymore in exile missions (new structure?) and adding it manually doesnt work either. Anyone managed to get it working? Where to add the class with dataType=logic ?
  16. Chernaruski

    ADD Watermark LOGO to Screen

    How to deal with a moving logo for different interface sizes & resolutions? At the moment I've manged to create a watermark logo in the "top right" corner but it seems went waaaaaay too far to the right corner. I'm using interface - normal size , resolution - 1920x1080 & I guess for other players playing with different resolution or interface size logo will shift to other position? these are the current params PS: if you dont see the logo , make sure you've checked other interface sizes , it may be loaded and works correctly and just off the seen screen. Update: I've managed to make it work for different resolutions and stay at top right corner , but not for different interface sizes, oh well Beggars cant be choosers add to initplayerlocal.sqf
  17. Chernaruski

    AVS - Advanced Vehicle System

    Recheck the installation steps, I think you missed some steps at database preinstall preparations. There is a step that deals with vehicle's ammo count. Before you install AVS you create additional column in vehicle table in your database, where ammo count is saved. Just follow the steps, one by one and you'll be fine.
  18. Chernaruski

    ExAd v1.0.4

    Can anyone help me out with adding climate temperature to StatsBar ? There is clearly a function for it in ExAd version (fn_getTempEnv.sqf) , but no way of showing it/turning it on.
  19. I found Ryan's Zombies & Demons sounds not immersive enough when playing, so I decided to find a way to replace them. Since sounds are built-in the mod itself , I have no way of directly replacing them to my custom ones. But what I decided to do , as a server owner, is upload my custom sounds to a folder inside mission.pbo and redirect the path , coded inside the mod, to these sounds . This setup was configured and tested only on ChernarusRedux map. You may need to tweak some parts of the code to get it working. Try to understand the general idea and test things out, before asking to help you out with this. Here is what you need to do, in order to change Zombies & Demons mod sounds: 1. Find and download / create or record a LOT of custom zombie sounds in ogg format. Save / encode them with decent sound quality , but try to create a small sized files. I used sound quality around ~100kbps , so most of the sound files were around 20-40 KB. Keeping sound files small, will reduce the total mission.pbo file size. Now rename all of this files according to the zombies sounds names required and put them in "sounds" folder inside your mission. 2. Edit description.ext and add the following path redirects to the new sounds: This will redirect some of the zombies sounds (the moaning sounds) to the ones we chose and dropped to "sounds" folder. 3. Since rest of the zombies sounds configured in a different way (lets skip the details of relative path , array and such) , we can't add them to class CfgSounds as we did with moaning sounds. We need an external sqf to do it for us. In this sqf called sounds.sqf , we configure the new array of sounds and their file paths. Normal zombies attack & aggressive sounds, zombies eating sounds, crawlers and spiders. Each category have their own sounds and exact file names. Sounds.sqf: 3. When you done with all the above steps, all you left to do is add Sounds.sqf to your init.sqf just copy paste this line : [] execVM "sounds.sqf"; // Zombies & Demons sound re-write 4. RE-PBO the whole mission folder with newly created "sounds" folder where all the new sounds are , with sounds.sqf and edited init.sqf.
  20. I'm confused, Exilez doesn't require RZ Infection mod anymore in order for infection to work? (RZ Infection mod removed from Workshop, so I need to update something now...)
  21. Chernaruski

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Yeah, but Reborn have its own pre-generated garbage piles . I'm counting on Scavenge Framework to completely replace the vanilla "floor" one, so I need to use all the objects I could find (furniture/crates/etc) without deleting them. At the moment, I stopped on 4 meters radius. The only way to remove the possibility of abuse. The only con with this is , many lootable objects will be disabled if you have some house full of furniture (could look at it as a pro, since you won't hang around for a long time to loot single house 10+ objects)
  22. Chernaruski

    Changing Ryan's Zombies and Demons mod sounds.

    Well, I tried your suggestion & it doesn't work for me. So I'm still using the "full file path" I posted for my sounds.
  23. Chernaruski

    Changing Ryan's Zombies and Demons mod sounds.

    Which sounds you cant get working? The one you configure in description.ext or sounds.sqf ? I'm running it , that is why I posted the solution here in a first place.
  24. Hey lads, I want to add my zombies ,at specific locations, different visible gear such as headgear, backpacks , eyewear ... For example: zombie dock workers I've created additional zClassesList : and mixed it a bit with other classes by creating zombie group in zClasses: Now , its time to put some relevant gear on them ... protective helmets, glasses... (uniforms can't be changed, so I've just picked the zombies in rollovers) Then I was thinking of creating zHeadgear.sqf and zEyeWear with items array, similar to zVest... SpawnZombies.sqf will require some changes too...not sure how I should add these new params... and later call for them when it creates zombies loot, if anyone can help me out on these, I'll really appreciate it... was thinking about these kind of changes in SpawnZombies: Am I on the right track?