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Found 4 results

  1. General Information: Please note that this is a project in its development stage and there might be some bugs! Feel free to report feedback and suggestions to this project here: https://github.com/salutesh/Exile_Scavenge/issues Report Bugs/Issues here: https://github.com/salutesh/Exile_Scavenge/issues Information: Basicly this system will allow players to interact with terrain/map objects.</br> If the object has a entry in a scavenge class within the configurations the player can loot this object</br> and has a chance to get a item from that depending on the class.</br> So far the players can: - Search throu wrecks. - Get woodstocks from trees. - Get water from different sources if he has a empty bottle/container to fill. - Search throu trash-bins/piles. - Get cinderblogs from different sources if he has a sledge hammer on his body. (Requires Exile Extended Items Mod) - Pickup fruits and apples from trees (Requires LordRampantHumps Items Pack Mod). This framework is simply customizable and you can add new interaction classes easily just by adding the required information to the configfiles. CfgExileHoldActions.cpp This file contains the information for each holdaction icon. If you want to create your own icon you can add a new class to this file and add the required information to get your icon working with the scavange system. You can find more information and examples in the file. CfgExileScavenge.cpp This file contains the information for each scavange class. If you want to create your own interaction to terrain/map objects you can do that by adding a new class for your interaction and fill it with the required information. You can find more information and examples in the file. CfgScavengeRecipes.cpp This file comes in action if you create a crafting scavange class that will require a item/weapon/tool to get a item back from the source. Take a look at the Waters and Cinderblogs classes within CfgExileScavenge.cpp to get a example for creating such a class. In short words this file contains crafting recipes that will be used for crafting scavange classes. You can find more information and examples in the file. Requirements: Exile Mod 1.0.3: http://www.exilemod.com/downloads/ Base Exile Mod. Optionals: LordRampantHumps Items Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1082756693 New Exile cusumables. Exile Extended Items: https://steamcommunity.com/sharedfiles/filedetails/?id=897168981 New Exile Items. Uncomment the classes on the end of the CfgExileScavenge.cpp files to get some actions that use these mod items if you use these Mods! Installation/Updates: https://github.com/salutesh/Exile_Scavenge Latest Version: Thanks and Credits: Credits to Larrow for the base script: https://forums.bistudio.com/forums/topic/184456-looting-trash-piles-bins/?do=findComment&comment=2942397 Credits to @Kurewe for the first port and rewrite for the exile mod. Credits to @oldmatechoc for a base rewrite and port for the exile mod. Credits to @yukihito23 for additons and expansions of the system. Credits to NiiRoZz for plenty amount of help, expansions and optimizations of the system. Credits to Salutesh for a complete rewrite and buildup of the framework and system.
  2. Admiral EliteSuicide

    [SOLVED]MarXet - No Option to open market

    Hey Guys, I have a new Problem with the MarXet Mod. The NPC for the market has no option/interaction to open the market? How do I get it there or did I anythng wrong? I´ve done all this for the Installation: After that I customized the MarXet_Traders.sqf I´ve edited it to this, at the first only 1 npc and 1 sign for testing. Hope somebody can help me with this to fix it. :-)
  3. TheDoctor63

    Since When ExileAdstractAction?

    I am kind of wondering, as this just popped up for me in the last few hours, since when is this the case "Undefined base class 'ExileAbstractAction' " ? I mean it's a pretty standard part of the config.cpp of every exile server. I assume that there is something "OTHER" than this causing the issue, be it too much going on now with added overwrites from the ARMA update, or Stack error, or too much jelly on my peanut butter. However, none of my reports say anything more than this because that's a show stopper, so none of them pass that point, and this is right as it is about to actually start loading things up. Everything prior to this is the same ole same errors that we've all been getting for months now. I'm sure I will work it out but if anyone happens on this and has any thoughts that might help out; feel free. I will settle for a good joke if all else fails. Lemme tell ya about the 23rd time I saw the Loch Ness Monster. Those are always winning jokes IMHO.. On a serious note since most people are kinda high strung about topic and not wasting time on stupid questions and whatnot.. I have tried everything I have thought of up to this point. lol DUH.. (thank you captain OBVIOUS) so def open to ideas. Good, Bad, or Fugly it all works for me. I have one last idea to try, well 2 ideas I just thought of another one while typing that, lol, if either work for me I will return and try to find this damn post and let people know. So far no one has actually ever responded to one of my posts like this one, so I have high hopes for a full page of at the least "Dammit Loch Ness Monster, you ain't gettin my tree-fity" jokes.. at the most someone knows exactly the issue and has their magic wand in hand to make life right again.. Thanks Peeps.. TheDoctor
  4. Mr Sin

    Dialog Button Actions

    So I have been playing around with some dialogs and have created two buttons and I'm interested to see if it's possible to have one of them open the clients Teamspeak to the correct channel and then the other button to navigate to a website. This is what I tried: class TSButton: RscButton { idc = 1600; text = "Teamspeak"; //--- ToDo: Localize; action = "<a href='ts3server://ts.hegexile.com'</a>"; x = 0.422656 * safezoneW + safezoneX; y = 0.489 * safezoneH + safezoneY; w = 0.0773437 * safezoneW; h = 0.055 * safezoneH; tooltip = "Click this to join a help room in TS!"; //--- ToDo: Localize; }; class WebButton: RscButton { idc = 1601; text = "Website"; //--- ToDo: Localize; action = "<a href='https://www.hegexile.com'</a>"; x = 0.505156 * safezoneW + safezoneX; y = 0.489 * safezoneH + safezoneY; w = 0.0773437 * safezoneW; h = 0.055 * safezoneH; tooltip = "Click this to go to our website!"; //--- ToDo: Localize; }; I wasn't sure if HTML was even able to be used but I gave it a shot anyway. I tried reading up on anything similar but couldn't find anything. Thanks for giving this a read and appreciate anyone pointing me in the right direction.