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  1. Hello Here is a ready to Run Version of IgiLoad with all Exile Vehicles Including Taru Pods! In the Configfile are Comments to configure it like your wishes. https://github.com/slb2k11/Exile_Igiload Important : Please read all files including the init.sqf Use [] execVM "IgiLoad\IgiLoadInit.sqf" New features: Now with Taru Pod Mod (Lift , attach , drop) additional script is NOT needed!!ALL Notifications in Exile StyleSounds for Attach,Dettach,Drop the PodYou can Only Load UNLOCKED VehiclesYou can Only Load On UNLOCKED VehiclesLock and Unlock TaruPod over Custom User Key 1For this Version a big thx to @Backslash for the Help with the Lock function Next version will be with a Claim function for the Pods an a other Locking method Known Issues: Taru Pods are not in the middle of the Truck attached diddnt find a soluton yet, maybe in a later version.You can Refuel and Repair with the Pod loaded or attached. HERE ONLY ENGLISH!!! German support at:
  2. Trying to attach a chemlight and/or IR beacon to players based on a previous method on the forums, where it's added when F5 is pressed. I have tested my attachIFF.sqf script and it executes as it should in the editor. The issue comes when I add the custom "ExileClient_gui_hud_event_onKeyDown.sqf" script. The interesting thing is that the removeIFF.sqf code will execute but for the life of me I can't get attachIFF.sqf to execute. I've tried swapping it to another key, and even confirmed on the dedicated server that the code was overwritten by checking the ExileClient_gui_hud_event_onKeyDown variable, which correctly reported the path to my mission's override and had the correct code stored. The error toasts don't even show if the incorrect throwable is selected etc. Am I just not understanding a piece of Any help would be appreciated. custom\MB6\attachIFF.sqf: // custom\MB6\attachIFF.sqf try { // Check if player has IFF attached already if !(isNil {player getVariable ["MB6_IFF_ON", nil]}) then { throw "ExceptionMB6IFFAlreadyOn" } else { if !((currentThrowable player select 0) in MB6_IFF_ATTACHMENTS) then { throw "ExceptionMB6IFFNotSelected" } else { // Get the current throwable selected // Returned in array [<magazineClassName>, <muzzleClassName>, [<magazineId>, <creatorId>]] _mag = (currentThrowable player) select 0; // Get the actual ammo classname of the item to create _ammo = getText(configFile >> "CfgMagazines" >> _mag >> "ammo"); // Set player attachment point _attachPoint = [vehicle player, [-0.03, -0.08, 0], "neck"]; // Find attachment point of vehicle of player, if it isn't a man if !(vehicle player isEqualTo player) then { // This finds the vertical height of the vehicle's bounding box _bBox = boundingBoxReal (vehicle player); _p2 = _bBox select 1; _p1 = _bBox select 0; //_zpos = (_bBox select 1) select 2; _zpos = abs ((_p2 select 2) - (_p1 select 2)); _attachPoint = [vehicle player, [0, -1, 0.5]]; }; // Remove the chemlight/beacon from inventory player removeMagazine _mag; // Create the chemlight/beacon _light = _ammo createVehicle ASLToATL getposASL player; if !(typeName _light isEqualTo "OBJECT") then { throw "ExceptionMB6IFFCreationError" } else { ["SuccessTitleOnly", ["IFF marker attached!"]] call ExileClient_gui_toaster_addTemplateToast; }; _light attachTo _attachPoint; // Set the variableses player setVariable ["MB6_IFF_ON", true, false]; player setVariable ["MB6_IFF_OBJ", _light, false]; // Action to remove the IFF marker /*_action = player addAction ["Remove IFF", { _obj = player getVariable ["MB6_IFF_OBJ", objNull]; detach _obj; deleteVehicle _obj; player setVariable ["MB6_IFF_ON", nil, false]; player setVariable ["MB6_IFF_OBJ", nil, false]; _body = (_this select 1); player removeEventHandler ["GetInMan", (player getVariable ["MB6_IFF_EH",[0]]) select 0]; player removeEventHandler ["GetOutMan", (player getVariable ["MB6_IFF_EH",[0,0]]) select 1]; player removeEventHandler ["Respawn", (player getVariable ["MB6_IFF_EH",[0,0,0]]) select 2]; player setVariable ["MB6_IFF_EH", nil, false]; player removeAction (_this select 2); },[],0,false,true,"","true"];*/ // Set the IFF marker on top of the vehicle when the player gets in one _getInEH = player addEventHandler ["GetInMan", { // Find attachment point of vehicle of player, if it isn't a man _bBox = boundingBoxReal (_this select 2); _p2 = _bBox select 1; _p1 = _bBox select 0; //_zpos = (_bBox select 1) select 2; _zpos = abs ((_p2 select 2) - (_p1 select 2)); (player getVariable ["MB6_IFF_OBJ", objNull]) attachTo [_this select 2, [0,-1,0.5]]; }]; // Set the IFF marker back on the player _getOutEH = player addEventHandler ["GetOutMan", { (player getVariable ["MB6_IFF_OBJ", objNull]) attachTo [vehicle player, [-0.03, -0.08, 0], "neck"]; }]; // Add a respawn EH to remove the GetIn/GetOut persistent EHs and reset object variables _respawnLocalEH = player addEventHandler ["Respawn", { _body = (_this select 1); player removeEventHandler ["GetInMan", (_body getVariable ["MB6_IFF_EH",[0]]) select 0]; player removeEventHandler ["GetOutMan", (_body getVariable ["MB6_IFF_EH",[0,0]]) select 1]; player removeEventHandler ["Respawn", (_body getVariable ["MB6_IFF_EH",[0,0,0]]) select 2]; }]; // Record EHs to remove; protect randomly removing an Exile EH _playerEHs = [_getInEH, _getOutEH,_respawnLocalEH]; player setVariable ["MB6_IFF_EH", _playerEHs, false]; }; }; } catch { switch (_exception) do { case "ExceptionMB6IFFAlreadyOn": { // Toast ["ErrorTitleOnly", ["IFF marker already attached!"]] call ExileClient_gui_toaster_addTemplateToast; //hint "ON!"; }; case "ExceptionMB6IFFNotSelected": { // Toast ["ErrorTitleAndText", ["IFF marker not attached!", "The throwable you selected is not an IFF item."]] call ExileClient_gui_toaster_addTemplateToast; //hint "BAD!"; }; default { // Toast ["ErrorTitleAndText", ["IFF marker not attached!", "Problem is, we don't really know what went wrong."]] call ExileClient_gui_toaster_addTemplateToast; //hint "ERROR!"; }; }; }; ExileClient_gui_hud_event_onKeyDown.sqf: /** * ExileClient_gui_hud_event_onKeyDown * * 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/. */ private["_stopPropagation","_caller","_keyCode","_shiftState","_controlState","_altState","_grenadeName"]; _stopPropagation = false; _caller = _this select 0; _keyCode = _this select 1; _shiftState = _this select 2; _controlState = _this select 3; _altState = _this select 4; if ((_keyCode in (actionKeys "nightVision")) && ExileClientGasMaskVisible) exitWith {true}; if (_keyCode in (actionKeys "TacticalView")) exitWith {true}; if (!(_controlState) && (_keyCode in (actionKeys "Throw"))) exitWith { _stopPropagation = false; _grenadeName = (currentThrowable player) select 0; if (_grenadeName isEqualTo "Exile_Item_ZipTie") then { call ExileClient_object_handcuffs_use; _stopPropagation = true; }; _stopPropagation }; switch (_keyCode) do { case 0x29: { _stopPropagation = true; }; case 0x0B: { _stopPropagation = true; }; case 0x06: { _stopPropagation = true; }; case 0x07: { _stopPropagation = true; }; case 0x08: { _stopPropagation = true; }; case 0x09: { _stopPropagation = true; }; case 0x0A: { _stopPropagation = true; }; case 0x3B: { _stopPropagation = true; }; case 0x3C: { _stopPropagation = true; }; case 0x3D: { _stopPropagation = true; }; case 0x3E: { _stopPropagation = true; }; case 0x3F: { _nul = [] execVM "custom\MB6\attachIFF.sqf"; _stopPropagation = true; }; case 0x40: { _nul = [] execVM "custom\MB6\removeIFF.sqf"; _stopPropagation = true; }; case 0x41: { _stopPropagation = true; }; case 0x42: { _stopPropagation = true; }; case 0x43: { _stopPropagation = true; }; case 0x44: { _stopPropagation = true; }; case 0x57: { _stopPropagation = true; }; case 0x58: { _stopPropagation = true; }; case 0x0E: { _stopPropagation = true; }; case 0xCF: { _stopPropagation = true; }; case 0xC7: { _stopPropagation = true; }; case 0x02: { _stopPropagation = true; }; case 0x03: { _stopPropagation = true; }; case 0x04: { _stopPropagation = true; }; case 0x05: { _stopPropagation = true; }; case 0xD2: { _stopPropagation = true; }; case 0x10: { if (ExileClientIsInConstructionMode) then { _stopPropagation = true; }; }; case 0x12: { if (ExileClientIsInConstructionMode) then { _stopPropagation = true; }; }; case 0xC9: { if (ExileClientIsInConstructionMode) then { _stopPropagation = true; }; }; case 0xD1: { if (ExileClientIsInConstructionMode) then { _stopPropagation = true; }; }; case 0x39: { if (ExileClientIsInConstructionMode) then { _stopPropagation = true; }; }; case 0x01: { if (ExileClientIsInConstructionMode) then { ExileClientConstructionResult = 2; _stopPropagation = true; }; if (ExileIsPlayingRussianRoulette) then { if (ExileRussianRouletteCanEscape) then { ["leaveRussianRouletteRequest", []] call ExileClient_system_network_send; ExileRussianRouletteCanEscape = false; }; _stopPropagation = true; }; }; }; _stopPropagation config.cpp: 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_object_player_death_startBleedingOut = "custom\EnigmaRevive\ExileClient_object_player_death_startBleedingOut.sqf"; //Happys Revive ExileClient_object_player_event_onInventoryOpened = "custom\EnigmaRevive\ExileClient_object_player_event_onInventoryOpened.sqf"; //Happys Revive AntiDupe ---NEW with v0.65 ExileClient_gui_hud_event_onKeyDown = "custom\MB6\ExileClient_gui_hud_event_onKeyDown.sqf"; };
  3. Kevka_InC

    Eure meinung?

    Hey leute, Ich weiß nicht ob das ne gute Idee wäre, vllt könnten wir ja ein wenig Brainstorming betreiben? Exile ansich ist eine super Mod, keine frage. Allerdings finde ich die Vehicles spawns fraglich. Wäre es nicht eine bessere Alternative, die Autos Spawnen zu lassen, du findest sie und sie werden dann an der letzten Position gespeichert? Quasi ohne das sie wieder gelöscht werden. Es ist dann deins und du musst drauf aufpassen. Man kann ein Codelock/key Craften oder Kaufen. An das Auto montieren. Das steigert für mich persönlich den Entdeckungsdrang. Evtl. könnte man dann weiter drüber nachdenken, die Vehicle interessanter zu machen. In dem man richtige SurvivelKarren machen kann. Z.b einen Geländewagen mit verstärkten Seitenteilen, Frontschutz aus Metall, verdeckte Reifen etc. Alles muss selbst gecraftet und in deiner "Werkstatt" in der Base montiert werden. Dazu könnte man max. 1 geschütz auf das Auto installieren. Statisch, was nur nach vorne schießen kann oder halt ein Geschütz für deinen TeamMate. Je nach Fahrzeug. Natürlich müssten die Teile neu gemoddet werden, da Arma allein ja sowas nicht direkt bietet. Klingt ein wenig nach Mad-Max. Ist vllt aber gar nicht sooo schlecht?! Diese Fahrzeuge müssten dann mit den Objekten zusammen in der Datenbank gespeichert werden. Wäre das zu übertrieben?