Search the Community

Showing results for tags 'crate'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Exile
    • Changelogs
    • Feedback
  • Exile Community
    • General Discussion
    • New Feature Voting
    • Problems & Bugs
    • Cat Walk
    • Recruitment
    • Small Talk
  • Exile Mod XM8 App
    • XM8 Server Administration
    • XM8 Android App
    • XM8 Discord Bot
  • Exile Mod Server Administration
    • Ask a Game Server Provider
    • Hosting
    • Operating Systems
    • Installation
    • Database
    • Security
    • Maintenance
  • Exile Mod Customization
    • Downloads & Releases
    • Content
    • Environment
    • Gameplay
    • Look & Feel
    • Tech Talk
  • Exile Life Mod
    • Visit forum on exilelifemod.com

Categories

  • Knowledge Base
  • Items
  • Constructions
  • Traders
  • Vehicles

Categories

  • Servers

Categories

  • Devblog

Found 15 results

  1. This is merely a rework on what @SLB2k11 has done I just expanded on it. R3F Logistics is a towing, lifting, and container moving mod that can be used on any type of server. This version is modified for Exile (obviously). Follow the normal installation guide from the link below. I did include my own Battle Eye filters, but all you need is to find the R3F lines in the script.txt and apply them to your own. Also, I do use CUP Vehicles so if you don't make sure to comment out the line in the config.sqf. Again this is not my mod/script. I had a hard time finding and adding all of the vehicles for Exile and figured I would share my work. Update: I have added lifting for helicopters to support the release of my AI ships. You may disable this if you desire. What's enabled : 1. All vehicles can be towed. 2. All vehicles other than cars can tow. 3. Quads, Bikes, Karts, and Rubber boats can be loading into vehicles. (These items can not hold crates or other vehicles) 4. Boats can tow Subs (SDV). 5. All crates can be loaded in vehicles (not cars). 6. Boats can be towed by vehicles (not cars). 7. Water crates can be picked up for storing (no SDV requirement). 8. All aircraft can store crates and every item listed in #3. 9. *NEW* All helicopters can now lift vehicles and tanks. You can customize these values just follow the instructions guide it will tell you how. I will list vehicles from other mods as I get to it. If you need help on adding another mods vehicles into R3F just let me know. Read the instructions carefully. You will notice that there are actually no lines that specifically say "Exile_Car_xxxx". This is because I used the higherarchy system to cover all of a specific vehicle. For example the "Exile_Car_Offroad_Repair_Red" is automatically included when you add "Offroad_01_repair_base_F". The latter line will include all Offroad vehicles without having to add each variant of the vehicle line by line. A note on the trucks for Exile: I didn't bother to add each truck individually so all the trucks are included in the line "Truck_F" this includes the HEMMT and Zamak. I will break the trucks down further in the future. DOWNLOAD Other Links: R3F Logistics Main Post Instructions Guide Server Owner Guide v1.1
  2. Summary Here's a mod that will spawn random shipwrecks around the map, each with its own loot crate. This is a very extended version of the water_crates.sqf script that has been floating around. This does NOT include AI (yet...). Some enhancements are: Shipwreck with configurable class spawns near loot crate. Configurable loot which supports guaranteed loot crate items with optional percentage to spawn, random loot crate items with optional percentage to spawn, random loot class selection (e.g spawn one of three types of underwater goggles), random poptab generation based on seed distribution, and percentage chance of spawning loot. Configurable Exile toast and chat notification sent to all players when a player reaches the shipwreck/lootcrate (to encourage PvP piracy). Configurable spawn center and distance. Configurable loot crate class. Marker cleanup after players arrive near loot crate. All configurable settings are here: https://github.com/bigfootcode/bigfoots-shipwrecks/blob/master/src/BigfootsShipwrecks_Server/config.sqf Disclaimer: Loot crate inventory cannot be accessed underwater. You'll need Igiload, R3F, or default Exile crate mounting with SDV able to mount these crates in order to bring them to the shore. I am new to Arma modding, so this code can certainly be improved. All code criticism is welcome, and there are many features that (you!) can add. I've been running this for several weeks on my server without issue. Our server sells Rubber Ducks (literally, yellow rubber ducks) for a huge number of poptabs. If yours doesn't, you may want to remove those from the default loot options in config.sqf. Credits (if you should be listed here, let me know and I'll add you!) Earliest known script variation: Darth_Rogue, Chisel, deadeye, and Robio. Based on modified script by @Tuna. @Taylor Swift for very helpful mod template. @second_coming for Occupation mod from which I learned techniques. @StokesMagee - my scripting Mr. Miyagi Source and Install Instructions Source code and pre-packaged PBO can be found here: https://github.com/bigfootcode/bigfoots-shipwrecks Current latest release: 1.0.3 Read the README.txt! Drop BigfootsShipwrecks_Server.pbo in your @ExileServer/addons/ folder. Many settings can be modified in BigfootsShipwrecks_Server/config.sqf. OPTIONAL: Exile Supply Box mounting on SDV and boats! You will need a way to load or mount the Exile_Container_SupplyBox on SDVs, since inventory cannot be accessed underwater in ARMA. It is also convenient if they can be loaded on boats. This can be done with R3F, Igiload, or by modifyng the built-in Exile towing. Here is how I do it without R3F or Igiload. In mpmissions/config.cpp, modify class cfgVehicleTransport so it uses boats and SDVs: class CfgVehicleTransport { class Exile_Container_SupplyBox { vehicles[] = { "Exile_Car_Van_Abstract", "Exile_Car_Offroad_Abstract", "Exile_Car_Zamak_Abstract", "Exile_Car_HEMMT_Abstract", "Exile_Car_Tempest_Abstract", "Exile_Boat_RHIB_Abstract", // Added: this is necessary "Exile_Boat_RHIB", // Added: not sure if necessary "Exile_Boat_Rubberboat_Abstract", // Added: this is necessary "Exile_Boat_RubberDuck_CSAT", // Added: not sure if necessary "Exile_Boat_RubberDuck_Digital", // Added: not sure if necessary "Exile_Boat_RubberDuck_Orange", // Added: not sure if necessary "Exile_Boat_RubberDuck_Blue", // Added: not sure if necessary "Exile_Boat_RubberDuck_Black", // Added: not sure if necessary "Exile_Boat_SDV_Abstract", // Added: this is necessary "Exile_Boat_SDV_CSAT", // Added: not sure if necessary "Exile_Boat_SDV_Digital", // Added: not sure if necessary "Exile_Boat_SDV_Grey" // Added: not sure if necessary }; class Exile_Car_Van_Abstract { attachPosition[] = {0, -1.1, 0.2}; cargoIndizes[] = {2, 3, 4, 5, 6, 7}; detachPosition[] = {0, -4.4}; }; class Exile_Car_Offroad_Abstract { attachPosition[] = {0, -1.6, 0.4}; cargoIndizes[] = {1, 2, 3, 4}; detachPosition[] = {0, -4}; }; class Exile_Car_Zamak_Abstract { attachPosition[] = {0.03, 0.3, 0}; cargoIndizes[] = {2, 3, 4, 5, 6, 7}; detachPosition[] = {0.03, -4.8}; }; class Exile_Car_HEMMT_Abstract { attachPosition[] = {0.05, -0.1, 0.3}; cargoIndizes[] = {1, 2, 8, 9}; detachPosition[] = {0.05, -6.1}; }; class Exile_Car_Tempest_Abstract { attachPosition[] = {0.08, -0.85, 0.4}; cargoIndizes[] = {1, 6, 7, 9}; detachPosition[] = {0.08, -6}; }; // Added: Contains positioning for supply boxes loaded in RHIB. class Exile_Boat_RHIB_Abstract { attachPosition[] = {0, 1.5, 0.4}; cargoIndizes[] = {1, 2, 3, 4}; detachPosition[] = {0, 5}; }; // Added: Contains positioning for supply boxes loaded in Rubber Boats. class Exile_Boat_Rubberboat_Abstract { attachPosition[] = {0, 0.5, 0.25}; cargoIndizes[] = {1, 2, 3, 4}; detachPosition[] = {0, 6}; }; // Added: Contains positioning for supply boxes loaded in SDV. class Exile_Boat_SDV_Abstract { attachPosition[] = {0, -1, 0.5}; cargoIndizes[] = {1, 2, 3, 4}; detachPosition[] = {0, 8}; }; // Added: Applies positioning defined above to specific vehicles. class Exile_Boat_RHIB: Exile_Boat_RHIB_Abstract {}; class Exile_Boat_RubberDuck_CSAT: Exile_Boat_Rubberboat_Abstract {}; class Exile_Boat_RubberDuck_Digital: Exile_Boat_Rubberboat_Abstract {}; class Exile_Boat_RubberDuck_Orange: Exile_Boat_Rubberboat_Abstract {}; class Exile_Boat_RubberDuck_Blue: Exile_Boat_Rubberboat_Abstract {}; class Exile_Boat_RubberDuck_Black: Exile_Boat_Rubberboat_Abstract {}; class Exile_Boat_SDV_CSAT: Exile_Boat_SDV_Abstract {}; class Exile_Boat_SDV_Digital: Exile_Boat_SDV_Abstract {}; class Exile_Boat_SDV_Grey: Exile_Boat_SDV_Abstract {}; }; };
  3. This will allow you to sell a crate (or the contents of the crate) directly to the waste dump trader. How your players get the crate to the trader depends on how you have your server setup. To get crates to the trader, you can use Advanced Sling Loading, IgiLoad, R3F, etc.. It does not matter how you get the crate to the trader. What does matter, is that once it is there, it cannot be attached to anything to be detected by the Waste Dump trader. This was done to prevent players from selling someone else's crate before it is even unloaded from a truck or dropped from a helicopter. Once unloaded or dropped, anyone will be able to sell the crate to the Waste Dump trader. You will need to modify two client-side files and one server side file. Additionally, you will need to include these three files in the CfgExileCustomCode. Client-Side File: ExileClient_gui_traderDialog_updateInventoryDropdown.sqf Client-Side File: ExileClient_gui_wasteDumpDialog_show.sqf Server-Side File: ExileServer_system_trading_network_wasteDumpRequest.sqf CfgExileCustomCode: Make sure you set the appropriate file path in your CfgExileCustomCode if it is different than mine or your server will not be able to find the files. Note: This will NOT require any changes to Advanced Sling Load, IgiLoad, R3F or any other logistics script needed to transport crates to the Waste Dump trader. Enjoy!
  4. Where might I find the array of supply crates that have the "Mount" and "Install" user actions assigned? I'd like to add others, such as "C_IDAP_supplyCrate_F" to the array (assuming that is indeed an array.
  5. Here is a script i am using to have crates spawn under water. These crates only spawn once per restart. I take no credit for this script, i only modified it. You will need R3F Tow script enabled to be able to pick up the crate underwater. The crate class name i am using is Box_NATO_Wps_F. Add this to your init.sqf [] execVM "watercrate.sqf"; Then create an sqf called watercrate.sqf and add that file to your mpmission folder. //All CREDIT GOES TO ORGINAL OWNERS AND MODIFIERS// //Random Loot Crates by Darth_Rogue & Chisel (tdwhite) //HUGE thanks to deadeye & Robio for helping work out the last bugs! ////////////////////////////////////////////////////////////////////// // Modified by Tuna to only spawn in water on out skirts of map //watercrate.sqf if (isServer) then { _numberofcrates = 5; // Number of crates around the map _spawnCenter = [15199.1,14300.6,0]; //_spawnCenter = getmarkerpos "center"; // Use this if you want the global center of the map, it's declared in mission.sqm, island specific _min = 7000; // minimum distance from the center position (Number) in meters _max = 12000; // maximum distance from the center position (Number) in meters // _max = 4; // Example : maximum range of spawned crates, to keep them INSIDE the sector B compound _mindist = 1; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters.. _water = 2; // water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water _shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore _marker = True; // Draw a green circle in which the crate will be spawned randomly _markersize = 100; // Radius of the marker in meters diag_log format['Starting spawncrates.sqf']; for "_i" from 1 to _numberofcrates do { _pos = [_spawnCenter,_min,_max,_mindist,_water,800,_shoremode] call BIS_fnc_findSafePos; // find a random location within range if (_marker) then { _event_marker = createMarker [ format ["loot_marker_%1", _i], _pos]; _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerBrush "Solid"; _event_marker setMarkerColor "ColorRed"; _event_marker setMarkerAlpha 0.45; _event_marker setMarkerSize [(_markersize+15), (_markersize+15)]; //green circle slightly bigger , box can spawn just outside if not increased _pos = [_pos select 0, _pos select 1, 0]; }; diag_log format['Spawncrate %1 : Location %2',_i,_pos]; _box = "Box_NATO_Wps_F" createvehicle _pos; //create the crate .. These ARE liftable with chopper like the CH-67 , but will not stay after restarts ! clearMagazineCargoGlobal _box; clearWeaponCargoGlobal _box; clearItemCargoGlobal _box; _box setVariable ["permaLoot",true]; //stay until reset _box allowDamage false; // Prevent boxes to explode when spawning // Add items to the crate Ex. 2 + random 2 = possible 4 /// random 8 possible 1-8 items _box addItemCargoGlobal ["Exile_Item_DuctTape", 2 + (random 2)]; _box addItemCargoGlobal ["Exile_Item_JunkMetal", (random 8)]; _box addItemCargoGlobal ["Exile_Item_MetalPole", (random 7)]; _box addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", (random 2)]; _box addItemCargoGlobal ["Exile_Item_WoodFloorKit", 2 + (random 10)]; _box addItemCargoGlobal ["Exile_Item_WoodPlank", 20 + (random 10)]; _box addItemCargoGlobal ["Exile_Item_WoodWallKit", (random 7)]; _box addItemCargoGlobal ["Exile_Item_InstaDoc", 1 + (random 2)]; _box addItemCargoGlobal ["Exile_Item_FortificationUpgrade", (random 4)]; _box addItemCargoGlobal ["Exile_Item_BBQSandwich_Cooked", 1 + (random 4)]; _box addItemCargoGlobal ["Exile_Item_Energydrink", 1 + (random 3)]; _box addWeaponCargoGlobal ["srifle_LRR_camo_F", (random 1)]; _box addWeaponCargoGlobal ["srifle_mas_ksvk_c", (random 1)]; _box addWeaponCargoGlobal ["srifle_mas_m107", (random 1)]; _box addWeaponCargoGlobal ["arifle_SDAR_F", 1 + (random 1)]; _box addMagazineCargoGlobal ["20Rnd_556x45_UW_mag",3 + (random 5)]; _box addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", (random 1)]; _box addItemCargoGlobal ["Exile_Item_Bandage", 1 + (random 5)]; _box addMagazineCargoGlobal ["150Rnd_93x64_Mag", (random 2)]; _box addMagazineCargoGlobal ["130Rnd_338_Mag", (random 2)]; } }; Have fun watching players dive 500m under water to get loot! I would like to add AI with SDAR at the crates, if anyone can help with that let me know.
  6. ETG Heli Crash And Drop Script by Kellojo Description: This script allows you to add helicopter crashes and supply drops to your mission. Features: - cargo drops - heli crashes - random loot - adjustable loot tables - time between drops is configurable - toggable markers - 'easy configuration' - toggable fire at crashsites - toggable AI - debug function Installation: Add this to your init.sqf: //ETG Heli Crash And Drop Script if (isServer) then { fn_crashdrop = compile preprocessFile "fn_crashdrop.sqf"; [2] call fn_crashdrop; }; Included Files: - 4 Screenshots - The script itself - All Exile classnames (old...) Notes: If you have any questions, ideas and/or have problem with the script itself, feel free to add me on Steam (Kellojo). Problems with BattleEye Filters???: This link might help you, its a collection of restrictions/filters created by Cen, ST4RFi and Harard. Thank you very much for creating this! http://pastebin.com/wsB7v17q Credits&Thanks: - Special thanks to Galgenjunge(X) for suggesting to add a debug function - Special thanks to everyony else who reported bugs - Special thanks to CEN ( http://www.exilemod.com/profile/77-cen/ ) for creating the BE Filter list - Special thanks to ST4RFi ( http://www.exilemod.com/profile/33141-st4rfi/ ) for creating the BE Filter list - Special thanks to Hazard ( http://www.exilemod.com/profile/30841-hazard/ ) for creating the BE Filter list License/Disclaimer: You can use this script on you servers and missons and are allowed to modify it however you want. Its not necessary to give credit to me but it would be appreciated. Screenshots: Can be found on the Armaholic thread ^^ Download/Changelog: The download and changelog can be found over at Armaholic: http://www.armaholic.com/page.php?id=29519
  7. Improved loot spawner for Exile v1.0.3. Makes the size of loot spawns less predictable and occasionally spawns a large crate full of gear. Fully configurable. Instructions: 1. Overwrite the CfgExileLootSettings class in your mission config.cpp file with the code below. Just overwrite the class - including the class name and the opening and closing braces {} - Do not overwrite the whole config.cpp file. class CfgExileLootSettings { /** * Lifetime of loot in minutes. Synchronize this with * the garbage collector settings of your server * CfgSettings! */ lifeTime = 30; /** * Interval in seconds when the client searches for * new buildings to spawn loot in */ spawnInterval = 12; /** * This is a percentage value to determine how many loot * positions should contain loot when the system spawns loot. * * If a building has 20 positions defined, Exile will * spawn loot in 10 random positions of them. * * This means smaller buildings spawn less loot and larger * ones spawn more loot. * * You can also cap it at a maximum value. See below. */ maximumPositionCoverage = 30; /** * Limit the number of loot positions per building. If the * above percentage value exceeds this value, it will be capped. * * Example: Coverage is 50%. Building has 60 loot positions defined. * This results in 30 loot positions and that is too much. So we * cap this at 10 */ maximumNumberOfLootSpotsPerBuilding = 3; /** * Exile spawns a random number of items per loot spot. This * is the upper cap for that. So 3 means it will never spawn more than 3 items in one spot. */ maximumNumberOfItemsPerLootSpot = 7; /** * This is the mid range for the number of loot items per spot. Exile is most likely to spawn this number of items. https://community.bistudio.com/wiki/random */ midNumberOfItemsPerLootSpot = 3; /** * This is the minimum number of loot items per spot. */ minimumNumberOfItemsPerLootSpot = 1; /** * This is the chance (as a percentage) of spawning a crate full of items. */ percentageChanceToSpawnCrate = 1; // 2 = 2% chance to spawn a crate. Keep it low. /** * The number of items to spawn in a crate. */ numberOfItemsPerCrate = 50; /** * Radius in meter to spawn loot AROUND each player. * Do NOT touch this value if you dont know what you do. * The higher the number, the higher the drop rates, the * easier your server will lag. * * 50m = Minimum * 200m = Maximum */ spawnRadius = 60; /** * Defines the radius around trader cities where the system should * not spawn loot. Set this to 0 if you want to have loot spawning * in trader citites, ugh. */ minimumDistanceToTraderZones = 500; /** * Defines the radius around territories where no loot spawns. * This does not regard the actual size of a territory. So do not * set this to a lower value than the maximum radius of a territory, * which is 150m by default. */ minimumDistanceToTerritories = 150; }; 2. Tune the settings in CfgExileLootSettings to your liking. 3. Overwrite the ExileServer_system_lootManager_spawnLootInBuilding function with the code below, using the regular Exile CustomCode overwrite method. /** * ExileServer_system_lootManager_spawnLootInBuilding * * 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["_numberOfItemsPerCrate","_percentageChanceToSpawnCrate","_midNumberOfItemsPerLootSpot","_minimumNumberOfItemsPerLootSpot","_crate","_building", "_buildingConfig", "_lootTableName", "_localPositions", "_lootConfig", "_maximumNumberOfLootPositions", "_maximumPositionCoverage", "_maximumNumberOfItemsPerLootSpot", "_numberOfPositionsToUse", "_lootPositions", "_spawnedItemClassNames", "_lootWeaponHolderNetIDs", "_lootPosition", "_lootHolder", "_numberOfItemsToSpawn", "_n", "_itemClassName", "_cargoType", "_magazineClassNames", "_magazineClassName", "_numberOfMagazines"]; _building = _this; _building setVariable ["ExileLootSpawnedAt", time]; _building setVariable ["ExileHasLoot", true]; _buildingConfig = configFile >> "CfgBuildings" >> typeOf _building; _lootTableName = getText (_buildingConfig >> "table"); _localPositions = getArray (_buildingConfig >> "positions"); if ((getPosATL _building) call ExileClient_util_world_isInRadiatedZone) then { _lootTableName = "Radiation"; }; _lootConfig = missionConfigFile >> "CfgExileLootSettings"; _maximumNumberOfLootPositions = getNumber (_lootConfig >> "maximumNumberOfLootSpotsPerBuilding"); _maximumPositionCoverage = getNumber (_lootConfig >> "maximumPositionCoverage"); _maximumNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "maximumNumberOfItemsPerLootSpot"); _minimumNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "minimumNumberOfItemsPerLootSpot"); _midNumberOfItemsPerLootSpot = getNumber (_lootConfig >> "midNumberOfItemsPerLootSpot"); _numberOfPositionsToUse = 1 max (((count _localPositions) * _maximumPositionCoverage / 100) min _maximumNumberOfLootPositions); _localPositions = _localPositions call ExileClient_util_array_shuffle; _lootPositions = _localPositions select [0, _numberOfPositionsToUse]; _spawnedItemClassNames = []; _lootWeaponHolderNetIDs = []; _percentageChanceToSpawnCrate = getNumber (_lootConfig >> "percentageChanceToSpawnCrate"); _numberOfItemsPerCrate = getNumber (_lootConfig >> "numberOfItemsPerCrate"); { _lootPosition = ASLToATL (AGLToASL (_building modelToWorld _x)); if (_lootPosition select 2 < 0.05) then { _lootPosition set [2, 0.05]; }; _lootHolder = objNull; _numberOfItemsToSpawn = round random [_minimumNumberOfItemsPerLootSpot,_midNumberOfItemsPerLootSpot,_maximumNumberOfItemsPerLootSpot]; // [min,mid,max] if (random 100 <= _percentageChanceToSpawnCrate) then {_numberOfItemsToSpawn = _numberOfItemsPerCrate}; // occasionally have a big loot cache for "_n" from 1 to _numberOfItemsToSpawn do { _itemClassName = _lootTableName call ExileServer_system_lootManager_dropItem; if !(_itemClassName in _spawnedItemClassNames) then { if (isNull _lootHolder) then { if (_numberOfItemsToSpawn == _numberOfItemsPerCrate) then //if you have a big loot cache, put it in a random crate { _crate = selectRandom [ "Box_IND_Ammo_F", "Box_T_East_Ammo_F", "Box_East_Ammo_F", "Box_NATO_Ammo_F", "Box_Syndicate_Ammo_F", "Box_IND_Wps_F", "Box_T_East_Wps_F", "Box_East_Wps_F", "Box_T_NATO_Wps_F", "Box_Syndicate_Wps_F", "Box_Syndicate_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_East_WpsSpecial_F", "Box_T_NATO_WpsSpecial_F", "Box_NATO_WpsSpecial_F", "Box_IND_Support_F", "Box_East_Support_F", "Box_NATO_Support_F"]; _lootHolder = createVehicle [_crate, _lootPosition, [], 0, "CAN_COLLIDE"]; clearWeaponCargoGlobal _lootHolder; // empty crate clearMagazineCargoGlobal _lootHolder; // empty crate clearItemCargoGlobal _lootHolder; // empty crate clearBackpackCargoGlobal _lootHolder; // empty crate } else { _lootHolder = createVehicle ["LootWeaponHolder", _lootPosition, [], 0, "CAN_COLLIDE"]; }; _lootHolder setDir (random 360); _lootHolder setPosATL _lootPosition; _lootHolder setVariable ["ExileSpawnedAt", time]; _lootWeaponHolderNetIDs pushBack (netId _lootHolder); }; _cargoType = _itemClassName call ExileClient_util_cargo_getType; switch (_cargoType) do { case 1: { if (_itemClassName isEqualTo "Exile_Item_MountainDupe") then { _lootHolder addMagazineCargoGlobal [_itemClassName, 2]; } else { _lootHolder addMagazineCargoGlobal [_itemClassName, 1]; }; }; case 3: { _lootHolder addBackpackCargoGlobal [_itemClassName, 1]; }; case 2: { _lootHolder addWeaponCargoGlobal [_itemClassName, 1]; if !(_itemClassName isKindOf ["Exile_Melee_Abstract", configFile >> "CfgWeapons"]) then { _magazineClassNames = getArray(configFile >> "CfgWeapons" >> _itemClassName >> "magazines"); if (count(_magazineClassNames) > 0) then { _magazineClassName = selectRandom _magazineClassNames; _numberOfMagazines = 2 + floor(random 3); _lootHolder addMagazineCargoGlobal [_magazineClassName, _numberOfMagazines]; _spawnedItemClassNames pushBack _magazineClassName; }; }; _numberOfItemsToSpawn = -1; }; default { _lootHolder addItemCargoGlobal [_itemClassName, 1]; }; }; _spawnedItemClassNames pushBack _itemClassName; }; }; } forEach _lootPositions; _building setVariable ["ExileLootWeaponHolderNetIDs", _lootWeaponHolderNetIDs]; ExileServerBuildingNetIdsWithLoot pushBack (netId _building); Enjoy!
  8. I Inspired by @110 to set a Limit for all Containers or Installable Supply-Boxes for a Base for each Level. And thx for Testing and mutch Help @110 Here you can Setup Limited Safes, Crates, Ternts and Supplyboxes per Baselevel developed by @HellBz BaseLevel Number of Safes Number of Supply Boxes Number of Crates Number of Tents 1 5 1 5 5 2 7 2 5 5 3 9 3 5 5 4 11 4 5 5 5 14 5 10 10 6 16 6 10 10 7 18 7 10 10 8 20 8 15 15 9 22 9 15 15 10 25 10 15 15 GitHub-Code: https://github.com/HellBz/Exile-Limited-Container-SupplyBoxes GitHub-Download: https://github.com/HellBz/Exile-Limited-Container-SupplyBoxes/archive/1.0.zip Discord: discord.gg/Jt9Gmj9 If you have any Qestion of Feature Wishes, feel free to Post. If You Like this, you can give this Thread a Like. All Players and Server-Oweners have fun with Exile. All Server Owners have fun with limit the Containers for Players Best Regards, HellBz
  9. Anyone happen to know how I can add tabs into a crate or vehicle as I want to use it in some new missions I am writing. cheers
  10. I'm using Igiload and think have it pretty well configured but whn doing a para-drop with crates or quads the cargo exits the back of the heli and just hangs there. When I land with the cargo still hanging out there I get the option to load it in again. Does anybody have a solution to this?
  11. The large Bergen backpack can not be taken in or out a storage container once placed inside. The bag was empty when put into storage and can be seen inside but I am unable to remove it. The backpack does work when placed inside of a safe but any other type of container (besides a veh) it can not be taken out of or placed on the ground(disappears if placed on the ground from inside a container). Also, I tried restarting the game and tried after a full server restart, no change.
  12. [NOD] PVP - 20K - AIRDROP - FPS

    [NOD] PVP - 20K - AIRDROP - FPS - REVIVE - AI - RHS - ZOMBIE It's a new survival server that needs new brave and hard players! Server mods: Exile RHS:AFRF RHS:USAF RHS:GREF Zombies and Demons RzInfection Extended Base mod Advanced Urban Rappelling Arma Enhanced Movement Optional : BlastcorePhoenix ------------------------------------------- On our server there are: -Hand gas grenade (green) -Vehicle rearm at gas stations(or buyable ammo truck) -Car towing -Box loading on offroad, trucks and some helis -Scary night -Zombie hordes -Infection -Drop at Airfields -Radzones and anti rad mask -Ground and Air patrools (NPC) -Missions -24hours day for one restart. Restart every 4 hours
  13. [NOD] EXILEZ

    [NODZ] PVP|20K|FPS++|REVIVE|ROPES|AEM|AI|24H|CRATES| Server mods: Exile RHS:AFRF RHS:USAF RHS:GREF Zombies and Demons RzInfection
  14. I am trying to randomize some custom crates and I would like to randomize not only the loot inside, but randomize the location of the crates. Does anyone know of a working addon that will do this?
  15. Cannot seem to move crates with the latest update, no option available on scrollwheel. (0.9.35) Crate is empty. Attempted to relog, this did not resolve the issue. Recent actions taken in case related: flying littlebird, purchase pinpad, move door, drive boat, chop wood, create fireplace, access safe.