LordRampantHump

Loot Search Exile

102 posts in this topic

Thanks for the reply :)

I thought it might be possible to have something like:

iF Empty Canteen in inventory = run script

else

iF Empty Bottle in inventory = run script

 

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2 hours ago, oldmatechoc said:

Personally I don't use the scavenge water. Its much the same as the exile fill water but with a 50% fail.

Salutesh is going towards the hold actions, but for me they dont seem to work (most likely user error on my end lol)  so I'm sticking to addAction but I've merged Salutesh's config.cpp and Yukihito23's water and woodlog changes to my github, So people can take their pick :D

i incorporated water so i can disable out exile's native water solution so it can have a fail and ppl get butt hurt

woodlog i thought of and incorporated by looking a wood piles around the map and thinking to myself, what a nice pile of wood you have there sir, whoever cut it out from trees have done a fine job. too bad i can't take some, wait, what?

Edited by yukihito23
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16 minutes ago, Diddl3s said:

Thanks for the reply :)

I thought it might be possible to have something like:

iF Empty Canteen in inventory = run script

else

iF Empty Bottle in inventory = run script

 

You can add that as a condition in the "player addaction". For example...

player addAction ["Fill Empty Bottle", "addons\Looting\Fill_Bottle.sqf", [], 0, false, true, "", "{_x in (magazines player)} count [ 'Exile_Item_PlasticBottleEmpty' ] > 0 && (getModelInfo cursorObject select 0 in WaterSources)", 2];
player addAction ["Fill Empty Canteen", "addons\Looting\Fill_Canteen.sqf", [], 0, false, true, "", "{_x in (magazines player)} count [ 'Exitem_canteen' ] > 0 && (getModelInfo cursorObject select 0 in WaterSources)", 2];

 

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1 hour ago, Kurewe said:

You can add that as a condition in the "player addaction". For example...


player addAction ["Fill Empty Bottle", "addons\Looting\Fill_Bottle.sqf", [], 0, false, true, "", "{_x in (magazines player)} count [ 'Exile_Item_PlasticBottleEmpty' ] > 0 && (getModelInfo cursorObject select 0 in WaterSources)", 2];
player addAction ["Fill Empty Canteen", "addons\Looting\Fill_Canteen.sqf", [], 0, false, true, "", "{_x in (magazines player)} count [ 'Exitem_canteen' ] > 0 && (getModelInfo cursorObject select 0 in WaterSources)", 2];

 

This works perfectly for what I wanted to achieve to  be honest !! Thank you for the information regarding the condition  :)

Do you know if I can remove action the 'Pump Water' that comes up on scroll wheel when at a pump ?

Edited by Diddl3s

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33 minutes ago, Diddl3s said:

I think that is the way I will have to go with it, for now at least :)

Do you know if I can remove action the 'Pump Water' that comes up on scroll wheel when at a pump ?

Not sure. I haven't tried

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@oldmatechoc @[RG] Salutesh

I'm home now and was able to look at my notes from going over the code last night. Something both of you did that could cause some confusion...

In the original script I re-worked and my re-worked script, it makes reference to "failure rate" not "chance". This will become a confusion issue because you didn't update the "if" statement that makes the fail/success determination.

For example, in the original and in my script, the following "if" statement determines if the random number generated is greater than the set failure rate.  The line below gives you a 75% success rate or 25% failure rate.

if (random 100 > 25) then {

So, if you want to use "chance" or "success rate", you would need to change the "if" statement.  The line below gives you a 25% success rate and a 75% failure rate.

if (random 100 <= 25) then {

OldMateChoc: in your version 2, your "#include" line in the "ExileClient_object_player_initialize.sqf" file should be updated to reflect the proper folder for the "ExileClient_Loot_Scavenge.sqf".

#include "Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

I also gathered up more info about wrecks: In case you wanted to include more wrecks to be able to search, here is a more comprehensive (alphabetized) list of wrecks from Arma, CUP, Chernarus Redux and Extended_Items_Exile.
This is just my opinion... However, enabling the scavenging of loot from wrecked vehicles could become problematic if you have some kind of economy/traders setup on your server. Any of this could lead to "Farming". But, I could see people spending their time sitting at one wrecked vehicle, searching over and over until they fill up a crate with guns or InstaDocs, then running to the trader and selling off. Then, right off to the closest wreck and doing it all over. So, unless a way to implement limitations on looting specific objects can be figured out, I would recommend caution.

Spoiler

        models[] = 
        {
            // Extended Items Exile Wrecks
            "uh1y_crashed.p3d",
            // Arma & CUP Wrecks
            "a10wreck.p3d",
            "ah1zwreck.p3d",
            "ah64dwreck.p3d",
            "ah6wreck.p3d",
            "an2wreck.p3d",
            "aw159_baf_wreck.p3d",
            "av8bwreck.p3d",
            "brdm2_wrecked.p3d",
            "bmp2_wrecked.p3d",
            "bulldozer_01_wreck_f.p3d",
            "c130jwreck.p3d",
            "ch_47fwreck.p3d",
            "combineharvester_01_wreck_f.p3d",
            "datsun01t.p3d",
            "datsun02t.p3d",
            "excavator_01_wreck_f.p3d",
            "f35bwreck.p3d",
            "gnt_c185wreck.p3d",
            "hiluxt.p3d",
            "historicalplanewreck_01_f.p3d",
            "historicalplanewreck_02_front_f.p3d",
            "historicalplanewreck_02_front_water_f.p3d",
            "historicalplanewreck_02_rear_f.p3d",
            "historicalplanewreck_02_rear_water_f.p3d",
            "historicalplanewreck_03_f.p3d",
            "hmmwv_wreck.p3d",
            "hmmwv_wrecked.p3d",
            "jeept.p3d",
            "jeept_horeznacky.p3d",
            "jeept_tanker.p3d",
            "ka52wreck.p3d",
            "ka60_pmcwreck.p3d",
            "l39wreck.p3d",
            "lada_wrecked.p3d",
            "m113t.p3d",
            "m1a2_tusk_wreck.p3d",
            "mh_60wreck.p3d",
            "mi24wreck.p3d",
            "mi8_crashed.p3d",
            "mi8wreck.p3d",
            "mq9predatorwreck.p3d",
            "mv22wreck.p3d",
            "plane_fighter_01_wreck_f.p3d",
            "plane_fighter_02_wreck_f.p3d",
            "plane_fighter_03_wreck_f.p3d",
            "plane_fighter_04_wreck_f.p3d",
            "skodovka_wrecked.p3d",
            "su25wreck.p3d",
            "su34wreck.p3d",
            "tankwreck_01_turret_f.p3d",
            "t72_wreck.p3d",
            "t72_wrecked.p3d",
            "t72_wrecked_turret.p3d",
            "uaz_wreck.p3d",
            "uaz_wrecked.p3d",
            "uh1hwreck.p3d",
            "uh1ywreck.p3d",
            "uh60_crashed.p3d",
            "ural_wrecked.p3d",
            "uwreck_heli_attack_02_f.p3d",
            "uwreck_mv22_f.p3d",
            "wreck_bmp2_f.p3d",
            "wreck_brdm2_f.p3d",
            "wreck_c130j_ep1.p3d",
            "wreck_c130j_ep1_ruins.p3d",
            "wreck_car_f.p3d",
            "wreck_car2_f.p3d",
            "wreck_car3_f.p3d",
            "wreck_cardismantled_f.p3d",
            "wreck_heli_attack_01_f.p3d",
            "wreck_heli_attack_02_f.p3d",
            "wreck_hmmwv_f.p3d",
            "wreck_hunter_f.p3d",
            "wreck_offroad_f.p3d",
            "wreck_offroad2_f.p3d",
            "wreck_plane_transport_01_f.p3d",
            "wreck_skodovka_f.p3d",
            "wreck_slammer_f.p3d",
            "wreck_slammer_hull_f.p3d",
            "wreck_slammer_turret_f.p3d",
            "wreck_t72_hull_f.p3d",
            "wreck_t72_turret_f.p3d",
            "wreck_truck_f.p3d",
            "wreck_truck_dropside_f.p3d",
            "wreck_uaz_f.p3d",
            "wreck_uh60.p3d",
            "wreck_ural_f.p3d",
            "wreck_van_f.p3d",
            // Chernarus Redux Wrecks (Dont Seem to work)
            "chz_avtobus.p3d",
            "chz_avtobus2.p3d",
            "chz_avtobus2a.p3d",
            "chz_benzovoz_gaz.p3d",
            "chz_benzovoz_zil.p3d",
            "chz_bochka_pricep.p3d",
            "chz_buldozer.p3d",
            "chz_ekskavator.p3d",
            "chz_gaz.p3d",
            "chz_gaz66_02.p3d",
            "chz_gazon.p3d",
            "chz_kamaz_fura.p3d",
            "chz_kamaz_korpus.p3d",
            "chz_kamaz_korpus2.p3d",
            "chz_kamaz_korpus3.p3d",
            "chz_kamaz_pricep.p3d",
            "chz_katok_1.p3d",
            "chz_katok_1_br.p3d",
            "chz_molokovoz_01.p3d",
            "chz_moskvich.p3d",
            "chz_moskvich_2.p3d",
            "chz_niva_01.p3d",
            "chz_niva_02.p3d",
            "chz_niva_03.p3d",
            "chz_train_vagon_01_open_br1.p3d",
            "chz_train_vagon_02_open_br1.p3d",
            "chz_train_vagon_04.p3d",
            "chz_train_vagon_suburban_01.p3d",
            "chz_train_vagon_suburban_02.p3d",
            "chz_traktor_1.p3d",
            "chz_traktor_2.p3d",
            "chz_traktor_3.p3d",
            "chz_traktor_4.p3d",
            "chz_uaz_1.p3d",
            "chz_uazik_01.p3d",
            "chz_uazik_02.p3d",
            "chz_veh_diesel_br.p3d",
            "chz_zaz968_1.p3d",
            "chz_zaz968_2.p3d",
            "chz_zil_130_4.p3d",
            "chz_zil_fire_1.p3d",
            "chz_zilok_2.p3d",
            "chz_zilok_3.p3d",
            "chz_zilok_4.p3d",
            "dumpster.p3d"
        };

 

Edited by Kurewe
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@Kurewe
Thanks for the info. :D

If you use

#include "Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

the server will read it as

#include "Custom\Scavenge\Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

then the server will throw an error and crash.


Yes, we are worried about players using this to farm as well, I think Salutesh is playing around with adding a variable to the object so it can only be done once per object.
In the meantime players can only get AK's that don't sell very well on my server so no real point in farming.

 

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12 minutes ago, oldmatechoc said:

@Kurewe
Thanks for the info. :D

If you use


#include "Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

the server will read it as


#include "Custom\Scavenge\Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

then the server will throw an error and crash.


Yes, we are worried about players using this to farm as well, I think Salutesh is playing around with adding a variable to the object so it can only be done once per object.
In the meantime players can only get AK's that don't sell very well on my server so no real point in farming.

 

salutesh indeed has a new version he's updated which limits user interaction with the given object only once per, there are a few things needing adjustment as well as giving input condition to it which he said he'll have a look at how to incorporate next.

on my server i have no traders and only spawnig lower tier trash loot which ppl have to gather and craft so it's all good atm for my usage.

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7 minutes ago, oldmatechoc said:

If you use


#include "Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

the server will read it as


#include "Custom\Scavenge\Custom\Scavenge\ExileClient_Loot_Scavenge.sqf"

 

I was wondering about that. I assume that is because the "ExileClient_object_player_initialize.sqf" file is in the same folder as the "Exile_Loot_Scavenge.sqf"?
The reason I brought it up is because some server owners are going to have the "ExileClient_object_player_initialize.sqf" file already set as an override for something else, and it will be in a different folder. I happen to be one of those server owners. Just something to think about. Might warrant a note in the readme.

@yukihito23 Thanks for the heads up. While I was going for a bare bones, simple script when I did my original re-work of the looting/scavenging code, I am getting more and more intrigued by the direction you guys have gone with it.

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