Version 0.9.4 Latest Topicshttps://exile.majormittens.co.uk/forum/190-version-094/Version 0.9.4 Latest Topicsenerror 20 reading exile_server_config.pbohttps://exile.majormittens.co.uk/topic/22352-error-20-reading-exile_server_configpbo/ ok all i have been searching and reading everywere via google, and theres not enough results. 

now my friend is running a arma 3 server exile, we added various in correctly and there ok, but now since i added the like cup data in the config.cpp. and repack it..

i get thiserror

Error 20 reading file (Folder Paths Removed for Security)@exileserver\addons\exile_server_config.pbo'

 

here is a complete log file content with like ip and a few folder names removed for security

 

also current mods installed are CUP: Weapons, Units, and Vehicles, with there ACE3Caddons, 

ACE

and also CBA_A3

 

can anyone help. 

thanks

kind regards

darkdaz

]]>
22352Sun, 09 Apr 2017 17:18:21 +0000
pomelo new release problemshttps://exile.majormittens.co.uk/topic/12296-pomelo-new-release-problems/ hi im useing the new pomelo release in download and i tried joining afew exile servers and i keep getting a error message saying it isnt a registered key :(

20160308231237_1.jpg

]]>
12296Wed, 09 Mar 2016 04:19:56 +0000
Over 1 million poptabs isn't displayed correctlyhttps://exile.majormittens.co.uk/topic/8642-over-1-million-poptabs-isnt-displayed-correctly/ As title: Over 1 million poptabs isn't displayed correctly.

My poptabs read 101677e+006 atm.  I think its around 1016770.

 

Cheers

]]>
8642Mon, 14 Dec 2015 12:48:40 +0000
New SUV handles sh!thttps://exile.majormittens.co.uk/topic/8291-new-suv-handles-sht/ Hi Guys

 

Is it just me or is the suv's handling crap, it take forever to stop when @ full speed, overall weight should of the vehicle should be lowered, turning is unresponsive at 100km/h. on the test server around every turn there was 1 without front wheels.

 

 

]]>
8291Wed, 09 Dec 2015 05:54:43 +0000
Bug collection for RC 0.9.4https://exile.majormittens.co.uk/topic/8218-bug-collection-for-rc-094/ Please post your bugs in this topic, so the forum won´t get a mess over time :)

Found bugs:

- Magazines are vanishing when equiped in the weapon when you reconnect to the server

- Car "Voiha" has no inventory

- when dead you get removed out of the group (as group owner) happend to me once

- Picture attached happend at 07.12.2015 - 22:12 o´clock EST

exileerror.png

]]>
8218Sun, 06 Dec 2015 22:59:32 +0000
[SOLVED] [BUG] Territory Build Limithttps://exile.majormittens.co.uk/topic/8804-solved-bug-territory-build-limit/ Im not sure if the devs keep up with this section but here goes..

 

In Exile right now the most recent update put an object limit on max built objects in a territory. It works but it is broken..

 

 
class CfgTerritories
{
    // Base Cost / Radius
    // Level 1 is allways for Pop Tabs, >= 2 for Respect
    prices[] =
    {
        // Purchase Price         Radius         Number of Objects
        {5000,                    15,            30                     }, // Level 1
        {10000,                    30,            60                     }, // Level 2
        {15000,                    45,            90                     }, // Level 3
        {20000,                    60,            120                    }, // Level 4
        {25000,                    75,            150                    }, // Level 5
        {30000,                    90,            180                    }, // Level 6
        {35000,                    105,        210                    }, // Level 7
        {40000,                    120,        240                    }, // Level 8
        {45000,                    135,        270                    }, // Level 9
        {50000,                    150,        300                    }  // Level 10
    };
 
This is the default price/size/object cfg
 
Your territory size is correct, price is correct and it doesn't allow you to build any bigger then your radius.
 
However whats broken is that if I have a basic flag and I just built my territory I have 15m radius base and I am supposed to be able to only be able to build 30 objects. But the way its currently coded and a bug is that it selects the next territory up's building limit. So I have level 1 territory and it has 15m radius, cost me 5k respect and it allows 60 objects to be built, not 30 like it should.
 
Problem: Territory allows you to build the next level up limit of items.
Level 1: 15m, 60 items
Level 2: 30m, 90 items
So in theory the max level would have no object limit or error out. 
 
The reason it happens is because the check for objects is coded wrong, it gets your territorys level and selects the level for the config but the config starts at 0 not 1 like the territory levels. So the territory actual levels are 1, 2, 3 while in config they are 0, 1, 2, 3. 
 
Devs: The file in question that would need change would be ExileClient_util_canBuildhere.sqf or something. Midway through at select (getVariable ["Territorylevel", 0]) just do -1 after the last ) and it would be working fine!
 
If anyone can reproduce this on their own server that would be great!
 
I hope I made some sense, if anyone needs clarification let me know..
 
Sorry for any errors.. This was typed on my phone!
]]>
8804Thu, 17 Dec 2015 03:56:17 +0000
SQL Update Script for 0.9.4https://exile.majormittens.co.uk/topic/8280-sql-update-script-for-094/ Run this on your current 0.9.35 database as part of the update to 0.9.4 and you won't have to wipe your database!

Spoiler

ALTER TABLE account CHANGE `first_connect_at` `first_connect_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;
ALTER TABLE account CHANGE `last_connect_at` `last_connect_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;

ALTER TABLE construction CHANGE `spawned_at` `spawned_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;
ALTER TABLE construction CHANGE `position_x` `position_x` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `position_y` `position_y` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `position_z` `position_z` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `direction_x` `direction_x` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `direction_y` `direction_y` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `direction_z` `direction_z` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `up_x` `up_x` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `up_y` `up_y` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `up_z` `up_z` double NOT NULL DEFAULT '0';
ALTER TABLE construction CHANGE `is_locked` `is_locked` tinyint(1) NOT NULL DEFAULT '0';
ALTER TABLE construction ADD `territory_id` int(11) UNSIGNED DEFAULT NULL;
ALTER TABLE construction ADD `last_updated_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP;
ALTER TABLE construction DROP COLUMN maintained_at;

ALTER TABLE container DROP COLUMN `last_accessed`;
ALTER TABLE container CHANGE `spawned_at` `spawned_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;
ALTER TABLE container ADD `last_updated_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP;
ALTER TABLE container ADD `territory_id` int(11) UNSIGNED DEFAULT NULL;

ALTER TABLE player DROP COLUMN is_alive;
ALTER TABLE player DROP COLUMN fatigue;
ALTER TABLE player DROP COLUMN hitpoint_head;
ALTER TABLE player DROP COLUMN hitpoint_body;
ALTER TABLE player DROP COLUMN hitpoint_hands;
ALTER TABLE player DROP COLUMN hitpoint_legs;
ALTER TABLE player DROP COLUMN died_at;
ALTER TABLE player ADD `hitpoints` varchar(255) NOT NULL DEFAULT '[]';
ALTER TABLE player CHANGE `spawned_at` `spawned_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;

CREATE TABLE `player_history` (
  `id` int(11) UNSIGNED NOT NULL,
  `account_uid` varchar(32) NOT NULL,
  `name` varchar(64) NOT NULL,
  `died_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP,
  `position_x` double NOT NULL,
  `position_y` double NOT NULL,
  `position_z` double NOT NULL
) ENGINE=InnoDB DEFAULT CHARSET=utf8;

ALTER TABLE territory CHANGE `id` `id` int(11) UNSIGNED NOT NULL;
ALTER TABLE territory CHANGE `created_at` `created_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;
ALTER TABLE territory DROP COLUMN last_payed_at;
ALTER TABLE territory ADD `last_paid_at` datetime DEFAULT CURRENT_TIMESTAMP;

ALTER TABLE vehicle CHANGE `id` `id` int(11) UNSIGNED NOT NULL;
ALTER TABLE vehicle CHANGE `spawned_at` `spawned_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP;
ALTER TABLE vehicle ADD `last_updated_at` datetime NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP;

ALTER TABLE `construction`
  ADD KEY `account_uid` (`account_uid`),
  ADD KEY `territory_id` (`territory_id`);

ALTER TABLE `container`
  ADD KEY `account_uid` (`account_uid`),
  ADD KEY `territory_id` (`territory_id`);

ALTER TABLE `player_history`
  ADD PRIMARY KEY (`id`);

ALTER TABLE `territory`
  ADD KEY `owner_uid` (`owner_uid`),
  ADD KEY `flag_stolen_by_uid` (`flag_stolen_by_uid`);

ALTER TABLE `vehicle`
  ADD KEY `account_uid` (`account_uid`);

ALTER TABLE `clan`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT;
ALTER TABLE `construction`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT;
ALTER TABLE `container`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT;
ALTER TABLE `player`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=14;
ALTER TABLE `player_history`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=5;
ALTER TABLE `territory`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT;
ALTER TABLE `vehicle`
  MODIFY `id` int(11) UNSIGNED NOT NULL AUTO_INCREMENT;

DELETE construction FROM construction WHERE construction.account_uid NOT IN (SELECT account.uid FROM account);
DELETE container FROM container WHERE container.account_uid NOT IN (SELECT account.uid FROM account);
DELETE player FROM player WHERE player.account_uid NOT IN (SELECT account.uid FROM account);
DELETE territory FROM territory WHERE territory.owner_uid NOT IN (SELECT account.uid FROM account);
DELETE vehicle FROM vehicle WHERE vehicle.account_uid NOT IN (SELECT account.uid FROM account);
UPDATE territory SET flag_stolen_by_uid = NULL;

ALTER TABLE `construction`
  ADD CONSTRAINT `construction_ibfk_1` FOREIGN KEY (`account_uid`) REFERENCES `account` (`uid`) ON DELETE CASCADE,
  ADD CONSTRAINT `construction_ibfk_2` FOREIGN KEY (`territory_id`) REFERENCES `territory` (`id`) ON DELETE CASCADE;

ALTER TABLE `container`
  ADD CONSTRAINT `container_ibfk_1` FOREIGN KEY (`account_uid`) REFERENCES `account` (`uid`) ON DELETE CASCADE,
  ADD CONSTRAINT `container_ibfk_2` FOREIGN KEY (`territory_id`) REFERENCES `territory` (`id`) ON DELETE CASCADE;

ALTER TABLE `player`
  ADD CONSTRAINT `player_ibfk_1` FOREIGN KEY (`account_uid`) REFERENCES `account` (`uid`) ON DELETE CASCADE;

ALTER TABLE `territory`
  ADD CONSTRAINT `territory_ibfk_1` FOREIGN KEY (`owner_uid`) REFERENCES `account` (`uid`) ON DELETE CASCADE,
  ADD CONSTRAINT `territory_ibfk_2` FOREIGN KEY (`flag_stolen_by_uid`) REFERENCES `account` (`uid`) ON DELETE SET NULL;

ALTER TABLE `vehicle`
  ADD CONSTRAINT `vehicle_ibfk_1` FOREIGN KEY (`account_uid`) REFERENCES `account` (`uid`) ON DELETE CASCADE;

UPDATE
    `construction` c
INNER JOIN  `territory` t ON ABS( t.position_x - c.position_x ) < t.radius
AND ABS( t.position_y - c.position_y ) < t.radius
SET
    c.territory_id = t.id;
    
UPDATE
    `container` c
INNER JOIN  `territory` t ON ABS( t.position_x - c.position_x ) < t.radius
AND ABS( t.position_y - c.position_y ) < t.radius
SET
    c.territory_id = t.id;

UPDATE territory SET flag_texture = REPLACE (flag_texture, 'exile_client', 'exile_assets') WHERE flag_texture LIKE '%exile_client%';
    
DELETE FROM construction WHERE territory_id is NULL;
DELETE FROM container WHERE territory_id is NULL;
DELETE FROM player WHERE damage = 1;

 

 

]]>
8280Tue, 08 Dec 2015 21:29:48 +0000
SPMG/Navid removed by default in RChttps://exile.majormittens.co.uk/topic/8328-spmgnavid-removed-by-default-in-rc/ What maniac decided this was a good idea?
It would be understandable if other guns had also been classified as "OP" not just the SPMG/Navid.

What about the Lynx? MAR-10? Cyrus?

Why the specific hate for the SPMG and Navid?

]]>
8328Thu, 10 Dec 2015 13:00:55 +0000
SQL Update Script for Exile 0.9.4https://exile.majormittens.co.uk/topic/8275-sql-update-script-for-exile-094/ Heyho,

here is my sql update script. Please give feedback and comments on what could be not working or should be changed.

You can also just make PR to the repo ;)

Since i don't got any access to the new server files i could not test it yet.

NO WARRANTY THAT THIS WILL NOT CAUSE ANY PROBLEMS. IF YOU F**K UP YOUR DB I CAN'T SUPPORT YOU.You need MySQL 5.6+ !!

https://github.com/Onefox/exile_update_935_94/blob/master/update_schema.sql

Cheers,

 

 

PS.: Still don't know if this is the right place :D 

]]>
8275Tue, 08 Dec 2015 20:05:04 +0000
[SOLVED] Teammate killed messagehttps://exile.majormittens.co.uk/topic/8313-solved-teammate-killed-message/ The message

 

"___ killed her/his own teammate!" in English is better served by "___ killed their own teammate!"

 

As a side note, the original message would normally be written as "___ killed his/her own teammate!"

]]>
8313Wed, 09 Dec 2015 21:29:08 +0000
Kicked while turning on generatorhttps://exile.majormittens.co.uk/topic/8310-kicked-while-turning-on-generator/ Got kicked by Battleye, "set variable restriction", when i tried to turn on the generator

 

]]>
8310Wed, 09 Dec 2015 20:00:27 +0000
[SOLVED] Extremely Low FPShttps://exile.majormittens.co.uk/topic/8298-solved-extremely-low-fps/ I believe you guys are already aware that clients are experiencing super low FPS. 3-8 fps

Good luck, Hoping you guys figure it out soon :calendar:

 

]]>
8298Wed, 09 Dec 2015 12:31:17 +0000
Helping you guys out???https://exile.majormittens.co.uk/topic/8276-helping-you-guys-out/ It's kind of hard to help you guys out when there is no one on to monitoring the idiots that are not there to help out testing. Jump on yesterday, the trader zone looked like a warzone, most of the gas stations was IED or mined, the roads arond the airfiled full with mines, A guy had put mines and IED arond the whole militery base at Pygros, all towers was destroyed. I am not saying that you guys (devs) should be on, but you need to get your self a admin crew.  

Because it will only get worse the more people get a notice that the can jump on and "play", not test the new release. 

And this is not me crying because I lost something, because i didn't. I am just saying it gone be hard to help you guys testing if there is no one there to get the idiots that can't go on on live server and gun it out with people that are playing the game and not testing stuff out.

But what I did test out was good, the clint are running smooth, like all the new features (maybe not the price on instadoc, as we are testing stuff out, maybe 1250 is a little bit steep). But keep up the work, looking forward to the live release.

]]>
8276Tue, 08 Dec 2015 20:17:43 +0000
[SOLVED] Priceshttps://exile.majormittens.co.uk/topic/8222-solved-prices/ ::Vest::

  • Tactical Vest Cost 300, only has 36 armour. Other tactical vests cost 50, has 24 armour. Why would anyone ever buy the police armour?
  • Chest Rig 0 armour / 140 cap costs 20, Bandolier has 0 armour/ 80 cap, costs 30. Again why buy the Bandolier?

:: Backpacks ::

  • Hunting pack is overpriced. 

:: Guns ::

  • MX Series is overpriced, same damage as katiba no? yet katibas start at  150 vs MX starting at 350, 250 if you go for the LMG version which should be more expensive with that 100 round mag. 

:: Vehicles ::

  • Why would you ever buy a 48k truck? Especially the one with the 50l gas tank . 

These are just some examples, in general I think the whole pricing system needs some attention before release. The prices for vehicles vs weapons also seems pretty imbalanced, I'm all for making it a bit harder to get vehicles but it got a bit crazy imo. 

-Anti

]]>
8222Mon, 07 Dec 2015 01:35:56 +0000
[SOLVED] Vehicle Pricing Metrics Spreadsheethttps://exile.majormittens.co.uk/topic/8236-solved-vehicle-pricing-metrics-spreadsheet/ I'm working on balancing prices. Would it be possible to get an updated vehicle pricing spreadsheet such as the one found in the 0.9.3.6 changelog showing the pricing metrics being applied to the new vehicles coming in with 0.9.4? I plan to create balanced pricing using the vehicle prices as a baseline since there's some logic as to how those prices are calculated. I like logic. Thanks! :)

]]>
8236Mon, 07 Dec 2015 18:08:01 +0000
[SOLVED] Option to "Empty" Water Bottleshttps://exile.majormittens.co.uk/topic/8219-solved-option-to-empty-water-bottles/ Pretty simple. Add an option to empty a water bottle that has something in it. If you have a Water Bottle Filled with Fresh, Dirty, or Salt Water you should be able to "empty" it without having to drink it.

Also "Coffee" or whatever other things that were added this patch that go in water bottles :)

]]>
8219Sun, 06 Dec 2015 23:16:49 +0000
[SOLVED] Moving objects at territory edge makes object dissapearhttps://exile.majormittens.co.uk/topic/8232-solved-moving-objects-at-territory-edge-makes-object-dissapear/ Moving an object at your territory edge gives both a confirm and deny msg and destroys the object.

I was able to place the object perfectly fine from the same position. Moving makes it dissapear.

2zhfgwm.jpg

]]>
8232Mon, 07 Dec 2015 15:17:02 +0000
[SOLVED] Safe PINhttps://exile.majormittens.co.uk/topic/8243-solved-safe-pin/ Safe Pin kann nicht geändert werden ohne relog 

]]>
8243Mon, 07 Dec 2015 20:14:18 +0000
[SOLVED] Please don't forget to add the new Loot Table Templatehttps://exile.majormittens.co.uk/topic/8220-solved-please-dont-forget-to-add-the-new-loot-table-template/ I don't know if its right here....


That would be awesome. ;)

We could than easily diff the new item into our custom loot. 

Could also be in the server "repo" zip by default.

 

]]>
8220Sun, 06 Dec 2015 23:48:10 +0000
[SOLVED] Start up cashhttps://exile.majormittens.co.uk/topic/8230-solved-start-up-cash/ Me and some others on the test server are willing to test everything about building. But this isn't possible, cuz we can't get enough cash together to buy a flag, and as spawned vehicles are nowhere to be found, this makes it even harder. Testing would be much faster if we had some cash to spend, we could test the traders better to.

]]>
8230Mon, 07 Dec 2015 12:12:02 +0000
[SOLVED] STICKShttps://exile.majormittens.co.uk/topic/8227-solved-sticks/ How does one make sticks on this for the bush kit?

 

]]>
8227Mon, 07 Dec 2015 04:51:28 +0000
Server Upgrade Kit Downloadhttps://exile.majormittens.co.uk/topic/8261-server-upgrade-kit-download/ As many server owners have requested to get an insight of how the data and data structure will change in the upcoming version; here you go!

Be aware that these files are subject to change until the release! There is no guarantee that they will stay the same until then!

Also, our time is currently limited as we are working every minute on the new update, ensuring that everything works fine. Thus we cannot answer any questions. Please understand.

Download
Download from server #1

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8261Tue, 08 Dec 2015 16:30:00 +0000
Download + Server Info [RC5 now!]https://exile.majormittens.co.uk/topic/8217-download-server-info-rc5-now/ Update 8th December: These are now the RC5 files!

These files are meant to be used in our release candidate testing only! You cannot play with them on live servers!

Download:
Download from server #1

Test Server:
Host: join.exile.majormittens.co.uk
Port: 2302 
Password: boogieboogie

Teamspeak:
ts.exile.majormittens.co.uk

Report Bugs here:
http://exile.majormittens.co.uk/forum/189-release-candidate/

RC1 to RC2 changelog:

  • Re-made ALL BattlEye filters... ugh
  • You can now access the gear of tied up people and basically steal of all their gear.
  • You can now move your head while being tied up.
  • Tied up people can now be road killed.
  • Tied up people cannot adjust their stance anymore to break free.
  • It now shows a message that you do not have the required tools if you want to release someone.
  • PIN code related messages now show **** when stream friendly UI is enabled.
  • 3D party markers now function properly when a party member is not in the ground
  • "Handcuff-Loggers" are now killed properly and don't respawn where they have been
  • Sending money to players that have disconnected in the meantime does not show "Sent money to: Object not found" anymore
  • Lowered the mass of instant coffee and bandages as they were too heavy
  • Took away SPMG/Navid from the game completely. Server owners can put them back in, but they are overpowered in our opinion.
  • Changed the way vehicles spawn in general. Arma blows them up too often. Please test!
  • You now lose respect when you tie someone up, but gain some respect if you release them again
  • Adjusted some prices of vests and backpacks, as they didn't reflect their quality
  • Changed "Scan Bar Code" action on dead bodies to "Identify Body". This will display the name of the player corpse for you.
  • Loot will now spawn without a minimum distance / visual threshold. That means you don't have to be 15m away from a building anymore to have it spawn some loot. Also, this also means loot can spawn right below your feet. This improves loot spawning in the "single house in the wild" scenario.
  • Added three more crafties recipes to empty plastic bottles (dirty/salty) and fuel canisters. Thank you for the idea!
  • Changed armor values of Ifrit (150), Hunter (200) and Strider (250)
]]>
8217Sun, 06 Dec 2015 21:50:01 +0000