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Sounds cool, I'll definatley give it a try once it's live. What map are you thinking of using? Yeah, but so many servers have it constantly 'sunny' and 24 hours day time like in those other popular Arma mods..... What do you mean by 'harder to obtain', if they will be in a higher tier anyway? Will they be removed from the loot tables? Only available via missions or heli crashes maybe? I'll throw you my take on the armored vehicles within the lore of Exile fwiw. Jets and tanks - nah. All heli's would be cooler IF there was a condition that allowed a player to become a 'pilot'. It's always been a niggle with me that anybody can fly a heli in these mods (and be a repair expert of every vehicle ). So Exile is set on a 'Prison Island' and all those exiled to the island are left to their own devices. A group of inmates banded together and formed a Mafia which controls territory and traders. Because of the Mafia's power over these inmates its not beyond the realms to imagine such an organization could find a way to get a few armed vehicles onto the island (wouldn't it be cool if you could purchase the old 'shell' of one of these vehicles and have to find parts to finish it?). The Mafia could have even captured some armed vehicles in skirmishes with the 'Law'. And after all, the Mafia would need these vehicles to keep their place as the dominant force on the prison Island. ( Even more cool would be player built armed vehicles, Mad Max style ) So in my eyes a few armed vehicles aren't so bad and it gives the players something to work towards, the balance trying to make those vehicles vulnerable is where most fail. That's how I justify the armed vehicles being in there . Looking forward to giving it a go when its done!
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I experienced this on my server, (thought it was infistar at first) so I changed all to kick in the config, but still players are regularly being kicked instead of banned, it has caused many of my players to stop returning. Cant help but feel something has gone more 'Arma' than usual with one of the latest updates, be it Exile, Apex or the Arma 3 patch, I love a good Arma mystery but this one has royally me off. Hate having multiple updates all at once As writing this a thought occurred to me, can these lines in the config be fully removed or set to onHackedData = ""; ? I mean with infistar and BE is this actually needed? Might give it a try after I've slept.
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I've been seeing this since before Pomelo(0.96), for me its usually only with the white version of that car . If it matters, other players on the server can see it too when your driving it.
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Ok, thanks for the help. I think I have narrowed down the problem and it seems to be related to this in the config.cfg - onHackedData = "kick (_this select 0)"; - this was originally set to Ban, I changed it and now players are only kicked. But it is happening far too often to almost 80% of players. they are still regularly kicked with no explanation. I was able to actually see some players in game being kicked with the message coming from "SYSTEM: player was kicked" ( I also set the ban.txt to read only - taken from another post on the forums here. ) So it's NOT infistar, and normally if it was battleye the message would come from BE and there would be a log, but there is neither. The players being kicked are a mix of have Apex and have not. All server files are up to date, signature check is active and I only use the Ryan's zombie mod.
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Lol, another Arma mystery I figured it was Apex related. Weird thing is, in the .53 logs there is no mention of these bans, just those kicks in the kicklog. Yet in the ban.txt there they are, and its not Bec doing the banning. Is there any known instance of the AH banning players without giving reasons for it? And if they are listed in the ban.txt they MUST be from infistar, is that correct? Thanks for taking the time to reply Edit: is this a problem with me or actuall dll? Unable to get file version size: .\ARMA_LOG.dll < found in the .rpt
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Hello, After all the recent updates almost all players are either being flagged or banned for the following "Not Allowed Display with idd: 101" I have added 101 to relevant section in the config - /* exile idds */ = 24026,101, - but still the bans are occurring. I cannot provide the infistar logs for .v54 as since updating, logs are no longer being created ( probably missed something when installing, it was late - i was tired ) but this is what I got from v53 Kicklogs 12-07-2016 23:52:55 infiSTAR.de | HawK( ***** 06709721) ID: 16 (SLOG_SKICK: HawK | HawK( ***** 06709721) | 1h 35min 21s | ctrlText 101: \A3\Data_F_Exp\Logos\arma3_exp_logo_ca.paa) The .rpt however simply has this :- 9:26:55 "<infiSTAR.de>CONNECTLOG| #1 Connected: Frost( ***** 11966967543) ID: 7 SteamName: ************ [UpTime: 0h 24min 2s | - ServerFPS: 47.3373] [12-Jul-2016 22-50-18 - v0054]" 9:27:18 "blah blah" 9:27:36 User name='Frost', pid=800044586, steamID=*****1196967543 banned 9:27:36 "<infiSTAR.de>CONNECTLOG| #2 Disconnected: Frost( ***** 11967543) ID: 7 SteamName: ************ [12-Jul-2016 22-50-18 - v0054]" Not sure why this is happening, it started after the recent updates to both Arma and Exile even on infistar v.53. And even though players are being flagged in the in-game ahlogs only a few are actually being banned. I have checked through all mission side scripts/addons for the idd: 101 with no results - just to be sure, but as the log shows it seems to be related to actual Arma 3 files, and not a mission script. Any help would be greatly appreciated. Now I better go fix the logs. Thanks.
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No warnings for me also AND the server restarts after 3 hours regardless if set to 4 or 5 hours or 10 hour restarts
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Bug - All players on connect share a group voice channel. Voice gets stuck on when using it
Riposte replied to TPGDagger's question in Serverside
Seeing this also, mission IS set to exileregular. -
Sweet! An answer AND a free piece of useful software!! Yeah its a windows machine. I actually use a separate vps (but on the same network) for my databases. Thank you Kobayashi.
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Hello, I have read the few posts that are semi-related to this issue, but I am looking for any more information that anybody can give me. As you can see from the screenshot below, the Memory PageFaults on my server is quite a bit higher than I have seen other on peoples servers. I have even seen the pagefault numbers climb to to over 10000. Although I cannot seem to notice any in game performance drop related to these faults, my Exile server is only a week old and has only topped out at 17 players. Even when there is 0 players online the memory faults are still in the thousands. I have added -loadmissiontomemory & -maxMem=3072 to the startup line recently after seeing those posted in the other memory related threads and honestly I think one of those have made it even worse. I had never seen 10000 page faults until I added those parameters. The server mods are DMS, Occupation and Ryans Zombles. I am running a dedicated box from OVH with 32GB memory and Xeon CPU, on there I also have 2 Arma 2 servers running. I get no memory errors on the Arma 2 servers, nor do I get any warnings on the server telling me there is a problem with its memory. What I would like to know is if there could be a problem later on down the line? Is it worth looking into these faults further? Are these memory faults an indication of a bigger problem on the dedi box or is it just normal for Arma 3? If it is normal for Arma 3 then why are the other screenshots I have seen here running with memory pagefaults in the hundreds while mine seem to be constantly in the thousands? Thanks in advance for advice any of you good chaps or chappettes can give me.
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Hey there, Hopefully this is the correct place to ask this. When using mods - Cup-terrains, Mas, Tryks etc etc - what is the the method used to determine what goes into the mission.sqm? Is there a tried and tested way or is it trial and error? For example, I have never used the Cup terrain or maps. Without spending an hour using google to find what I need for the mission.sqm, is there a method I can use to find out for myself exactly what needs to be input to the mission.sqm? There are some instructions that can be found, but I thought it would be beneficial to know for the cases of using mods that are not very popular or have little to no google existence. Thanks.