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If I'm correct, I think what he's trying to say is the same problem I'm currently having. Certain items purchased from the traders, such as primary weapons, will be deleted from your character when you log out. It's deleting those items either when you log out, or when you log in. So logging back in means your primary weapon is gone. This has also happened with some secondary weapons as well. I'm only seeing this happen with certain weapons, such as those from RHS and NIA. Arma and Exile weapons don't seem to be affected by this problem. Personally, I'm using infistar but I have the item blacklist option disabled, so technically anything available on the traders should be safe to use. I do see some odd errors popping up in my .rpt, but I have no idea what's causing it. I'm told it's something in the exile/server files, but I can't see anything that has been modified that would cause the issue. Below is a small section of my .rpt, and these errors continue to spam as long as I have certain weapons equipped from those mods. Another section of my .rpt shows errors specifically related to the weapon my character has equipped.
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First you need to make sure you have the image in the correct format, and the image is added to your mission folder. To change the image, you can either select the image location while in the editor, or change the path in the initServer.sqf file. I suggest using .paa format for all images, with 512x256 dimensions, and you can convert images to .paa format using the Arma Tools. You'll see an option called ImagetoPaa, which will allow the conversion. The tools are available on Steam, just look for "Arma 3 Tools" in the store (it's free).
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I am seeing some problems with this tool not extracting all items. My latest attempt to extract the weapons from NIA is only extracting 2 optics, no suppressors, etc. It looks like most of the weapons are extracting, but almost none of the attachments. All items from this mod share the "hlc" prefix, and those items are visible in the virtual arsenal. Any ideas?
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#3 in your above notes. You need to copy the entire testConfig.Altis folder, not just the config. This tool requires a lot of scripts to function, and copying only the config will do nothing. You shouldn't need to do all that about moving the camera to the blue box, etc. Just click the play/preview button on the bottom-right. You'll load in as a character standing on the runway of the main airport, and you'll have several options on the scroll wheel. Choose the option for the classnames you want to extract, wait until the message says it has completed, then tab out and paste into a text file. As you have noticed, this is an Altis mission file, so you need to load the editor with the Altis map. You don't do ANYTHING else. Don't move the camera, don't click on shit, etc. Load the mission, click on play/preview, and access your character's scroll menu for the type of classnames you need.
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Double check all of the lines, making sure there is a "," where needed. If you commented out or uncommented some lines, you may need to adjust those as necessary.
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Which faction do your AI belong to? Which factions do the uniforms belong to? Are you using addons such as CUP, RHS, etc? You might need to change the adduniform command to forceadduniform.
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Is anyone else familiar with this "mod" enough to be comfortable in updating files and creating a custom version? If so, I'd be willing to compensate for it. Feel free to PM me if you're interested, and I can discuss the details further.
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territory Territory upgrades respect bound
Ninja2dan replied to ..l.. ◣_◢ ..l.. Ŧдϛҙ™'s topic in Configuration
I was actually about to scour the forums looking to see if anyone had figured this out yet. I'd like to see servers using a respect-based requirement for territory upgrades, which could extend the challenge of "maxing" out everything and getting bored of the game so fast. Combined with other mechanics to increase longevity for players, this may help retain players in Exile, and maybe get more people interested. The community has plenty of talented scripters, so I'm hoping someone has or will have the solution to this question. -
[SOLVED] Looking for "remove item" script
Ninja2dan replied to Ninja2dan's topic in General Discussion
First you want to determine the radius of the array that you need to use, such as 10m radius around that point. Place an item or items at the locations you want to use for the array, something that can easily be identified. For example, I placed a bunch of batteries on the ground where I needed the coordinates. Copy the coord from the mission.sqm file, but you will need to convert them to work with the script. For example, if you place an object in the editor at the point you need, then grab the coord from the mission.sqm, the coord may look like this: position[] = {5908.18, 0, 20160.3}; Notice that the format is incorrect, the "0" needs to be at the end of the array. Change the above to look like the format below: position[] = {5908.18, 20160.3, 0}; You're just moving the "0" to the end, instead of the middle. Once you have the coordinates, you do not need the items on the map anymore. So if you placed a bunch of batteries to grab their coordinates from the mission.sqm, you can delete after you have the coordinates. As a note, make sure you have exactly enough arrays defined in _markerarray, and you have the correct radius defined per location. This script will remove quite a few items, including buildings, so use with caution and test it out first. I was also warned that removing objects in a very large radius or having a lot of smaller arrays may cause severe lag on startup. Could even crash a server. -
The instructions don't currently mention it, but you also need to comment out or delete the mods you aren't using in the CfgTraders.hpp file. This will remove most of the blank spaces. But I am still seeing a few that are blank due to categories leading to missing entries. Also note that several mods are not updated, and many items are not listed. For example, the SpecOps trader has categories defined for Apex launchers and Apex launcher ammo, but neither of those categories are defined in the APEX folder TraderCategoriesAPEX.hpp. The result are blank lines. To remove most of those blank spaces, just comment out the folders you aren't using. I'll post a snip of my file for you to use as an example. Note that the mods I'm currently using are CUP, RHS, NIA, TRYK*, and all DLC. [* = It's important to note that the mod formerly known as TRYK's is now simply Multi-play Uniforms. Classnames are also quite different from the current Steam version.]
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Floating player names/icons (group only/all)
Ninja2dan replied to RevoLand's topic in Clans & Parties
The problem has been reported in the past, but nobody has posted a stable fix for the problem. This problem is you can only see the names of players that were signed in before you. Anyone else that joins after will not show their names to you. Essentially, the only way to see everyone else's names is to relog and be the last one to join. -
Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
Ninja2dan replied to happydayz's topic in Scripts
I'm still having the problem of uniforms from addons being deleted after revive. I know there are quite a few people that now how to fix this, is anyone willing to share the solution? -
[SOLVED] Looking for "remove item" script
Ninja2dan replied to Ninja2dan's topic in General Discussion
Works perfectly. Awesomesauce -
[Release] Purchased vehicles spawn at specific location
Ninja2dan replied to BetterDeadThanZed's topic in Scripts
The version that was posted by tinboye uses a single helipad type (empty) for all vehicle classes, which I think is the "invisible" helipad. If that's correct, you can place down any style of helipad you want, then place the empty style over the top of it. If you're wanting each class to spawn on a specific pad type because your traders are close to each other, the version of the script I was provided does use different types of helipad for each vehicle class. -
[SOLVED] Looking for "remove item" script
Ninja2dan replied to Ninja2dan's topic in General Discussion
So instead of placing something (object, logic, etc) at the center of where I need objects cleared, I just copy and paste their coord into that script. And I don't have an init.sqf, just the local/server files. Does that mean I need to create the init.sqf to place into the mission folder?