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Everything posted by canuckbrian
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Hoping I can get some help here. I've been using DMS for a long time and I'm very familiar with how it works, but I'm having an issue with AI placement when missions spawn the AI. What's happening is the AI are being placed inside rocks. I have DMS currently set to require players to kill 100% of the AI before a mission can be cleared. I could lower that setting, but that's just working around the issue. Does anyone have any tips or fixes for this though that doesn't require reducing the kill percentage?
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@FlipM0d3, can you PM me your airdrop config.sqf? I'll take a look at it and see what is going on.
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@FlipM0d3 I can confirm 100% that I cannot order airdrop items that require more respect than I have. See attached screenshot.
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Hey! Thank you for this. As far as I know, the respect settings are working with the air drops. I have just shy of 5K respect and some of the packages I created require more than that. The ones that required more than I had were in red text and when I hovered over them I saw that I needed more respect to order them. I didn't try ordering one anyways though. I'll confirm 100% that the respect restricted drops are working as expected tonight and get back to you.
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Apoc, Thanks for updating your script for 1.0.4. Appreciate your hard work. I have an issue though, and I'm hoping you can help me out. I have a category called "Kits" and it has 6 different drop's defined. From the XM8 app I can only see 5 in the list. If I select the 5th one and press the down arrow I can see I get onto the 6th kit, but I can't see that I have it selected. Is there any way to make that selection box have a scroll option so other kits can be selected or seen? Thanks!
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[Release] Large AI Base DMS Static Mission for Chernarus
canuckbrian replied to Riker2335's topic in Events, Missions & AI
Thanks for taking the time to do this and release it to the community.- 54 replies
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- chernarus
- static mission
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Removes spawn zones from the selection list that are within a certain range of the players corpse. Prevents players from spawning on top of, or near where they just died. The script compares your corpse position to all Exile spawn zones. Any spawn zone that is closer than 3KM to your corpse won't be populated in the selection list. This is customizable, see below. Script was not written by me, credit for that goes to @Janski, but I did request help in creating it and figured it's worth sharing, see here: Create a new text file and call it "ExileClient_gui_selectSpawnLocation_show.sqf" Paste the following code in to the new file and save it: /** * ExileClient_gui_selectSpawnLocation_show * * Exile Mod * exile.majormittens.co.uk * © 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["_display","_spawnButton","_listBox","_listItemIndex","_numberOfSpawnPoints","_randNum","_randData","_randomSpawnIndex"]; disableSerialization; ExileClientSpawnLocationSelectionDone = false; ExileClientSelectedSpawnLocationMarkerName = ""; createDialog "RscExileSelectSpawnLocationDialog"; waitUntil { _display = findDisplay 24002; !isNull _display }; _spawnButton = _display displayCtrl 24003; _spawnButton ctrlEnable false; _display displayAddEventHandler ["KeyDown", "_this call ExileClient_gui_loadingScreen_event_onKeyDown"]; _listBox = _display displayCtrl 24002; lbClear _listBox; { if (getMarkerType _x == "ExileSpawnZone" && ((getMarkerPos ExileClientLastDeathMarker) distance (getMarkerPos _x)) > 3000) then { _listItemIndex = _listBox lbAdd (markerText _x); _listBox lbSetData [_listItemIndex, _x]; }; } forEach allMapMarkers; _numberOfSpawnPoints = {getMarkerType _x == "ExileSpawnZone" && ((getMarkerPos ExileClientLastDeathMarker) distance (getMarkerPos _x)) > 3000} count allMapMarkers; if (_numberOfSpawnPoints > 0) then { _randNum = floor(random _numberOfSpawnPoints); _randData = lbData [24002,_randNum]; _randomSpawnIndex = _listBox lbAdd "Random"; _listBox lbSetData [_randomSpawnIndex, _randData]; }; true Create a folder in your mission file called "overwrites" and place "ExileClient_gui_selectSpawnLocation_show.sqf" inside the overwrites folder Open up your mission config.cpp file and find the section called "CfgExileCustomCode" Add the following in that section: ExileClient_gui_selectSpawnLocation_show = "overwrites\ExileClient_gui_selectSpawnLocation_show.sqf"; // Customized spawn selection menu Re-PBO your mission file and that's it! To customize how far away spawn selection will be restricted adjust the numbers on lines 28 and 35. Currently set to 3000, this in in meters. If you want further, increase the numbers, if you want nearer decrease the numbers. Everyone say a huge thanks to @Janski for figuring this out!
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I'm not sure where to post this, so I'm posting it here. Right now Exile has the player corpse and the vehicle wreck cleanup on the same timer setting. This is annoying for a couple of reasons. Players want a chance to get back to their bodies, so setting this to 15 minutes gives players a chance at least. Server owners want wrecked vehicles cleaned up quickly for performance reasons. When a player dies in the vehicle and the vehicle is destroyed their corpse is trapped inside. No way to pull it out. So it and the wrecked vehicle get deleted together. In PVP the attackers gain nothing by taking out a vehicle and it's occupants. As an admin I can delete the wreck. When this happens the corpses of any players inside are released from the wreck and are able to be looted. What I'd love to see is this. Separate the cleanup timers for corpses and wrecks so admins can choose how long each type sticks around for before it's cleaned up. I'd also like to see it that any player that dies while inside a vehicle is immediately ejected regardless of whether the vehicle is destroyed or not. This way any PVP attackers would at least get some rewards for their kill in the form of the player's loot.
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Hello, I've been working on building a custom occupation mission for my Tanoa and Esseker servers. I have the missions spawning and working, however when it goes to call in the heli reinforcements I get an error message and I'm a little lost at what to do to resolve it. Reinforcements Code: Error Message: Any help would be appreciated!
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We are proud to announce the availability of one-click script installs for Exile servers. We have the following scripts available for instant install. DMS (Defents Misssion System) DMS provides your Exile server with AI mission encounters. Missions will be randomly spawned around your map and include a variety of scenarios such as vehicle capture, weapons crate recovery, food/medical supplies recovery, etc. The current one-click install of DMS comes with stock config settings but can be customized to your liking after installation. Exile Occupation Exile Occupation is a complimentary script to DMS and requires DMS to be installed. Exile Occupation adds roaming AI, vehicle patrols, supply crate drops, public transportation system (ground or air), dynamic spawning traders, and lots more. The current one-click install of Exile Occupation comes with the stock config settings but can be customized to your liking after installation. ExileZ 2 (updated by Kuplion) ExileZ 2 adds a zombie spawning system to your server and requires Zombies & Demons MOD to be installed. ExileZ 2 spawns zombies in towns and around players dynamically. It also spawns hordes around random players at random intervals. The current one-click install of ExileZ 2 has a slightly modified config. Zombie mission has been disabled by default, but this can be customized to your liking after installation. All scripts are available for install in the "Addons" section of your Game Server Panel. Just search for "script" to filter them out, then click on the "Install" button to the right.
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Just to let everyone know, I'm the one that's started and running KillerServers. A lot of you know me from running the TarfuGaming servers, and from my contributions to the scripting community here. If you have any questions you can post them here or PM me or the KillerServers account and I'll be happy to help you out.
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Hello, I've setup a Whitelist access only server for PVE. Players need to apply to join. I'm trying to use infiSTAR's whitelist function to lookup whether a player in the database is whitelisted or not. I looked that the SQL statement you included in your release, as well as the INI addition. I don't want infiSTAR referencing the account table because that requires the player to join the server first, and if whitelisting is turned on how can they do that? I created another table called "whitelist" with the columns "uid", "name", "whitelisted", and "dateAdded". uid is the Key column and it's a unique value. I modified the INI statement as follows: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; infiSTAR Whitelist DB Query ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [getAccountWhitelisted] SQL1_1 = SELECT whitelisted FROM whitelist WHERE uid = ? Number Of Inputs = 1 SQL1_INPUTS = 1 OUTPUT = 1 In EXILE_AHAT_CONFIG.hpp I have "USE_DATABASE_WHITELIST = true;" I'm 99% certain that this should work, but for some reason it's not. There are no errors in the server or client RPT files, or in the extDB logs. But anyone is able to join regardless of whether they're whitelisted or not. Can you see or think of any reason why this isn't working?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
canuckbrian replied to second_coming's topic in Add-ons
I figured that out late last night... thanks. I also figured out that you have to statically set it's starting point too. If you don't it reaches it's final waypoint and takes off / lands there repeatedly. I set it's starting point to one of the trader cities, then put the static locations in for the trader cities, and this works. I also changed it's setWaypointSpeed to FULL from NORMAL because it was too slow for my tastes.- 3161 replies
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
canuckbrian replied to second_coming's topic in Add-ons
Having an issue with Occupation Airlines. I have 3 trader zones on my map (NW,SW,and East). When the chopper spawns in the middle of the map it flies to the closest trader which is the NW one. Then it flies to the East trader, after flying to the East trader it flies to the SW trader. At this point it's been to all 3 traders. After it makes it to the SW trader it only ever goes between the SW trader and the East trader. Never returns to the NW trader. It's like it picks the closest trader, makes that it's waypoint, and proceeds there. Then repeats this. So if one of your trade zones is further away from the others then it will never go there. At least this is the behavior I've noticed. I have even tried manually specifying coordinates in the config for my 3 trade zones but it didn't make a difference. Is there anyway you can change your code so it rotates through the coordinates instead of picking the closest one?- 3161 replies
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- survivor ai
- random ai
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Instead of trying to use my own table for whitelisting I added the whitelisted column to the account table and adjusted the query to what you ship infiSTAR with and it works. Not sure why it wouldn't work when using my own table, but either way I got it working and built some tools to handle whitelisting for my other admins to use.
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So just to be clear, and this is the annoying part, my server's aren't crashing completely. What's actually happening is under high load (35+ players / 70+ AI) the arma3server.exe process stops utilizing multiple cores in the CPU and instead offloads everything to a single core. When this happens, the server is still working, responding to queries, but everything in game stops working. Any actions, player updates, etc. I can move around normally, but other players appear "frozen" in place performing whatever animation they were at the time the "crash" happened. There's no hint in the server RPT files as to why this happens either. Only way to fix it is restart the server. This happened again for me last night on my Esseker server. A new server perf build was released last night by Dwarden. I've loaded that on my servers and testing it out today. Will report back.
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Probably not. We got Arma'd.
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Using the latest perf build has helped a bit. But I'm still experiencing crashes under high load. 35+ players and it becomes unstable. I found that turning off DMS AI Offloading and freezing helped. But I still get at least one crash per 3-4 days. Prior to the 1.64 update I had no crashes.
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Anyone know how to make the fog lower to the ground? Or a little more transparent?
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I'm having this exact same issue on my server's. Says I have a bounty placed. I actually checked the DB and I don't. Won't let me set any new ones, and won't let me see any active ones. Was working prior to the 1.0.2 update.
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So just to be clear, this is a serverside addon that improves the performance of loot spawning vs the stock Exile method?
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You beautiful man! I could kiss you! (no homo) I have been trying to get this working since June on my servers and what I was missing was the bit about commenting out the loadout in the server config. Previously I had just deleted everything from the loadout, but never commented out the whole block. Thank you!
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Any chance we could see the "DMS_AI_KillPercent" feature completed? Would be nice if it could be separated into Dynamic vs Static missions too. Right now I'm not having an issue with Dynamic missions, but the Static mission AI sometimes wander into or spawn inside objects the players cannot get access to and then the mission won't complete because not all the AI can be killed. I've literally seen AI walk into a rock and disappear inside it and not walk out again. I have to use my admin tools to drag them out so they can be killed and the mission completed.
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Thanks!
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I've added the 8G Bulletcam Mags to the loot table and traders. This works fine. They appear in loot piles, and can be purchased from traders. But for some reason you cannot sell them. Just says "Unsellable" beside the mag. Is this some weird restriction that the Devs have put in place?