dragoragoda
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Everything posted by dragoragoda
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I had cropped the steam id out as i dont like to share that info if its my own or others i do not have the logs for that specific time when that admin got kicked. but a current player forwarded to me his logs for the past few times he has been kicked yesterday. and i scanned over it and did not find anything out of the ordinary but will upload them and maybe i missed something. The one thing myself and my admins have realized is when 1 person gets kicked it cascade kicks everyone in order with the main loop stopped error. Line 641: 26.04.2017 00:54:17: Liftoff(Removed Uid) | MAIN LOOP STOPPED! Last iteration took 14.7202s this one took 74.7202s and is not done yet.. anti anti hack? | 1h 37min 38s [08-Apr-2017 05-49-28 - v0076a] He is west coast usa server is central usa so 2 hour difference in time when he is disconnected i and 2 minutes before his kick. can upload the logs to pastebin later if you need the whole log file.
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@Vergy Sorry to hear about your issue with that site. Sad that so many people in arma modding take advantage of others these days. On the flip side if you need help with anything like so many others in this thread send me a pm me. I believe that people should help others out for the betterment of arma 3. Not for personal gain. And it saddens me greatly to see that happen to a game i enjoy and love.
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My server is having this issue too. Even with the latest infistar update where he said it should be fixed. Line 489: 16.04.2017 01:14:44: Tryndamere() | MAIN LOOP STOPPED! Last iteration took 18.1521s this one took 78.1521s and is not done yet.. anti anti hack? | 0h 38min 54s [08-Apr-2017 05-49-28 - v0076a] Line 490: 16.04.2017 01:16:05: Adamska() | MAIN LOOP STOPPED! Last iteration took 5.7041s this one took 65.7041s and is not done yet.. anti anti hack? | 0h 40min 14s [08-Apr-2017 05-49-28 - v0076a] Hopefully it can be fixed.
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since 1.68 and updating infistar i have started seeing people get kicked for the following reason Scripting function 'BIS_fnc_effectKilledSecondaries' is not allowed to be remotely executed Is there a reason for this and a fix?
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I might be wrong here but i believe you have the wrong infistar installed. comparing this to my logs you have v0426 when mine does that it says v074 14:57:30 "<infiSTAR.de>CONNECTLOG| #2 Disconnected: Adamska() Owner: 19, SteamName: [23-Mar-2017 17-57-16 - v0074]"
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We are a gaming community designed and created around the purpose of enjoying quality gaming in a mature environment. We prefer to give back to our players in different and unique ways. We aim to be unique in small but impressive ways. Some of these ways are people can earn ingame currency for helping find bugs and glitches and helping us reproduce them in a manner the helps our admin team remove or patch them. We listen to and build our server around our players and not what we want because what we want is players who enjoy our server. Now our server is an exile variant running on chernarus we run advanced banking xld towing/lifting. we use ryans zombies and exilez. we have incorporated view distance and few other xm8 apps to give players a better experience. We have almost 8 years of hosting experience with a solid admin team who is mature and friendly. So even if your just passing through or coming to stay check us out and let us know what you think.
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Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
dragoragoda replied to happydayz's topic in Scripts
Since 1.66 hotifx i am having an issue with revive system on my server. randomly when trying to revive a player it will glitch and choose an alive player in proximity and try to revive them then fail killing the player these two players are on the ground trying to revive each other shortly after this player dies in a heli above them. this started with 1.66 hotfix -
yeah i read them too and 12 seperate mentions of changes to respawn in them for arma 3 this patch hopefully a fix can be found but least for the interim we can just downgrade to 1.64 via legacy code.
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I have spent the last 6 hours browsing the entire forum for a way to make this work and alas i am hoping some of you here have an answer i might have missed I can spawn in and i am always with parachute halo jumping in. /////////////////////////////////////////////////////////////////////// // PLAYER SPAWN CONFIGURATION /////////////////////////////////////////////////////////////////////// class BambiSettings { loadOut[] = {"ItemCompass", "ItemMap", "Exile_Item_XM8", "ItemRadio", "Exile_Item_Energydrink", "Exile_Item_BBQSandwich"}; parachuteSpawning = 0; parachuteDropHeight = 0; protectionDuration = 10; spawnZoneRadius = 500; spawnZoneVehicles[] = {{3, "Exile_Bike_OldBike"}, {3, "Exile_Bike_MountainBike"}}; }; RPT has no errors and i can spawn in just fine. My goal was to disable the parachutes and allow players to choose a spawn location. Any and all help would be appreciated.
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Since 1.0.0 we have had players randomly spawn back were they died last or back 5-10 minutes before the death. We have no errors in the database infistar detects the death but database does not update their death. to replicate it on both our live or test server i can take a player shoot them with a vehicle weapon and they will die after they respawn they will be were the body is but if i shoot them with a rifle or pistol it kills them normally what would cause this were could i look for a fix.
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ExAd - Package of Virtual Garage|XM8|StatsBar|Halo & Parachute|Admin Events|Hacking|Grinding|Vehicle Upgrade
dragoragoda replied to Janski's topic in Scripts
So after updating to latest exad i have been getting an error when grinding locks everything else is working just cant grind locks. When i grind locks i get the following error. i have reinstalled and double checked it twice and have even checked the install with the installation guide 2-3 times and still i get the animation i get the bar on the door but it doesnt damage the lock or remove it. it does the little skit says i think im getting through shows the animation and then finishes and uses the batteries but doesnt unlock the door.- 2256 replies
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[SOLVED] infistar 0.56 - dead body spam in rpt (SOLVED IN UPDATE)
dragoragoda posted a topic in Anti Hack
To start this out i would like to explain the steps i took. First on july 24th we updated to the new 0.56 antihack by infistar, after this happened players started getting runcheck failed but it was random and inconsistant. We spent a half a week rebuilding our server in a private environment and all went great until we added the antihack. So we removed our mods again this time we threw just the antihack and exile on the server and it spams We then rolled back the antihack to 0.55 infistar for exile and put it on the server with exile instead of 0.56 I dont know the difference but installed both the same using the same settings and configuration values. Hoping someone has had or fixed this issue -
I was getting this error and posted in the forums and steps i found to solve it and if you look at the log files it shows spam like this 4:11:27 WARNING: Function 'name' - Cancer is dead after i went through over a week of testing different settings and configurations and rebuilt my test server from scratch twice over i figured out it was only when i put files from 0.56 in if i rolled back all files tied to 0.56 it fixed itself. maybe its coincidence on my part but it seems for some reason on 0.56 it doesnt like deadplayers i can take the same server and change just the antihack files and it will fix itself. So for now my server is just holding off on the next infistar update before updating.
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Can write 6 paragrahs entailing future stuff but not write 1 sentence documenting each change done while deving the mod so that a proper changelog is done on a patch. gg rip thanks for following development standard
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the problem was that i had copied a semi colon into one of the files when i added the flag poles to itemlistexile.hpp it was at the bottom so i missed it once i removed the semi colon all was well
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When i load my server traders show up and work, then i go to the trader and it shows all my custom categories. when i select a category the item and preview image work but no price its set to 0 and then if i try to buy it i get error code 3 contact an admin. Before 0.9.8 they worked i spliced the code back in here is the list of code i have in config.cpp class CfgExileArsenal { #include "TRADERS\ARMA3V\ItemListARMA3V.hpp" #include "TRADERS\ARMA3W\ItemListARMA3W.hpp" #include "TRADERS\HVP\ItemListHVP.hpp" //#include "TRADERS\MASV\ItemListMASV.hpp" //#include "TRADERS\MASW\ItemListMASW.hpp" #include "TRADERS\RHSV\ItemListRHSV.hpp" #include "TRADERS\RHSW\ItemListRHSW.hpp" #include "TRADERS\PODS\ItemListPODS.hpp" #include "TRADERS\CUSTOM\ItemListCUSTOM.hpp" #include "TRADERS\Exile\ItemListExile.hpp" }; class CfgTraderCategories { #include "TRADERS\ARMA3V\TraderCategoriesARMA3V.hpp" #include "TRADERS\ARMA3W\TraderCategoriesARMA3W.hpp" #include "TRADERS\HVP\TraderCategoriesHVP.hpp" //#include "TRADERS\MASV\TraderCategoriesMASV.hpp" //#include "TRADERS\MASW\TraderCategoriesMASW.hpp" #include "TRADERS\PODS\TraderCategoriesPODS.hpp" #include "TRADERS\CUSTOM\TraderCategoriesCUSTOM.hpp" #include "TRADERS\Exile\TraderCategoriesExile.hpp" #include "TRADERS\RHSV\TraderCategoriesRHSV.hpp" #include "TRADERS\RHSW\TraderCategoriesRHSW.hpp" }; class CfgTraders { /** * Weapons, scopes, silencers, ammo */ class Exile_Trader_Armory { name = "ARMORY"; showWeaponFilter = 1; categories[] = { "PointerAttachments", //"MASPointerAttachments", "RHSPointerAttachments", "BipodAttachments", "RHSBipodAttachments", "MuzzleAttachments", //"MASMuzzleAttachments", "RHSMuzzleAttachments", "OpticAttachments", //"MASOpticAttachments", "RHSOpticAttachments", "Ammunition", //"MASAmmunition", "RHSAmmunition", "Pistols", //"MASPistols", "RHSPistols", "SubMachineGuns", "RHSSubMachineGuns", //"MASSubMachineGuns", "LightMachineGuns", //"MASLightMachineGuns", "RHSLightMachineGuns", "AssaultRifles", //"MASAssaultRifles", "RHSAssaultRifles", "SniperRifles", //"MASSniperRifles", "RHSSniperRifles" }; }; /** * Satchels, nades, UAVs, static MGs */ class Exile_Trader_SpecialOperations { name = "SPECIAL OPERATIONS"; showWeaponFilter = 1; // for noob tubes categories[] = { "Flares", "Smokes", "UAVs", "StaticMGs", "Navigation", "ExplosiveWeapons", "Explosives", "A3Launchers", //"MASLaunchers", "RHSLaunchers", //"MASLauncherAmmo", "RHSLauncherAmmo", "A3LauncherAmmo", "CUPExplosive", //"MASExplosive", "RHSMines" }; }; /** * Uniforms, vests, helmets, backpacks */ class Exile_Trader_Equipment { name = "EQUIPMENT"; showWeaponFilter = 0; categories[] = { "Headgear", "A3Headgear", //"MASHeadgear", "RHSHeadgear", "Uniforms", "RHSUniforms", "Vests", "RHSVests", "Backpacks", "A3Backpacks", //"MASBackpacks", "Tools", //"MASTools", "FirstAid" }; }; /** * Cans, cans, cans */ class Exile_Trader_Food { name = "FAST FOOD"; showWeaponFilter = 0; categories[] = { "Food", "Drinks" }; }; /** * Light bulbs, metal, etc. */ class Exile_Trader_Hardware { name = "HARDWARE"; showWeaponFilter = 0; categories[] = { "Hardware", "CBuilding" }; }; /** * Sells cars and general vehicles */ class Exile_Trader_Vehicle { name = "VEHICLE"; showWeaponFilter = 0; categories[] = { "Bikes", "Cars", "A3Cars", "HVPCars", "A3Armed", "RHSVehicles", "Trucks", "A3Trucks", "CUGVs" }; }; /** * Sells choppers and planes */ class Exile_Trader_Aircraft { name = "AIRCRAFT"; showWeaponFilter = 0; categories[] = { "Choppers", "RHSChoppers", "A3unarmedChoppers", "A3armedChoppers", "Planes", "A3Planes", "HVPPlanes", "RHSPlanes", "Pods" }; }; /** * Sells ships and boats */ class Exile_Trader_Boat { name = "BOAT"; showWeaponFilter = 0; categories[] = { "Boats", "A3Boats" }; }; /** * Sells Community Items */ class Exile_Trader_CommunityCustoms { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community" }; }; class Exile_Trader_CommunityCustoms2 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community2" }; }; class Exile_Trader_CommunityCustoms3 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community3" }; }; class Exile_Trader_CommunityCustoms4 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community4" }; }; class Exile_Trader_CommunityCustoms5 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community5" }; }; class Exile_Trader_CommunityCustoms6 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community6" }; }; class Exile_Trader_CommunityCustoms7 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community7" }; }; class Exile_Trader_CommunityCustoms8 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community8" }; }; class Exile_Trader_CommunityCustoms9 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community9" }; }; class Exile_Trader_CommunityCustoms10 { name = "COMMUNITY"; showWeaponFilter = 0; categories[] = { "Community10" }; }; }; and like i said i can see the items scroll through them but get error code 3 and all worked before 0.9.8
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i found my issue with it rebuilt it a 5th time and got the base file working thanks for your time and help
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i saw that post too and i tried reverting we had 0.9.8 up on altis and traders worked fine. then i redid and we ported back to chernarus now traders say 0 for price and error code 3 happens. i reverted to stock traders and same issue happens. i could understand traders not working due to custom code in trader files but with direct copy and paste from exile.altis.pbo into exile.chernarus.pbo and using the same lines of code from its config.cpp and maybe im missing something but ive rebuilt my config.cpp multiple times.
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hey, love the mod and its features but am having an issue on my server. items show in trader and be bought, can place them and remove most of them. so far we have 1 issue with the razor wire item. it cna be placed but can not get its action menu. also the admin tool can see it but not remove it so far. at least not via looking at it. any help or ideas would be awsome and much appreciated
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Need help: Warning Message: You cannot play/edit this mission;
dragoragoda replied to dragoragoda's topic in Configuration
Nevermind i found my solution I went into the mission editor placed each item that through the error and then merged the mission file and it fixed it. also found that my -mod= had an extra ; in it which was most likely a cause. -
Need help: Warning Message: You cannot play/edit this mission;
dragoragoda posted a topic in Configuration
what is the best way to fix errors like this 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel 12:13:55 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. sab_camel it is happening for multiple MAs vehicles and HVP vehicles. iit happens for multiple vehicles and buildings. that i have spawning in either from mission.sqm or through the random vehicle spawn positions. Would i use the mission editor to go through and place them then take the addons[] and merge the list with my mission or do i remove all dependencies and allow it to do its own thing? any help would be appreciated. Thanks in advance -
{HELP}parachutespawning = 0 still parachuting in
dragoragoda replied to dragoragoda's topic in Spawning & Load-out
After a cup of coffee and waking up and going back to looking i noticed i had a second pbo in same folder with similar name. after closer examination i found that they were the same file somehow made a copy but with a different name. Thanks for the quick and helpfull responses much appreciated. -
{HELP}parachutespawning = 0 still parachuting in
dragoragoda replied to dragoragoda's topic in Spawning & Load-out
I will try that again but past few times i have replaced the config.cpp and redone it i still parachute in. The snippet i posted above was just my last attempt. anyhow thanks for the quick reply i will try it once more.