Rebellion
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Noticed this in my extDb logs: [12:21:51:920039 +01:00] [Thread 4516] extDB2: Database Type: MySQL [12:21:51:921538 +01:00] [Thread 4516] extDB2: Database Session Pool Started [12:21:51:923996 +01:00] [Thread 4516] extDB2: SQL_CUSTOM_V2: Loading Template Filename: D:\Servers\ArmaExile2\@exileserver\extDB\sql_custom_v2\exile.ini [12:21:51:924179 +01:00] [Thread 4516] extDB2: SQL_CUSTOM_V2: Version 12 Detected, Latest Version 12 Available [12:21:52:011797 +01:00] [Thread 496] extDB2: SQL_CUSTOM_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_prepare error [mysql_stmt_error]: Unknown column 'territory_id' in 'where clause' [mysql_stmt_errno]: 1054 [mysql_stmt_sqlstate]: 42S22 [statemnt]: UPDATE vehicle SET deleted_at = NOW() WHERE last_updated_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND territory_id IS NULL [12:21:52:011841 +01:00] [Thread 496] extDB2: SQL_CUSTOM_V2: Wiping Statements + Session [12:21:52:011855 +01:00] [Thread 496] extDB2: SQL_CUSTOM_V2: Error: UniqueID: 1 Input String: markDeleteOldVehicles:3 [12:21:52:017689 +01:00] [Thread 7896] extDB2: SQL_CUSTOM_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_prepare error [mysql_stmt_error]: Unknown column 'territory_id' in 'where clause' [mysql_stmt_errno]: 1054 [mysql_stmt_sqlstate]: 42S22 [statemnt]: DELETE FROM vehicle WHERE territory_id IS NULL AND deleted_at < DATE_SUB(NOW(), INTERVAL ? DAY) [12:21:52:017725 +01:00] [Thread 7896] extDB2: SQL_CUSTOM_V2: Wiping Statements + Session [12:21:52:017739 +01:00] [Thread 7896] extDB2: SQL_CUSTOM_V2: Error: UniqueID: 1 Input String: deleteOldVehicles:3 [12:21:52:433635 +01:00] [Thread 4516] extDB2: SQL_CUSTOM_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_prepare error [mysql_stmt_error]: Unknown column 'territory_id' in 'where clause' [mysql_stmt_errno]: 1054 [mysql_stmt_sqlstate]: 42S22 [statemnt]: SELECT id FROM vehicle WHERE deleted_at IS NULL AND territory_id IS NULL LIMIT ?,? [12:21:52:433672 +01:00] [Thread 4516] extDB2: SQL_CUSTOM_V2: Wiping Statements + Session [12:21:52:433687 +01:00] [Thread 4516] extDB2: SQL_CUSTOM_V2: Error: UniqueID: 1 Input String: loadVehicleIdPage:0:100
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Since the last Arma 3 update (Update to Game Version:1.76.142872), I've been getting the following error on my server: 12:03:27 "ExileServer - Database Error: Error Statement Exception" 12:03:27 Error in expression <umberOfVehicles - 1 do { ((_vehicleIDs select _i)select 0) call ExileServer_obj> 12:03:27 Error position: <select _i)select 0) call ExileServer_obj> 12:03:27 Error Generic error in expression 12:03:27 File exile_server\code\ExileServer_world_loadAllDatabaseVehicles.sqf, line 25 Would anyone know the reason for this, or maybe able to point me to the solution. This error was not occuring before this latest update. Cheers. *EDIT* Noticed the 1.0.3e update to include support for malden. Hopefully that will sort out the territory_id error I'm getting in my db.
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Have been getting an error with the following tried numerous different ways to set this in my setVariable but still getting a BE kick #0 anyone got any ideas? This occurs when attempting to load crate into back of vehicle. 29.06.2017 09:06:37: Rebellion (xxxxxxxxxxx) 7xxxxxxxxxxx - Value Restriction #0 "r3f_log_est_deplace_par" = R Rebel Gamers:1 (Rebellion) REMOTE 2:2121 CargoNet_01_box_F Ive tried both !"r3f_log_est_deplace_par" and !="r3f_log_est_deplace_par" in setVariable.txt
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Does anyone know the correct entry for the following restriction #0 in remotexec: - #0 "14.06.2017 07:45:13: Rebellion (192.168.0.2:2344) 74eb6cf5895f89932947ea8625cd5fa3 - #0 "admintoolkit_network_receiverequest [R Rebel Gamers:1 (Blah) REMOTE,"login",""]" Ive tried !="admintoolkit_network_receiverequest" and also tried !="login"
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Im assuming the line "ExileServer_object_construction_database_load = "EBM\exileServer_object_construction_database_load.sqf"; //Original fix by Eichi" is no longer needed in the CfgExileCustomCode section of config.cpp anymore as it was to do with the door fix in 1.02? As im getting a warning in my rpt "Script EBM\exileServer_object_construction_database_load.sqf not found"
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Improve Exile - A Wishlist (56 Suggestions & Ideas - and Growing!)
Rebellion replied to Boxman80's topic in Feature Wishes
Just a quick thought. I may have to edit this post and expand upon it to convey what Im suggesting. Lets go to a random suggestion in the OP's list. Regarding vehicles, well more over the repair and maintenance of them. Yes we all agree it needs to be overhauled and a more comprehensive system of maintenance/repair put in place. I believe it was suggested different components needing to be obtained in order for a repair to be carried out (in conjunction with the trusty old foolbox plus a wrench/spanner/screwdriver etc depending on what is being repaired) and the bulk item ie engine block/brakelines/transmission etc need to be found by looting areas. What if the vehicle wrecks that we see strewn around the map were made to be "lootable" that could potentially harvest various items (a random list with a random percentage of success to give it a level of variance) but requiring tools in order to break down the components from the wreck. each attempt at breaking a vehicle down would have a percentage of success or failure with the resulting loot being random with varying percentages of damage (ie if an item that you harvest from a wrecked vehicle is quite damaged that said item would THEN need further repair made to it to get it working before it can be used to repair/maintainan existing vehicle) items such as the engine block/brakelines/transmission/metal scrap could be the resulting loot that is harvested from the wreck. Again you could make it so that only certain parts from certain wrecks are compatible with the vehicle you are repairing. Sobasically im suggesting we dont just make it a "one tier" system to repair a vehicle...lets make it so that there maybe another tier in the process in order to get a salvageable part for your vehicle ie harvested components may also need to be repaired prior to using them to repair your trusty old strider! -
Yeah I think thats gonna have to be what Ill need to do. Though I believe it returns the time that is set on the server, particularly if the server is set to real time in config rather than static.
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I believe where you say serverTime returns the time since the server was started is done by "Time" (https://community.bistudio.com/wiki/time). If you check BIS Wiki: Time since server started whereas serverTime returns the actual time of the server. I dont want to set any time or date or anything like that as i know i can do that from exile_server_config. Im creating a script that is dependant on having the actual server time returned as a value, which is why I want to know the format this particular command returns it in. I had already read the wiki which you quote the explanation in your reply. I dont need to format it or even display it in any particular way. What I actually want to do is use it as a means to sync an event to certain pre-defined times on my server hence why i need to know how the "output" it creates is returned so I know how to format the script to match it to the correct format.
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Just a quick query...does anyone know the format that the global command "serverTime" uses in Arma? Does it take a format of HH:MM:SS or 24 Hr style eg 1900 or 1236. I just need the format in order for something I'm trying to attempt on a server.
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Hey was wondering IF you still have this tool...would you mind if you could send me a copy of the entire webfiles as I wouldnt mind hosting this from my site...that way it stays online for the benefit of others to use.
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CUP Weapons/CUP Units/CUP Vehicles Class Names And Trader Prices!
Rebellion replied to Brit's topic in Configuration
Not sure if you have solved this issue or not yet...but i noticed what you have done if you look at the mod folders in your A3 directory it looks like you have @CUP Weapons @CUP Vehicles etc (ie a space between CUP and weapons/vehicles) whereas your mod line has an underscore rename the mod directories in your A3 directory to match the names on your command line and see if that does the trick.- 11 replies
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Does it have the function to fetch the keys from each mod folder that is downloaded and drop them into the keys folder in A3. If not maybe adding this as a future possible addition would be great...that way i can run this from a batch tool once a week or whatever so that I dont have to keep downloading the updates and manually updating keys on a regular basis. Just a simple "click and go" all in one easy step or have it set to an auto start-up on a weekly basis.
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Seems a bit strange to reply to a thread thats been dorment for some time but thought it necessary. For a good while I've been wondering WHY players were connecting then almost after connecting to my server why they were disconnecting. Think I finally worked out why now, now that i came across this post. In the last week even one of my friends has been getting kicks for what seemed to be "Wrong signature file" checks against PBO's in his A3\Addons folder and sometimes even against PBO's in some of the mods enabled on the server (note: current mod versions). I assisted in trying to find out what was causing this and went through numerous fault finding tests to see what the cause was such as verifying game files in steam...deleting the corresponding PBO and Bisign file in his a3\addons folder THEN verifying files so that those files were redownloaded with a definite valid file. Nothing worked. Until now, or at least what I am going to assume, I noticed the security setting regarding "OnDifferentData" >> mine was set to kick. I can only but assume that this was the reason why kicks were occurring even though there was no unvalid reason it was happening. Now ive set that line to "" instead "kick" hopefully all should be good. Glad I came across this post!
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Ahhh ok thanks...I always like to question things such as this...not in an ignorant way...but more in a way to find out "why" different people do things in different ways. personally, if i knew enough about making addons etc like this I would have done this as a server side PBO and dropped it into the exile server/addons folder...but only because it would come across as being more efficient, maybe tidier, and less cpu hungry or at least how I would imagine it to be. *EDIT* But i will say this addon does looks clean and pleasing to the eye...think Ill give it a go on my server as i host a box from home
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Im just wondering...why is this toolkit in mod form? Would it not have been easier (and perhaps more secure) to have done it with server side PBO's placed inside the exileserver/addons folder and client side files placed in mission file folder and have them detected automatically when the server starts up. having -mod and -servermod parameters seems a bit out of the way. This is the only admin toolkit ive seen done this way. Any particular reason why?