Transnapastain
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Transnapastain last won the day on September 10 2018
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[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Transnapastain replied to Bones51's topic in Scripts
Great, thank you! -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Transnapastain replied to Bones51's topic in Scripts
Thats what Im trying to figure out how to do. You recall how to install this we had to go into "CfgInteractionMenus" and add Under "car", "tank" (if you have it) and "air" I know I need to do the same for static weapons, but theres no class for them under "CfgInteractionMenus". Im trying to figure out how to add them, Is it just "static" or "staticweapon" or like "staticMGweapon" or something? -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Transnapastain replied to Bones51's topic in Scripts
This worked for me as well. New question, how to rearm static weapons like mortars or machine guns? I assume I can add them to the cfginteractionmenu as well, but what do you call them? Static? -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Transnapastain replied to Bones51's topic in Scripts
Im running into a very odd issue where its not actually detecting that vehicle weapons are not full, and isnt allow you to buy reloads. No matter what, it says "nothing to reload, go shoot something" The repair system and refueling is working fine. Does anyone have any clue what might cause this? I tried it with vanilla and RHS assets. If its a matter of adding mag classes or something, then thats cool, but would someone mind telling me where to add them and where to find them in the first place? -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
No, and I did note that difference, however.... *looks at file again* However, I'm a moron. I didn't see there was a CfgExileEscapeLootServer and a CfgExileLootServer in the ChernoRedux config. Im sorry. -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
I missed your edit. Its possible thats what I am talking about. Let me post some code and maybe Ill be clearer From the ChernoRedux exile_server_config What are these? I know "civilianLowerClass" is a loot table name, but what are these? Comparing to my current Altis server, from the same file I see So, none of those are the same. They don't match and so im afraid using my existing lootitemgroups.h to compile loot tables is going to break something. -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
Im back with more n00bery! Couple of questions: Im trying to add some custom safe zones Im not using the premade safe areas, as nice as they were, because they werent where I had in mind for my RP server. So, I added them the same way I did with my Altis server, using the 3D editor with 3DEN and M3editor. Placed the radius, set it to exile type "safe zone", and they are in my mission.sqm. However, they are not actually triggering on player entry. Any thoughts on why this might be happening, what Im doing wrong. Ill post relevant coding if needed. The barracks buildings are not spawning loot. I did the usual thing, which fixed them on my Altis server, by editing "ExileClient_system_lootManager_thread_spawn.sqf" line 20 from _buildings = player nearObjects ["House", _spawnRadius]; to _buildings = nearestObjects [player, ["Building","House"], _spawnRadius]; That did not seem to do the trick, however. Is this an issue for anyone else. The only barracks I know for certain arent working are the the at the southeast end of NW Airfield. -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
Then I'll give it a go and thank you very much for the help! -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
Thank you. I do have that tool, so, I guess what I'd need to do is copy over the categories from this mission files lootserver into the loottable and lootitemgroups folder so they match up? Cause I have to imagine just using the one that comes with the compiler and overwriting lootsever in the config file would cause problems for the chernoreduxloot.cpp file? I feel like I'm not phrasing this very well. i'm sorry. -
Chernarus Redux Mission File w/Loot (Exile 1.0.4)
Transnapastain replied to Super Jerome's topic in Maps
So far, everything seems to be working fine and thank you so much for this. My question is, Im creating an Exile RP survival type server and want to remove things from the loot tables. On my other server, I simply edit lootitemgroups.h, compile it and paste the contents of CfgExileLootServer.hpp into the config for exile_server_config. I've noticed, however, that the lootserver section of my Altis server, and the lootserver section of this config have diffrent names for things like "shittyscopes" "okayguns" and such. Im a bit of a n00b and unsure how to proceed in editing the server loot, adding and subtracting things. Im sure the answer is something obvious and easy and I apologize for the stupid question. -
(solved) Player force-disconnected on join
Transnapastain replied to Transnapastain's question in Clientside
So, the problem is that everything I try to make the server require the loaded mods and disallow everything else breaks the server. Every approach I've tried has resulted in an issue where the list of allowed mods is IDENTICAL to the list of required mods. -
(solved) Player force-disconnected on join
Transnapastain replied to Transnapastain's question in Clientside
You're 100% right in thinking that way, I fully support it and thanks for replying! The player in question is a close, personal friend, so I don't think he was intentionally dishonest, but he dang sure might have been wrong lol. I don't know if maybe, since each server will tell you what mods it wants and doesn't and you can allow the arma 3 launcher to allow/deactivate mods, that maybe the server he tried turned off the second exile version, whereas mine allows any mod, so it may not have done that. You know, I just don't know lol Its arma, half the time, no one knows whats going on anyway, right? lol Thanks again, though, thats generally good advice! -
[RELEASE] Extended Survival Pack LAST COMPATIBILITY CHECK 05.05.2019
Transnapastain replied to Announcement's topic in Add-ons
I don't think so, but I appreciate it. I haven't gone back to messing with this in a while, the items are spawning in the loot tables, so having them in the trader inventories isn't a pressing concern. I'm sure that I had some kind of syntax error or something incorrectly entered in my config. thanks for looking out though! -
Sorry to double post. I do have the above solved, however, it is now only creating bounties for zero poptabs and when I set a bounty, it dropped me down to, like some kind of -respect ins scientific notation lol. I don't know what I've done wrong here. Is the "respect lost" what the victim losses when killed or what the issuer losses as a cost for the bounty? I assume its the former but the above iis making me wonder. I assume the price of the bounty is controlled under the "CfgMostWanted" in the missile.exile pbo, here is my config, so you can see what I've got going on. Any help appreciated!
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Greetings, I have a player attempting to join my server who is being force disconnected every time he tries to spawn. Basically, he gets through the loading screens, see a ariel view of the island and then is forced to the main menu. I deleted him from the database, which I thought might fix the issue, but while he did repop in the db when connecting, the issue persisted. I am able to connect with no issue, so Im suspecting its an issue on his side. This has happened to me previously, and I've never found a concrete way to fix it, its always kind of cleared up on its own. He did connect to a different Exile server with no issue. Here are some relevant section of the rpt. I know where it says player_database_update.sqf:0:0:ABORT , the abort should be his UID Looks like we got this solved. Was an issue on his end (which I figured it would be) with two versions of exile loading at once