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Everything posted by Adam Kadmon
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Hey there, I've been looking at my rpt lately and got a few errors. So I was wondering if anyone has see those before. 2:42:25 Server: Object 2:10255 not found (message Type_121) 2:42:25 Server: Object 10:189 not found (message Type_121) 2:42:26 Server: Object 2:11039 not found (message Type_121) 2:42:27 Server: Object 2:11981 not found (message Type_93) 2:42:27 Server: Object 2:11982 not found (message Type_93) Then this 2:41:34 Error in expression <osition = ASLToATL (AGLToASL (_building modelToWorld _x)); if (_lootPosition sel> 2:41:34 Error position: <modelToWorld _x)); if (_lootPosition sel> 2:41:34 Error modeltoworld: Type Number, expected Array 2:41:34 File exile_server\code\ExileServer_system_lootManager_spawnLootInBuilding.sqf, line 33 2:41:34 Error in expression <osition = ASLToATL (AGLToASL (_building modelToWorld _x)); if (_lootPosition sel> 2:41:34 Error position: <modelToWorld _x)); if (_lootPosition sel> 2:41:34 Error Generic error in expression 2:41:34 File exile_server\code\ExileServer_system_lootManager_spawnLootInBuilding.sqf, line 33 This, 2:41:34 Warning Message: Error: creating weapon H_FakeHeadgear_Syndikat_F with scope=private 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.displayName'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.nameSound'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.type'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.picture'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.Library'. 2:41:34 Warning Message: No entry '.libTextDesc'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.model'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.simulation'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.fireLightDuration'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.fireLightIntensity'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.fireLightDiffuse'. 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.fireLightAmbient'. 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.weaponLockDelay'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.weaponLockSystem'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.cmImmunity'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.weight'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.lockingTargetSound'. 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.lockedTargetSound'. 2:41:34 Warning Message: Size: '/' not an array 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.detectRange'. 2:41:34 Warning Message: '/' is not a value 2:41:34 Warning Message: No entry 'bin\config.bin/CfgWeapons/H_FakeHeadgear_Syndikat_F.muzzles'. 2:41:34 Warning Message: Size: '/' not an array Then I found this: if (_texture != "") then { _constructionObje> 8:46:52 Error position: <_texture != "") then { _constructionObje> 8:46:52 Error Undefined variable in expression: _texture 8:46:52 File exile_server\code\ExileServer_object_construction_database_load.sqf, line 48 8:46:52 Error in expression <ct enableSimulationGlobal false; }; So if anyone knows any of these errors please let me know
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Nice job @Knocks! Do you use VCOM_driving in FUMS to give convoys logic? Last time I ran that it was supper laggy, not sure if it only properly runs on HC or not
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Hello @infiSTAR. I noticed that after last update, the damage is handle differently? I had something on my server that made people but not vehicles invulnerable from killer bushes and rocks. After last update this stopped working, and I noticed probably because of this line of code that changed: OLD VERSION: _fnc_handleDamage = ' params[[''_unit'',objNull],[''_selectionName'',''''],[''_damage'',0],[''_source'',objNull],[''_projectile'',''''],[''_hitPartIndex'',-1]]; _name = '+str _name+'; _puid = '+str _puid+'; _AHKickLog = '+str _AHKickLog+'; _AHKickOFF = '+str _AHKickOFF+'; _ret = true; if(ExilePlayerInSafezone)then { _vehicle = vehicle _unit; _vehicle allowDamage false; _ret = false; } else { _vehicle = vehicle _unit; _vehicle allowDamage true; }; if(_ret)then{_this call ExileClient_object_player_event_onHandleDamage;}else{_ret}; '; _handleDamage_ID = -1; NEW VERSION: _fnc_handleDamage = ' params[[''_unit'',objNull],[''_selectionName'',''''],[''_damage'',0],[''_source'',objNull],[''_projectile'',''''],[''_hitPartIndex'',-1]]; _ret = damage _unit; if(ExilePlayerInSafezone)then { _vehicle = vehicle _unit; _vehicle allowDamage false; } else { _vehicle = vehicle _unit; _vehicle allowDamage true; _ret = _ret + _damage; }; _ret '; Any idea how to make it so that the damage still uses ExileClient_object_player_event_onHandleDamage ? I tried modifying the last 3 lines with the old one but didn't work.
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1st of all do not use TADST (We highly recommend against it.) Secondly, please post your RPT so that we can help troubleshoot further.
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@TroyT I'd say that you should account a headless client per server, and plan for it to make it use the same resources as another server would on the same box. So if you run 2 servers on 1 box, then you should run 1 server and 1 HC on the same box. I am not sure how many resources your HC will use, so depending on that, you could even have 2 HC for 1 server on the same box, it all depends on what they are doing.
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
Adam Kadmon replied to [RG] Salutesh's topic in Scripts
Well the whole point of having different hold actions and different sounds is immersion ya know. While right now people hear that unnatural sound that is currently being used, it can be further implemented with sounds of metal scraps, or someone searching through stuff, opening a fridge, a drawer etc... You get where I am going?- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
Adam Kadmon replied to [RG] Salutesh's topic in Scripts
@[RG] Salutesh @yukihito23 https://github.com/salutesh/Exile_Scavenge/blob/c4f30164de7045f51fe1df03f15e340da316fd54/core/code/client/ExileExpansionClient_object_player_scavenge_addAction.sqf#L89 Any chance you could change the code so we can customize the sound? Or even better, customize it for the different "furniture" types as well?- 255 replies
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@Torndeco Could you show me how DS_Houses replace buildings in the mod? I've added some other buildings in my own mod, and would like to use the same replace system DS_Houses uses, because launching a search and replace server side is too laggy for the server!
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Not planning on using it on Esseker
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@MetalHead @TroyT any change u guys can re-release it on github with all the changes to make it work?
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LOL I had no idea
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Not sure what JOJO is lol
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@jaxx0rr how do you make it so it doesn't show players or vehicles but only AI?
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It used to work for me, but now all of a sudden I can't place a family marker anymore if I right click.. Anyone having this issue?
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Please halp me
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I am desperate. Can't fix this canvas error.
Adam Kadmon replied to Adam Kadmon's question in Serverside
FOUND THE INTRUDER HMMWV_M2_GPK_1 exile_psycho_hmmw\data\hmmwv_canvas_1_as.paa. IS FINALLY GONE! HURRAY! -
Does anyone know where to modify timer for how long it takes to plant them? Very much appreciated!
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Bumped. I need this too!
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Hey just out of curiosity. Whenever the server restarts Tanks lose HEAT rounds. Same thing happens when they are put into and pulled out of the garage. Does that happen to you as well? And of course, they can't be rearmed with heat rounds as well after that..
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https://dev.arma3.com/post/oprep-64-bit-executables What's going to happen to Exile under that aspect?
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Aight so experimenting yesterday I found out that if you have in your createPersistent or carefulCreate (vehicle) Exile files this line: _vehicleObject setVehicleAmmo 0; To basically prevent vehicles bought from trader to spawn with ammo, it will break the system and only partially rearm vehicles, so yeah, if you want to be able to rearm all magz for a specific vehicle remove that. Now on a side note, script is basically almost completely working, the only thing that is not working is tanks. Apparently tanks, when fully armed, start with a negative rearm cost, that is because one file is not calling the correct loadout for tanks specifically, a way around this I found was defining in the AVS_Configuration file a really HIGH price for Tanks mags, which basically make it so that one of the magazines is discharged a little, it will bring the negative price up to positive, the only problem is, unless u set it crazy high, people will be able to refuel their tanks for a fairly cheap price. If someone would like to figure out the tank problem, let me know... I think it's the getCurrentloadout file, that basically is not showing the weapons and magazines of the turret [0,0] in tanks but only [0]
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Ok guys, I updated the file. Sorry for the delay. Anyways, as I said, I fixed the blacklist issue, and the rearm works without re-adding blacklisted weapons. Now what I am going to tackle is the fact that it only rearms 1 magazine instead of all of them, and hopefully I can even add an option to rearm specific magazines. Do not expect any updates soon, at least not before the end of May possibly, unless I manage to get all my university projects done before graduation
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Yes it does apparently, tho I will work on that as soon as I have time. Btw looks like my repo didn't update some stuff, so I will have to fix it today when I go back. Another bug that is still present is the fact that it only rearms one mag per weapon, so I will have to check the code and modify it so that it rearms multiple mags..