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Everything posted by parsec
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So, im making a new server. And its this time again. I havent played around with BE since 2015 and the last post about how to do them is from back then. When i look through different BE files from different scripts, they dont seem to be in the same order as in the past, saying that they dont seem to have any empty lines like back then to match line numbers. Could it be that the strict line requirement has been taken out of BE? What else is new and what should i look out for?
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Very nice effect. But the hit on Performance can deffo be felt.
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Thanks for the swift update. Many servers use this and will be delighted to see it work with 1.0.4 now
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Looks like someone was inspired by Tapkob .. nice mod! Kudos! Now lets wait till its in main branch since client sided modification is needed, which you cant ask of any admins of hi-pop to tell their children
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Dont build a server then. You will always run into some trouble. You should have the confidence to break things so you can put them together again later on and learn something in the process.
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Like The OP on Armaholics suggests: - Put file : "pushback.sqf" in your mission folder. - Put this on init vehicle: 0 = [this] execVM "pushback.sqf"; - Activation is in action menu of vehicle for driver
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Holy thread necro. For screen to create a log file you can append -L to the command. It will then write to the file "screenlog.0" in the folder where the executable gets called. Edit: Holy chicken, why do you use killall to stop the server? this also puts holes through every other service that was started by the same user, i.e.: ssh sessions or other arma servers.
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Thanks guys for the hard work!
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[Release] Announce due dates of territory payment on logon (Updated 5/1).
parsec replied to Lunchbox's topic in Scripts
Will deffo install on my server. -
Sweet. Will add this to my server to give solo players an edge in missions. Thanks!
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Prett ynice idea. This should help on pvp focused low pop servers. Thanks
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and most of them are pretty bad lol. remember when i ate your whole clan on anonymous during the event spankin? ez
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So many bumps, so little replies. Im an experienced arma player and also set up three exile servers with custom shops and econ plus zombies .. twice altis once esseker. twice Linux once winshit. The reason why those servers arent active and also the reason why i had to do it three times is bad community management. And me putting trust in the wrong people. Im 30 years old, austrian (central europe.. no kangaroos) and an currently unemployed Network administrator. But as i like to say: one TS conversation says more then thousand lines. Shoot me a PM and ill be in touch.
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Hey, For the last 5 days i was playing on a very high pop server and the people there have the nice attitude of mining the high loot and pvp areas right after server restart. I like that very much cause when you catch them while they are at it youll swim in mines. The thing i noticed though is that as soon as the player that placed the mine is in his own territory he will still get a homie bonus for the 2400m kill. Ive been clearing the mines as a bambi to give them negative respect for their mining action to keep them from doing it (since this is the only punishment that can be given to them except for stealing the mines of them) but as soon as they are in their territory the malus turns into a homie bonus. Maybe the whole situation would be solved if the homie bonus gets a range limit of i.e. 300m. I think this needs some work.
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Ever since the update our server keeps crashing with access violations. Exception code: C0000005 ACCESS_VIOLATION at 0160C020 Exception code: C0000005 ACCESS_VIOLATION at 014A9949 and apparently also about not found objects: 17:29:21 Server: Object 2:2537 not found (message Type_91) 17:29:26 Error: Object(7 : 393) not found And other problems: Error: can't resize AutoArray to negative size! At first i thought it was ryanzombies, but now after ive updated to 3.2 im not so sure about that anymore. Anyone has any information on that?
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So .. I followed all the tutorials about creating trader zones and placing the predefined Exile traders. Ive so far managed to get the objects for the new zone in game and also placed the armory trader there to test. Now my question is. How would i go about creating a completely customized trader and what am i missing? I so far managed to learn that i have to define in the initPlayerLocal.sqf the position of the trader which is called from the config.cpp in the form of: add new class to initPlayerLocal.sqf /////////////////////////////////////////////////////////////////////////// // Blackmarket Trader /////////////////////////////////////////////////////////////////////////// [ "newtrader", "AfricanHead_02", ["anim1", "anim2", "..."], [0,0,0], 0 ] call ExileClient_object_trader_create; dont mind pos/orientation which looks in config.cpp class newtrader { name = "newtrader"; showWeaponFilter = 1; categories[] = { "custom1", "custom2", "and_so_on", "defined_in", "config.cpp", }; };
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bump! any updates on this? anything?! and @DropBear then tell us whats the range that youd like to see on this instead of just saying, no thats not right.
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Are they stoping to move at all or just until you agress them again?! Also please post a pastebin of your rpt
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you should start a new thread in the appropriate forum about that.
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If it kicks you, its related to Battleye. If its related to battleye, look it up in your scripts.log in the battleeye folder and follow this: http://opendayz.net/threads/a-guide-to-battleye-filters.21066/
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thats rude .. tz tz tz
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scheisse ... forgot about that. Thanks for the headsup!
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Ok, then thanks for that! Initial question answered for now.