DeathInc

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Everything posted by DeathInc

  1. I want to save the felled trees to the Database right before the server restarts. Then upon restart, any location that has had a tree felled and has something in its place, would stay cleared. anywhere where a tree was removed and didnt have something taking its place would be a tree respawn. At the very least I would like to have the trees that have been felled to remain felled until server reset aka server wipe. They would be saved to the DB and persist through restarts until the server is wiped. Does anyone have a solution for this?
  2. DeathInc

    ALiVE AI in Exile

    You can always not use BE filters. I did not run BE Filters. I ran BE. Just not BE Filters.
  3. DeathInc

    ALiVE AI in Exile

    I don't know what to say. I never ran into that problem when I ran Exile with ALiVE and ACE3. I dont run Exile servers anymore. I run Epoch now. I dug around in my files to see if I could find my old mission files that used ALiVE. Looks like I got rid of all my Exile stuff. This is my only remaining Exile code and I had removed ALiVE from it. https://github.com/KRDucky/Advanced-Exile
  4. DeathInc

    ALiVE AI in Exile

    What you actually do is open your Exile mission. Then place the ALiVE modules you want to use. Then save it. If you get BE kicks, add the BE filters to Scripts.txt instead of publicvariable. That should resolve the issue. I dont really recommend using ALiVE generated missions in Exile.
  5. DeathInc

    ALiVE AI in Exile

    Why dont you just ask the ALiVE devs? http://alivemod.com/forum/ I asked essentially the same question when I ran ALiVE.
  6. DeathInc

    ALiVE AI in Exile

    If your player faction is Indie like most are, the Blufor can be set to be hostile to Indie. Therefor they will attack on sight.
  7. DeathInc

    ALiVE AI in Exile

    You are overloading it then. Set the AI groups to a lower amount and reduce the spawn number to something like 60. Also, I set ALiVE AI faction to BLUFOR. That solved that problem.
  8. I have a question. Can I disable all ExileWeather for an external weather mod? I don't want the two to clash. If so, how?
  9. DeathInc

    Install ACE3? (FIXED)(CLOSE)

    ACtually it does
  10. Might I get a copy of your Chernarus mission with ALiVE in it? I want to adjust/tweak it and run it for the Hostile Takeover community. Im working slowly to port it myself but would appreciate a completed version to compare to.

  11. DeathInc

    ALiVE AI in Exile

    you dont need ALiVE in the serverMod section. That section is only for ServerSide mods. AKA anything that doesnt need to load on the client.
  12. DeathInc

    ACE3 spawning issue?

    Im actually just trying to add ACE3 without the medical. I would love to know how to make ACE3 work. All I get is spawning in the ground bypassing the spawn screen. When I commit suicide and get to the spawn screen, I fail at Bambi Creation. It times out. Nothing in the RPT really. Here is my most recent RPT:
  13. DeathInc

    ACE3 spawning issue?

    With respect, it does
  14. DeathInc

    Tree house?

    Learn to read and comprehend first before responding.
  15. DeathInc

    Tree house?

    Is it possible to build a tree house? Looking for solutions for jungle maps with dense areas. Like the Cambodia map Prei Khmaoch Luong.
  16. DeathInc

    Tree house?

    I suggest you get your head out of your ass and stop being a douchebag in your posts. Your previous post did not specify that the plot pole would be off the ground. I was going by the assumption that you could not start your base off the ground. Building into a tree or in the foliage of the tree is idea. But... A treehouse is a broad term. True, the basic definition is the following: "a structure (such as a playhouse) built among the branches of a tree" - Merriam-Webster. If you go strictly by that definition then yes, I have no idea what I am referring to or the meanings of words. And yet you would still be an asshat. If however you were to read more about tree houses you would find for example: " Even today, treehouses are built by some indigenous people in order to escape the danger and adversity on the ground. In some parts of the tropics, houses are either fastened to trees or elevated on stilts to keep the living quarters above the ground to protect occupants and stored food from scavenging animals. " -- wikipedia Treehouses article. I italicized and underlined the part about stilts. If you were to read further down the article you would find a section on Support Methods and Technology in which you would find a section specifically mentioning the use of Stilts. " Struts and stilts are used for relieving weights on a lower elevation or straight to the ground; Tree houses supported by stilts weigh much less on the tree and help to prevent stress, potential strain, and injury caused by puncture holes.[5] Stilts are typically anchored into the ground with concrete although new designs, such as the “Diamond Pier”, accelerates installation time and they are less invasive for the root system.[6] Stilts are considered the easiest method of supporting larger tree houses, and can also increase structural support and safety. " Here is a Treehouse in Papua New Guinea: Notice in the above photo, the liberal usage of Stilts? I think I have proven my point. On the topic of the flag, when I last played Exile (~6 - 8 months ago), you had to place the plot pole on the ground. Therefore, it would not be untoward of me to assume that it was still the case especially when reading other threads mentioning the inability to place a plot pole on a ship due to the plot pole actually referencing the sea bed. Again, you sir are an asshat. The Treehouse guide on Treehouses: http://www.thetreehouseguide.com/faq-definition.htm Since the base would be in a jungle and among the trees, it can easily be assumed that it would rely on trees for support in some fashion assuming the player wants their base to blend in. Otherwise, it would not qualify as a treehouse. Sources: https://en.wikipedia.org/wiki/Tree_house https://www.merriam-webster.com/dictionary/tree house
  17. DeathInc

    Save removed trees to DB

    ill look into it thanks! Im wanting to do a Vietnam themed Exile and the community im doing it for was saying the map I selected had too many trees and such.
  18. DeathInc

    Tree house?

    i was thinking more along the lines of building up off the ground on stilts. being able to have the territory flag perhaps on the roof? Like moved to the roof or something. The territory would still be based on ground level but just have the ability to build off the ground.
  19. DeathInc

    Tree Respawn in territory

    What about saving what trees have been removed before server restart and have them stay removed when the server is done restarting? On jungle maps, when you clearcut and area for your base, you dont want to come back in to find a forest in your living room. Would it be possible to save the objects to the database and during server boot to push the updated information? That way, you get the best of both worlds. You get the trees removed that you removed with your axe and you dont lose server perf.
  20. So I see people recommending Occupation AI over A3XAI. But what about ALiVE for the AI? You don't have to use all of ALiVE. You can just have ALiVE handle some of the AI. It is modular and they released it on Github as an OpenSource project within the last year. For those of you not familiar with ALiVE.OS, is the gist and feature list: ALiVE (Advanced Light Infantry Virtual Environment) is an easy to use modular mission framework. It has a Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on server performance (Caching). Unlike older/other caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range (configurable). ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battle-space, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modeled on real world Combined Arms doctrines fight for key objectives. The second generation Persistent Campaign system automatically retains mission critical data on an external database without any user installations required (server-side) - no need for complicated MySQL databases, it is all handled completely automatically (requires a dedicated server). ALiVE also provides a variety of popular Player Support utilities such as View Distance, Respawn Manager and an integrated Support Radio Suite for AI controlled Combat Support, Combat Service Support and C2ISTAR. (None of these are required to be used and can be disabled in the modules. ^_^) The intuitive, easy to use modular framework means mission making with ALiVE is quick and easy, even if you have never opened the editor before. Simply place modules down and play. ALiVE can be used completely stand-alone or as part of more complex missions and scripts (Occupation AI/A3XAI/DMS). Another part is the new, fully in-game GUI for building unit, group and faction configs as well as making custom maps work with ALiVE without having to learn the intricacies of config editing. The only dependencies are : CBA_A3 For those interested, another feature is the ALiVE War Room. It is somewhat similar to mArma. ---addendum--- ALiVE is complex but not complicated. Each module is standalone but they can be synchronized to each other to create different scenarios. The modules work independently but will use data derived from another module if it is synchronized. This layered approach provides a high degree of flexibility and allows you to build custom scenarios quickly. Everything starts with the Placement modules. These modules fulfill two important functions: they identify a list of military and civilian objectives or areas of importance across the map and secondly, they place the AI groups. There are several module parameters for customizing the type of objectives and also the shape and size of the AI forces. Refer to the Military and Civilian Placement Module pages for further details on these. If an AI Commander is placed, it will take command of all available AI forces of its faction. However, it needs to know where its objectives are and this is simply done by synchronizing it to one or more Placements Modules. So for example you could place an OPFOR Military Placement module to occupy an area of the map then sync a BLUFOR AI Commander to it so it knows to attack those objectives. Using different combinations of modules it is possible to quickly create a huge range of scenarios, from massive tank battles to intense urban counter insurgency. The best way is to experiment! http://alivemod.com/wiki/index.php/Main_Page https://github.com/ALiVEOS/ALiVE.OS http://alivemod.com/forum/ ALiVE Mod War Room Here is an example of ALiVE in action
  21. DeathInc

    CBA causing Bambi Creation Error

    I want to know what the "ireallywanttobehackedandimretarded" does. Especially since enabling CBA does not make you any more prone to being hacked than not having it.
  22. DeathInc

    Advanced-Combat-Environment 3

    Im actually just trying to add ACE3 without the medical. I would love to know how to make ACE3 work. All I get is spawning in the ground bypassing the spawn screen. When I commit suicide and get to the spawn screen, I fail at Bambi Creation. It times out. Nothing in the RPT really.
  23. DeathInc

    Install ACE3? (FIXED)(CLOSE)

    actually it does. Check with Bliskin. He has a server running that has ACE3 and ALiVE
  24. DeathInc

    [Done] ExtDb3 Compatibility with Exile

    I started from the beginning. This is what happens from the get go.
  25. DeathInc

    [Done] ExtDb3 Compatibility with Exile

    0:34:55 "ExileServer - Main thread started" 20:34:55 "Exile/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 4805 ms -----" 20:34:55 Fresnel k must be >0, given n=1,k=0 20:35:27 Unaccessible 20:35:27 Error compiling '' in 'HitPelvis' 20:35:27 Error compiling '' in 'HitAbdomen' 20:35:27 Error compiling '' in 'HitDiaphragm' 20:35:27 Error compiling '' in 'HitChest' 20:35:27 Error compiling '' in 'HitArms' 20:35:27 Error compiling '' in 'HitLegs' 20:35:27 "ExileServer - Player KRDucky (UID 76561197984049766) connected!" 20:35:31 "ExileServer - Starting session for 'KRDucky' with ID 'NmONDRCR'..." 20:35:31 "ExileServer - Dispatching hasPlayerRequest for session 'NmONDRCR'..." 20:35:31 Error: Object(3 : 82) not found 20:35:31 Error: Object(3 : 84) not found 20:35:31 Error: Object(3 : 85) not found 20:35:31 Error: Object(3 : 83) not found 20:35:31 Error: Object(3 : 86) not found 20:35:31 Error: Object(3 : 87) not found 20:35:35 Error compiling '' in 'HitPelvis' 20:35:35 Error compiling '' in 'HitAbdomen' 20:35:35 Error compiling '' in 'HitDiaphragm' 20:35:35 Error compiling '' in 'HitChest' 20:35:35 Error compiling '' in 'HitArms' 20:35:35 Error compiling '' in 'HitLegs' 20:35:35 Error in expression <llExtension _query); (_result select 1) select 0 > 20:35:35 Error position: <select 0 > 20:35:35 Error Generic error in expression 20:35:35 File mpmissions\Exile.Tanoa\Exile_Server_Overrides\ExileServer_system_database_query_insertSingle.sqf, line 16 20:35:35 Error in expression <llExtension _query); (_result select 1) select 0 > 20:35:35 Error position: <select 0 > 20:35:35 Error Generic error in expression 20:35:35 File mpmissions\Exile.Tanoa\Exile_Server_Overrides\ExileServer_system_database_query_insertSingle.sqf, line 16 20:35:50 Error in expression <on> 20:35:50 Error position: <on> 20:35:50 Error Undefined variable in expression: on 20:35:50 unable to compile MFD condition on 20:35:50 Error in expression <mgun> 20:35:50 Error position: <mgun> 20:35:50 Error Undefined variable in expression: mgun 20:35:50 unable to compile MFD condition mgun 20:35:50 Error in expression <missile> 20:35:50 Error position: <missile> 20:35:50 Error Undefined variable in expression: missile 20:35:50 unable to compile MFD condition missile 20:35:50 Error in expression <ils> 20:35:50 Error position: <ils> 20:35:50 Error Undefined variable in expression: ils 20:35:50 unable to compile MFD condition ils 20:36:15 Client: Remote object 3:0 not found 20:36:15 "Exile/BIS_fnc_log: HandleDisconnect : 1e19bb24540# 1697122: invisibleman.p3d" 20:36:15 Warning: Cleanup player - person 2:1127 not found 20:36:15 Warning: Cleanup player - person 2:1127 not found