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Everything posted by olveld
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Does anyone know a config parameter or something to limit number of AI spawned by DMS ? I decreased the number in the static missions, but there are still to much AI Chars on my Server. I try to avoid editing the missions... ;-) and i want to keep the 3 den missions on start
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
olveld replied to second_coming's topic in Add-ons
Correction ! Its the helicrashsites which spawn lower left in the water. looks like i have do define static points for ir- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
olveld replied to second_coming's topic in Add-ons
I also noticed some strange behaviour with random spawned AI. I deactivated static vehicle spawn and it seems that all AI - vehicles are spawning on Altis South West in the water. . . I ll have a look later this day.. ;-) Regards Oliver- 3161 replies
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- survivor ai
- random ai
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Hi Ho, dont know exactly what you ve planned, but i m using a combination of munin plugins ( selfwritten ) ! I m monitoring Online User Online AI CPS FPS Greetz Olli
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Hi there , i m looking for an IOS Rcon App. I want to be able to write server messages while I m not @home. Alternertily a Web App would do the job. does anyone know a github project or an iOS App ? Regards Olli
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Sure. you install everything as you did before ( as descibed a few posts earlier ) - exile.ini -Mission PBO then extract exile_config.pbo and open ExileServer_object_player_event_onMpKilled.sqf. and use this code here. /** * ExileServer_object_player_event_onMpKilled * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_victim","_killer","_countDeath","_countKill","_killSummary","_killingPlayer","_killType","_oldVictimRespect","_newVictimRespect","_oldKillerRespect","_newKillerRespect","_systemChat","_modifyVictimRespect","_respectLoss","_perks","_minRespectTransfer","_respectTransfer","_perkNames","_killerStatsNeedUpdate","_newKillerFrags","_victimStatsNeedUpdate","_newVictimDeaths","_victimPosition"]; _victim = _this select 0; _killer = _this select 1; if (!isServer || hasInterface || isNull _victim) exitWith {}; _victim setVariable ["ExileDiedAt", time]; if !(isPlayer _victim) exitWith {}; _victim setVariable ["ExileIsDead", true]; _victim setVariable ["ExileName", name _victim, true]; _countDeath = false; _countKill = false; _killSummary = []; _killingPlayer = _killer call ExileServer_util_getFragKiller; _killType = [_victim, _killer, _killingPlayer] call ExileServer_util_getFragType; _oldVictimRespect = _victim getVariable ["ExileScore", 0]; _newVictimRespect = _oldVictimRespect; _oldKillerRespect = 0; if !(isNull _killingPlayer) then { _oldKillerRespect = _killingPlayer getVariable ["ExileScore", 0]; }; _newKillerRespect = _oldKillerRespect; switch (_killType) do { default { _countDeath = true; _systemChat = format ["%1 died for an unknown reason!", name _victim]; _newVictimRespect = _oldVictimRespect - round ((abs _oldVictimRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "unlucky"))); }; case 1: { _countDeath = true; _modifyVictimRespect = true; _systemChat = format ["%1 commited suicide!", name _victim]; _newVictimRespect = _oldVictimRespect - round ((abs _oldVictimRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "suicide"))); }; case 2: { _countDeath = true; _countKill = false; _systemChat = format ["%1 died while playing Russian Roulette!", name _victim]; _newVictimRespect = _oldVictimRespect; _victim call ExileServer_system_russianRoulette_event_onPlayerDied; }; case 3: { _countDeath = true; _countKill = false; _systemChat = format ["%1 crashed to death!", name _victim]; _newVictimRespect = _oldVictimRespect - round ((abs _oldVictimRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "crash"))); }; case 4: { //GR8 Begin _weapon = currentWeapon _killer; _txt = (gettext (configFile >> 'cfgWeapons' >> _weapon >> 'displayName')); _pic = (gettext (configFile >> 'cfgWeapons' >> _weapon >> 'picture')); if (_pic == "") then { _weapon = typeOf (vehicle _killer); _pic = (getText (configFile >> 'cfgVehicles' >> _weapon >> 'picture')); _txt = (getText (configFile >> 'cfgVehicles' >> _weapon >> 'displayName')); }; // GR8 END _countDeath = true; _countKill = false; _systemChat = format ["%1 was killed by an NPC!", name _victim]; _newVictimRespect = _oldVictimRespect - round ((abs _oldVictimRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "npc"))); // KILL MESSAGES BY GR8 Gr8s_kill_msg = ["NPC", _pic, (name _victim), floor(_victim distance _killer), _txt, nil, nil]; if (LogAIKills) then {format["logGr8Kill:%1:%2:%3:%4:%5:%6:%7", "NPC", getPlayerUID _killer, (name _victim), getPlayerUID _victim, _txt, floor(_victim distance _killer), 0] call ExileServer_system_database_query_insertSingle;}; if (ShowAIKills) then {publicVariable "Gr8s_kill_msg";}; // END Kill Messages }; case 5: { _countDeath = false; _countKill = false; _systemChat = format ["%1 was team-killed by %2!", name _victim, name _killingPlayer]; _respectLoss = round ((abs _oldKillerRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "friendyFire"))); _newKillerRespect = _oldKillerRespect - _respectLoss; _killSummary pushBack ["FRIENDLY FIRE", -1 * _respectLoss]; }; case 6: { _countDeath = false; _countKill = false; _systemChat = format ["%1 was killed by %2! (BAMBI SLAYER)", name _victim, name _killingPlayer]; _respectLoss = round ((abs _oldKillerRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "bambiKill"))); _newKillerRespect = _oldKillerRespect - _respectLoss; _killSummary pushBack ["BAMBI SLAYER", -1 * _respectLoss]; }; case 7: { //GR8 Begin _killer setVariable ["ExileScore", _newKillerScore]; _weapon = currentWeapon _killer; _txt = (gettext (configFile >> 'cfgWeapons' >> _weapon >> 'displayName')); _pic = (gettext (configFile >> 'cfgWeapons' >> _weapon >> 'picture')); if (_pic == "") then { _weapon = typeOf (vehicle _killer); _pic = (getText (configFile >> 'cfgVehicles' >> _weapon >> 'picture')); _txt = (getText (configFile >> 'cfgVehicles' >> _weapon >> 'displayName')); }; // GR8 END _countDeath = true; _countKill = true; _perks = [_victim, _killer, _killingPlayer] call ExileServer_util_getFragPerks; _minRespectTransfer = getNumber (configFile >> "CfgSettings" >> "Respect" >> "minRespectTransfer"); _respectTransfer = round ((abs _oldVictimRespect) / 100 * (getNumber (configFile >> "CfgSettings" >> "Respect" >> "Percentages" >> "frag"))); if (_respectTransfer < _minRespectTransfer) then { _respectTransfer = _minRespectTransfer; }; _newVictimRespect = _oldVictimRespect - _respectTransfer; _newKillerRespect = _oldKillerRespect + _respectTransfer; _killSummary pushBack ["ENEMY FRAGGED", _respectTransfer]; if (_perks isEqualTo []) then { _systemChat = format ["%1 was killed by %2!", name _victim, name _killingPlayer]; } else { _perkNames = []; { _perkNames pushBack (_x select 0); _killSummary pushBack _x; _newKillerRespect = _newKillerRespect + (_x select 1); } forEach _perks; _systemChat = format ["%1 was killed by %2! (%3)", name _victim, name _killingPlayer, _perkNames joinString ", "]; }; // Begin GR8 Gr8s_kill_msg = [(name _killer), _pic, (name _victim), floor(_victim distance _killer), _txt, nil, nil]; if (LogPlayerKills) then {format["logGr8Kill:%1:%2:%3:%4:%5:%6:%7", (name _killer), getPlayerUID _killer, (name _victim), getPlayerUID _victim, _txt, floor(_victim distance _killer), _overallRespectChange] call ExileServer_system_database_query_insertSingle;}; if (ShowPlayerKills) then {publicVariable "Gr8s_kill_msg";}; // END GR8 }; }; if !(isNull _killingPlayer) then { if !(_killSummary isEqualTo []) then { [_killingPlayer, "showFragRequest", [_killSummary]] call ExileServer_system_network_send_to; }; }; if !(isNull _killingPlayer) then { _killerStatsNeedUpdate = false; if (_countKill) then { _newKillerFrags = _killingPlayer getVariable ["ExileKills", 0]; _newKillerFrags = _newKillerFrags + 1; _killerStatsNeedUpdate = true; _killingPlayer setVariable ["ExileKills", _newKillerFrags]; format["addAccountKill:%1", getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; }; if !(_newKillerRespect isEqualTo _oldKillerRespect) then { _killingPlayer setVariable ["ExileScore", _newKillerRespect]; _killerStatsNeedUpdate = true; format["setAccountScore:%1:%2", _newKillerRespect, getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; }; if (_killerStatsNeedUpdate) then { _killingPlayer call ExileServer_object_player_sendStatsUpdate; }; }; _victimStatsNeedUpdate = false; if (_countDeath) then { _newVictimDeaths = _victim getVariable ["ExileDeaths", 0]; _newVictimDeaths = _newVictimDeaths + 1; _victim setVariable ["ExileDeaths", _newVictimDeaths]; _victimStatsNeedUpdate = true; format["addAccountDeath:%1", getPlayerUID _victim] call ExileServer_system_database_query_fireAndForget; }; if !(_newVictimRespect isEqualTo _oldVictimRespect) then { _victim setVariable ["ExileScore", _newVictimRespect]; _victimStatsNeedUpdate = true; format["setAccountScore:%1:%2", _newVictimRespect, getPlayerUID _victim] call ExileServer_system_database_query_fireAndForget; }; if (_victimStatsNeedUpdate) then { _victim call ExileServer_object_player_sendStatsUpdate; }; if ((vehicle _victim) isEqualTo _victim) then { if !(underwater _victim) then { if !(_victim call ExileClient_util_world_isInTraderZone) then { _victim call ExileServer_object_flies_spawn; }; }; }; if !(_systemChat isEqualTo "") then { if ((getNumber (configFile >> "CfgSettings" >> "KillFeed" >> "showKillFeed")) isEqualTo 1) then { ["systemChatRequest", [_systemChat]] call ExileServer_system_network_send_broadcast; }; }; if !(_systemChat isEqualTo "") then { if ((getNumber (configFile >> "CfgSettings" >> "Logging" >> "deathLogging")) isEqualTo 1) then { "extDB2" callExtension format["1:DEATH:%1", _systemChat]; }; }; _victimPosition = getPos _victim; format["insertPlayerHistory:%1:%2:%3:%4:%5", getPlayerUID _victim, name _victim, _victimPosition select 0, _victimPosition select 1, _victimPosition select 2] call ExileServer_system_database_query_fireAndForget; format["deletePlayer:%1", _victim getVariable ["ExileDatabaseId", -1]] call ExileServer_system_database_query_fireAndForget; true
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Yes it is, marma is pretty cool, and i tested it 3 month with premium, but only for RCon it's a little bit to expensive. As i said, only for RCon, if you can take advantage of all the other cool feature then its absolutely worth it. There are PHP libraries on Github which implement the RCon Protocol, but i m a PHP Noob and not able to program a simple interface. 8(
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Any plans of migrating this to Altis map ? That would be cool. Greetz Olli
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Does someone has an idea how to realize a script which shows the position of all Vehicles which are owned by a player on map ? Only when player connects , no update during play .. ;-) THX for your help..
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hi all, i ve some kind of strange problem . i looks like a sync problem between the Exile Game and its Data inside DB. Here are my symptoms - Vehicles popup at another place after Server restart - even worse, Vehicles that were sold appear on the map again after restart - pin_code of vehicle does not work ( even after changing directly inside DB no way to unlock car ) looks for me like a problem between the data transfer /sync between game and db. Does anybody else expericed a problem like this ? Regards Olli
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count me in, looks like i have some kind of this strange behavor too. here are my symptoms - Vehicles popup at another place after Server restart - Vehicles that were sold appear on the map again after restart - pin_code of vehicle does not work ( even after changing directly inside DB no way to unlock car ) i ll post this into the db forum for saftety , sorry for the double post .. ;-)
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OK , thx for the quick answer! i ll check that ..
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Does anyone else experienced that failed missions do not disappear ? For some reason , at any point the missions will not be removed after failure, and the AI Count on the map is constantly increasing... mmmhhh....
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Yes , yesterday I got it working again on our Server it works ..
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Did someone manage to get this working again ? Because the onMPKilled Event changed !?
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Hi there, we relaunched our Exile Linux Server and now i m looking for a few things besides AI Addons. Im looking for something where i can write down Server Rules. A few month ago i used XM8 Apps, but i couldn't find an updated Version of XM8 Server Rules. And im looking for a PHP PVP Stats Tool, so i can show Serverstatus online . - Territories - Players - Objects - Kill Stats Maybe someone can help me. I found something on GitHub but nothing seems to do the job right. As i said , only Tips, then i can google myself.. ;-) THX .....
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Does anyone else having problems opening a rcon port after arma3 update. My Debian8 Installation won't open any configured port anymore. 8( my config looks as followed. {serverroot}/battleye/BEserver.cfg ~/steamcmd/arma3/battleye > cat BEserver.cfg RConPassword {PW} RConPort 2306 Standard Startport of A3 is 2302 . I also tried to config RConIP 127.0.0.1 . But no Port is open on 2306 . 8( I found a A3 Thread in BI Forums where User had the same problem. Maybe someone here found an answer.. Regards Olli
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Problem ist gelöst !!! Yeehaaa!!! Der Tip mit dem Directory war schon nicht schlecht ! Mit der letzten battleye Version hat sich der Ort fur ie Config geändert. die beserver.cfg sowie beserver.so muss nun in {ARMA3ROOT}/battleye/launch liegen . Danke @[HG]RaVeN103 für die Hilfe!!
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Das hatte ich auch schon gelesen. Leider ohne Erfolg. Verschiebt man den battleye Ordner startet nix mehr mit dem Hinweis , dass die battleye Initialisierung nicht stattgefunden hat! 8( Attempt to override final function - rscunitinfo_script 11:04:08 BattlEye initialization failed Server creation failed : 2202
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Ahh OK . Ja das war auch mein Verständniss von der beserver.cfg. Allerdings existiert das Problem wohl nur auf Linux, nicht auf Windows. 8-(
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Jipp... ;-) Aber diese Datei wird dich beim Start dynamisch gelinkt , oder ? Wenigstens brauchte ich sie bisher nicht anlegen. Läuft denn bei dir eine aktuelle A3 - Exile Installation mit funktionierendem RCON ? Gruss Olli
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no. never heard of it . does this file exist in parallel to beserver.cfg ? I found a thread inside bohemia forums where people described the same probem. Ich made a check an restored my A3 Installation from August and configured rcon port worked, then i only made the update and rcon stopped opening the port.
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any update on this ? i m also interested in this mission .. ;-)
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
olveld replied to second_coming's topic in Add-ons
nice . can post your config.sqf , so can i can take a look ? concerning PVE and PVP i think we ll do same . it s still a survival mod. if you dont want to kill a stranger immediatly try to speak to him .. ;-)- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
olveld replied to second_coming's topic in Add-ons
Hey folks, we are thinking about setting up a PVE server with many Roaming AI's. At the moment we re only using Loot Crates an Occupied Cities from the Occupation Add-on . We thinking about roaming AI everywhere simulating real Players, maybe with the option of reinforcements or something . Does someone has a similar setup and can share his config with me , just to get an idea if its possible to realise . that would be great. THX ...- 3161 replies
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- survivor ai
- random ai
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