PondScum101
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Everything posted by PondScum101
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On server restart or player disconnect/reconnect, players stats are reset to 100 Hunger and Thirst. And if they log out drunk, they come back sober. I am testing health as well right now. But has anyone else experience this? And is there a way to fix this?
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Wanted to start this discussion because I haven't found any solutions atm. I know some servers out there are running custom scripts that put a timer on the Waste Dump. But I have not seen this available. Short of using the Ban button, I can't find a defense for players coming onto my server trying to exploit this. As always any help here is greatly appreciated. Pond
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setvariable.log 16.04.2016 19:58:18: ]BT[PondScum101 (98.255.230.143:2304) 8a4f72e13d8d9a0c1d1dc1e53036f2f5 - #0 "isrunning" = true 2:4202 Exile_Unit_GhostPlayer serVariable.txt 1 //new 2 !=7 "" !="exilexm8isonline" !="bis_fnc_selectrespawntemplate_respawned" !="mymoneyval" !="r3f_log_remorque" !="r3f_log_est_transporte_par" !"r3f_log_objets_charges" 3 !=7 "ExileScore" !="r3f_log_remorque" !="r3f_log_est_transporte_par" 4 !=7 "ExileMoney" Ive tried !"isrunning" and !="isrunning" = true 2:4202 Exile_Unit_GhostPlayer at the end of line 2 Any suggestions would be greatly appreciated
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This is totally awesome. However, they dont seem too random. I'll end up with groups of wrecks close to eachother, within 100-500 m. Seems that there could be a _minDistancetoWreck or something of that nature to get them to spread out a bit. Other than that, using a custom wreck type and loot is spawning in great. Thank you for this @Darth_Rogue
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Only thing in question in my report 8:37:54 Attempt to override final function - avs_fnc_getconfigloadout
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in AVS_fnc_getConfigLoadout.sqf _driverWeapons = (configFile >> "CfgVehicles" >> _vehicleType >> "weapons") call BIS_fnc_GetCfgData; _driverMagazines = (configFile >> "CfgVehicles" >> _vehicleType >> "magazines") call BIS_fnc_GetCfgData; in defineLoadout.sqf for rhsusaf_c_m1a1(abrams) It looks like RHS is defining the path as configFile >> "cfgMagazines". anyone have a work around for this? I am not a coder, so I could be way off on this.
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Ok, so......i have put http://pastebin.com/uAqGzetz, rhs magazines for the land vehicles im using on my server. Tried the heli pad as @TroyT suggested. Same issue. RHS Tanks do not seem to rearm, Arma tanks will however. I feel like somehow in the AVS_fnc files, its not seeing the RHS vehicles magazines. I have switched to different seats but that doesnt make a difference. Followed install directions exactly..no errors in my extDB log, or server log. Anyone running RHS willing to help me out here would be awesome. I am also running infiSTAR, but i dont see that being the issues since some vehicles will rearm. And I am not using the vehicle spawn part of this script, just fuel and rearm. Thanks again.
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@TroyT weapons vehicle player; and magazinesAllTurrets vehicle player; Fuel stations worked just fine for me. And work well for rearming vanilla vehicles...and i can rearm some rhs vehicles...but just like m2's and such, tanks stand no chance and thats a problem for my server. Going to up the AVS_RearmDistance and see if that helps.
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Using AVS_RearmObjects = "Land_fs_feed_F" to rearm at fuel stations. Vanilla arma/exile vehicles rearm. RHS do not. I am using a serverside script to replace non-working mini guns.
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Having trouble getting ANY rhs vehicles to rearm...used debug to get ammo types for all rhs vehicles i use on my server. added them to AVS_RearmCosts. Anyone else having this problem? Or know of a solution? What am i missing here? @TroyT because u seem to have this working.
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lol, thats way too easy
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Does anyone know the exact XYZ center of the Bornholm map?
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nm, figured it out delete please
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Ya, thank you. Sorry for the late reply, been out of town....I did however realize i was WAY overthinking this Thanks
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Trying to add another admin so that they can access DB with a seperate username/password. I believe this is done in the extdb-conf.ini. but not exactly sure what needs to happen here. Anyone else solve this? [exile] Type = MySQL Name = exile Username = bumblebee Password = abc123 IP = 127.0.0.1 Port = 3306 minSessions = 2 idleTime = 60 ; Really should only use this if MySQL server is external. Also only for MySQL compress = false ; Recommend you turn this on http://dev.mysql.com/doc/refman/5.6/en/mysql-command-options.html#option_mysql_secure-auth Secure Auth = true Can i simply copy paste this section with new username and password?
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Thank you very much, ill give that a shot @Ch33s3
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I get lots of errors in my rpt on startup. Plus players get the 3 fps glitch from time to time. And now that my server pop is growing its seemingly becoming more and more frequent. If anyone wouldnt mind taking a look and giving me some advise on how, if possible, to get rid of some of the errors that would be amazing! :). Or any advice to reduce the 3 fps bug. Thank you in advance. http://pastebin.com/aWqpe1k1
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ExAd - Package of Virtual Garage|XM8|StatsBar|Halo & Parachute|Admin Events|Hacking|Grinding|Vehicle Upgrade
PondScum101 replied to Janski's topic in Scripts
Quick question, sorry if this has been answered already, I didnt see it in the topic already. For the VG, is it possible to have vehicles store, wipe inventory, but not reset ammo? Running a militarized server, so players can just store their vehicles to rearm them. But, I dont not want them to be able use the VG as a 'safer' safe.- 2256 replies
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- virtual garage
- vg
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Anyone else have an issue with the dms mission vehicles not cleaning up, my data base is starting to crowd up with DMS_PersistentVehicle
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So if im correct, it looks like I could add _vehicle to _missionObjs and //create possible vehicle list _PossibleVehicleClass = [ "vehicle1","vehicle2","vehicle3" ]; //choose the vehicle _VehicleClass = selectRandom _PossibleVehicleClass; // Dont give pin coded vehicles on easy if (_difficulty isEqualTo "easy") then { _vehicle = [_VehicleClass,[(XXXXXXXXXXX,YYYYYYYYYYY, 0]] call DMS_fnc_SpawnNonPersistentVehicle; _msgWIN = ['#0080ff',"Convicts killed everyone and made off with the heli."]; } else { _pinCode = (1000 +(round (random 8999))); _vehicle = [_VehicleClass,[(_pos select 0) -30, (_pos select 1) -30, 0],_pinCode] call DMS_fnc_SpawnPersistentVehicle; _msgWIN = ['#0080ff',format ["Convicts killed everyone and made off with the heli, entry code %1...",_pinCode]]; }; thanks again for your help. I will test this and post if it works correctly
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DMS_fnc_SpawnPersistentVehicle Created by eraser1 Usage: [ _vehicleClass, // STRING: Vehicle classname to spawn. _pos, // ARRAY (positionATL or position2d): Where the vehicle will be spawned (strict) _pinCode // STRING or NUMBER: String has to be 4 digits. Number has to be between 0-9999, and will be automatically formatted. _spawnATL // (OPTIONAL) BOOLEAN: Whether or not to spawn the vehicle ATL (Above Terrain Level) or ASL (Above Sea Level). Default: true (ATL) ] call DMS_fnc_SpawnPersistentVehicle; Returns the created vehicle object. This is what i was looking for
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sorry im thinking out loud here, but im working through it, thats all wrong because that is for an ai vehicle
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But change _pos getPos [100,random 360], to _pos getPos [xyz],
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Im thinking its something like this? // Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position. _veh = [ [ _pos getPos [100,random 360], _pos ], _group, "assault", _difficulty, _side ] call DMS_fnc_SpawnAIVehicle;
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I found the solution, and got my vehicle to spawn with the mission. Do you know @eraser1 if it is possible to set a static position for the vehicle to spawn? something like _vehicleposition xyz?