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Everything posted by Murgatroyd
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Installing R3F logistics on the latest version of exile resulted in locked vehicles being towable/liftable on my server. I've noticed some other people on these and other forums having the same issue so here's the solution to the problem. 1. unPBO @ExileServer\addons\exile_server.pbo. 2. Copy the following 3 files from the code directory in the exile_server pbo to somewhere in your unPBO'ed Exile mission (i.e. Exile.Altis). I recommend creating a folder called overrides in the root mission folder and copying them there: 3. In ExileServer_object_lock_network_hotwireLockRequest.sqf Add the following line after "_object enableRopeAttach true;": _object setVariable ["R3F_LOG_disabled", false, true]; 4. In ExileServer_object_lock_network_lockToggle.sqf Add the following line after "_object enableRopeAttach true;": _object setVariable ["R3F_LOG_disabled", false, true]; Add the following line after "_object enableRopeAttach false;": _object setVariable ["R3F_LOG_disabled", true, true]; 5. In ExileServer_object_vehicle_database_load.sqf Add the following line after "_object enableRopeAttach false;": _vehicleObject setVariable ["R3F_LOG_disabled", true, true]; Add the following line after "_object enableRopeAttach true;": _vehicleObject setVariable ["R3F_LOG_disabled", false, true]; 6. Open config.cpp in your root mission folder and add the following to the CfgExileCustomCode class (assuming you created the overrides directory): ExileServer_object_vehicle_database_load = "overrides\ExileServer_object_vehicle_database_load.sqf"; ExileServer_object_lock_network_lockToggle = "overrides\ExileServer_object_lock_network_lockToggle.sqf"; ExileServer_object_lock_network_hotwireLockRequest = "overrides\ExileServer_object_lock_network_hotwireLockRequest.sqf" It should now look like this if you haven't overridden any other files: class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: <Function Name of Exile> = "<New File Name>"; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ ExileServer_object_vehicle_database_load = "overrides\ExileServer_object_vehicle_database_load.sqf"; ExileServer_object_lock_network_lockToggle = "overrides\ExileServer_object_lock_network_lockToggle.sqf"; ExileServer_object_lock_network_hotwireLockRequest = "overrides\ExileServer_object_lock_network_hotwireLockRequest.sqf" }; 7. re-PBO your mission file, put it back in place, and start up your server. Thanks to MrTesla on the BIS forums for his post getting me started in the right direction.
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They can update the hpp's just as easily as updating the code you put in a text file. It's the same either way. The hpp's, however, reduce the risk of screwing something up in the main config.cpp and also make it easier to compartmentalize everything. It's simple, good, proven coding procedure that's been taught by knowledgeable programmers for the last 55 years. You should have more faith in the people who download your mod. They know what they are doing and can make the decision to "just copy and paste everything" or modify it for themselves. I'm trying to make that process easier. As it is now, copying and pasting from a text file is nothing but a detriment.
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I'd like to offer a suggestion to make installation a bit easier: Put the menus and recipes in their own .hpp's instead of copying the recipes and menus out of the text files and into the mission config.cpp. This is what I did for my server: 1. Created an EBM folder in my root mission directory (same location as config.cpp). 2. Created EBM\recipes.hpp and put the recipe classes in the file. 3. Created EBM\menus.hpp and put the menu classes in the file. 4. Added the following line at the top of the CfgCraftingRecipes class instead of copying the classes from the text file: #include "EBM\recipes.hpp" 5. Added the following line at the top of the CfgInteractionMenus class instead of copying the classes from the text file : #include "EBM\menus.hpp" This will make managing the mod much easier and should reduce the number of installation issues people have because: - There are only 3 lines to add (the 2 above and the rusty tank fuelsource) instead of hundreds. - config.cpp does not need to be edited again after the initial installation of the mod. - Everyone automatically gets the new menus/recipes when they update the mod and copy the hpp files over instead of when they edit config.cpp.
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Just talked to maca134 on Discord. He's added Australia 4.04 back to the mod list in the database. Your server should be showing up now.
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I was wondering if it's possible to override the RscInGameUI class in the Exile client download using the CfgExileCustomCode class. I want to re-enable some of the original arma 3 vehicle panels. Is the RscInGameUI class even the right place to be looking?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Here's a snippet with what appears to be the relevant information. The errors at the end continue on forever. The whole log is over 2Mb because of them.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
cup units, weapons, and vehicles, rhs us and russia, cba xm8apps, r3f lift/tow, statusbar also using red ned's dynamic difficulty mission.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Latest test version of dms, latest release version of occupation.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
I thought there was a problem where they would just stand there when they were spawned. Mine are either doing that or moving back and forth a few meters.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Ok. Mine are not moving then. Was this fixed in the main branch or test?- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Has the AI movement thing been fixed? If so, how far from where they spawn do they move? I can see that they are moving around, but they don't really go anywhere and I was expecting them to start running across the map. I think I'm misunderstanding how they are supposed to work.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Thanks. This started after I added a blacklist zone for a static mission in DMS.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
Got this the last time I started my server: Why would DMS_fnc_findSafePos return 'any' as the x and y when trying to find a safe spawn location for the bus?- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Murgatroyd replied to second_coming's topic in Add-ons
So this is fun: That may look like a normal screen shot but it is, in fact, a floating destroyed ai helicopter after having been shot with the Cheetah's missiles. Just sitting up there in mid-animation. I hit it twice and killed all the ai. Are these indestructible when they have ai in them?- 3161 replies
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- survivor ai
- random ai
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Which is fantastic, but I'd also like to enable radio chatter. Is there a way to do it? Love both your (you and Defent) mods, by the way. Thanks for the hard work.
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script Disable Building In Some Areas / Near Objects
Murgatroyd replied to Dwarfer's topic in Constructing & Territories
Sho nuff. I'm using Australia so I didn't need the 3 map entries. Removing them also removed the _cantBuildDist variable so I replaced it at the top of the _cantBuildNear array for Military buildings. I also removed everything else except roads and blacklists. -
script Disable Building In Some Areas / Near Objects
Murgatroyd replied to Dwarfer's topic in Constructing & Territories
Just to help a little: you're getting that error message because ExileClient_gui_notification_event_addNotification is being called incorrectly a second time in the catch block for any of the non-default error exceptions (BLACKLIST, ROAD, etc...). Commenting out the line suggested above will cause the regular messages from trader zones and spawn zones to not work. You can use a switch statement to fix it. The code below only does MILITARY, ROAD, and BLACKLIST (those are the only ones I need), but it should give you an idea on how to do the rest. -
script Disable Building In Some Areas / Near Objects
Murgatroyd replied to Dwarfer's topic in Constructing & Territories
Thanks -
script Disable Building In Some Areas / Near Objects
Murgatroyd replied to Dwarfer's topic in Constructing & Territories
I don't see the 'blacklist' parts in the pastebin of the last post by second_coming. Has it been reverted back? -
I've figured it out. There's apparently a bug where something has to be in both the can_tow and can_be_towed lists in order for it to tow.
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I have the R3F mod setup and working for all the vehicles I have listed except the Tempest and HEMTT. They will not tow regardless of what version I attempt to tow with (Exile or original ARMA3). Here's my config.sqf: Any ideas?