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Everything posted by Dodge
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Ive been having an error on my server when a user reconnects, ive installed a fresh copy of the server as well created a new db for it and still getting this error "ExileServer - Initializing game world..." "ExileServer - Loading families from database..." "ExileServer - Database Error: Error Unknown Protocol" Error in expression < to _numberOfClans - 1 do { ((_clanIDs select _i) select 0) call ExileServer_sy> Error position: <select _i) select 0) call ExileServer_sy> Error Generic error in expression File exile_server\code\ExileServer_world_loadAllClans.sqf, line 25 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! "Exile_Server/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 20593 ms -----" "ExileServer - Player Dodge (UID 7***************7) connected!" "ExileServer - Database Error: Error Unknown Protocol" Error in expression <se_handleBig; }; }; ((_result select 1) select 0) select 0> Error position: <select 0) select 0> Error Generic error in expression File exile_server\code\ExileServer_system_database_query_selectSingleField.sqf, line 27 Error in expression <se_handleBig; }; }; ((_result select 1) select 0) select 0> Error position: <select 0) select 0> Error Generic error in expression File exile_server\code\ExileServer_system_database_query_selectSingleField.sqf, line 27 Mission id: 8d9e14e1b4c4e9349ca9464f5599fffd0393c508 Warning: Cleanup player - person 2:1111 not found here is full copy of the server log report http://pastebin.com/AGKvxHdL any help on this will be greatly appreciated. thank you
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I can confirm what @Vador posted works on my server too
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The current method of ejecting dead bodies from a vehicle works by adding actions "GetOut" and "Eject" to the player when it dies, this works fine as long as the vehicle is alive, if the vehicle is dead then actions "GetOut" and "Eject" no longer work. to go around this problem i modified the ExileClient_object_player_event_onKilled.sqf as follow: look for: if !((vehicle player) isEqualTo player) then { unassignVehicle player; player action ["GetOut", vehicle player]; player action ["Eject", vehicle player]; }; and add this after: //double checks if player still in a vehicle, happens sometimes in cases like dead vehicles. if !((vehicle player) isEqualTo player) then { _pX = floor random -5; _pY = floor random -5; _position = vehicle player modelToWorld [_pX,_pY,0]; player setpos _position; }; will look like this after: if !((vehicle player) isEqualTo player) then { unassignVehicle player; player action ["GetOut", vehicle player]; player action ["Eject", vehicle player]; }; //double checks if player still in a vehicle, happens sometimes in cases like dead vehicles. if !((vehicle player) isEqualTo player) then { _pX = floor random -5; _pY = floor random -5; _position = vehicle player modelToWorld [_pX,_pY,0]; player setpos _position; }; save the ExileClient_object_player_event_onKilled.sqf into what ever folder you have your overwrites on your local mission folder. Ex. "overwrites\exile_client\code" open your config.cpp, located on the mission root folder, look for the class "CfgExileCustomCode" and add this line inside: ExileClient_object_player_event_onKilled = "overwrites\exile_client\code\ExileClient_object_player_event_onKilled.sqf" i made the positions random around the vehicle in case multiple players die inside and all bodies are not piled all on top of another. Hope someone finds this useful.
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@KamikazeXeX the way im using it now instead of the z is in case your vehicle explodes in the air and the body will teleport into the ground instead of the air. is funny seeing the body fall from the air as far as battleye yeah you are correct but since we run a close server for friends only battleye is disabled. @Beowulfv i think i looked into that but the cleanup if i remember correct tides both vehicles and dead bodies at the same time. well at least im not the only one that found annoying not able to get dead bodies out of vehicles thank you
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this if(daytime < 7 || daytime > 23) then { if (player getVariable ["playerfog", -1] < time) then { player setVariable ["playerfog", floor time + 5]; player spawn doofog; sleep 120; }; }; to this if (player getVariable ["playerfog", -1] < time) then { player setVariable ["playerfog", floor time + 5]; player spawn doofog; sleep 120; };
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ive set myself under startAsNormal as well as in adminUIDandAccess when i type !admin command i get kicked as expected but when i try to reconnect it hangs on the server loading and the only way for me to connect is to restart server if anyone could point me on the right direction on how i go about fixing this. thank you
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thanks for the response, using your suggestion it looks like my problem is unrelated to infistar, looks like i have some database error. i posted a question on separate forums. you can close this at your convenience. this is the error i found if you interested: thank again for all your responses
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im sure for you guys is working fine the way it should but for me is not, was maybe hoping some help on how fine what the problem is
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i tested deleting the cashed mission file and still cant reconnect unless i restart server
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cool simple thing man, thank you. was looking for something like this because there were cases where AI patrols could destroy vehicles in safe zone. thank you for sharing
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nub question, i haven server configured and all ai missions are working but not zombies even tho HC and server have it. are there any more settings i need to play to get this activated or zombies spawn is done with another addon? thank you