Korwiin
Member-
Content count
48 -
Donations
0.00 EUR -
Joined
-
Last visited
Community Reputation
13 NeutralAbout Korwiin
-
Rank
Bambi
- Birthday 04/23/1972
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Adding mods, what to add to mission.sqm?
Korwiin replied to BetterDeadThanZed's topic in Configuration
What @ShootingBlanks said. When chasing these errors, this is a list I came up so far for just Exile. Not sure if I should be doing this or not, or what the consequences are but it makes the errors go away. addons[]= { "exile_client", "Weapons_VSS", "BRDM2", "Volha", "UH1H" }; -
For headgear: _cfgdump = configFile >> "cfgWeapons"; for "_i" from 0 to (count _cfgdump)-1 do { _obj = _cfgdump select _i; if (isClass _obj) then { _objName = configName(_obj); _objDName = getText(configFile >> "cfgWeapons" >> _objName >> "displayName"); _objModel = getText(configFile >> "cfgWeapons" >> _objName >> "model"); _objGenmac = getText(configFile >> "cfgWeapons" >> _objName >> "ItemInfo" >> "_generalMacro"); if ((_objName!="") && (_objGenmac=="HeadgearItem")) then { _output = format ["class %1 { quality = x; price = y; sellPrice = z; }; // %2",_objName,_objDname]; diag_log _output; }; }; }; For everything in CfgWeapons (includes vests, uniforms, guns, headgear, but not backpacks): _cfgdump = configFile >> "cfgWeapons"; for "_i" from 0 to (count _cfgdump)-1 do { _obj = _cfgdump select _i; if (isClass _obj) then { _objName = configName(_obj); _objDName = getText(configFile >> "cfgWeapons" >> _objName >> "displayName"); _objModel = getText(configFile >> "cfgWeapons" >> _objName >> "model"); _objGenmac = getText(configFile >> "cfgWeapons" >> _objName >> "ItemInfo" >> "_generalMacro"); if (_objName!="") then { _output = format ["class %1 { quality = x; price = y; sellPrice = z; }; // %2",_objName,_objDname]; diag_log _output; }; }; }; This will get you a list of backups, but will have a couple non-playable items backpacks you will need to sort out. _cfgdump = configFile >> "CfgVehicles"; for "_i" from 0 to (count _cfgdump)-1 do { _obj = _cfgdump select _i; if (isClass _obj) then { _objName = configName(_obj); _objDName = getText(configFile >> "CfgVehicles" >> _objName >> "displayName"); if ((_objName!="") && isNumber(configFile >> "CfgVehicles" >> _objName >> "isbackpack")) then { _output = format ["class %1 { quality = x; price = y; sellPrice = z; }; // %2",_objName,_objDname]; diag_log _output; }; }; };
-
P.S. I just saw this:
-
I am sure that is script-able, but I wanted to let you know that A3_Occupation has a neat mission that kicks off an accelerated night cycle.
-
Yeah i wrote that query to filter just vests. So you need vests, backpacks, anything else?
-
When this happens try to track who loses stuff vs who was the last person to sit in the pilot's chair.
-
If I were to guess, the mod makers probably don't play Exile or mods that require manual classname management, but instead use tools like the mission editor to outfit units and fill containers with loot.
-
Have you tried: RESTART_WARNING_SOUND = "";
-
@infiSTAR On your website, https://update.infistar.de/ the support link in the toolbar takes us to https://support.sealdrop.de/
-
I load the mod(s) in question and open the editor, drop a playable unit and play as that unit. Hit escape to open the debug log. Past this script into the "execute" box, and click "LOCAL EXEC". Tab out to your desktop and open your clients rpt file. I recommend using Notepad++. I will typically open the rpt file in NP++ before I click execute, select all and delete then save... this clears the file out... then LOCAL EXEC, then tab back to NP++ where it warns that the file was changed, click yes to reload it. You will notice some pesky timestamps in the way, I don't know how to turn those off, so I just delete them manually. In NP++ hold down the ALT key and use the mouse to select the column of timestamps and the first quote mark and drag that box all the way down the file, hit delete. This script will give you the beginning of what you need for your CfgExileArsenal. _cfgdump = configFile >> "cfgWeapons"; for "_i" from 0 to (count _cfgdump)-1 do { _obj = _cfgdump select _i; if (isClass _obj) then { _objName = configName(_obj); _objDName = getText(configFile >> "cfgWeapons" >> _objName >> "displayName"); _objModel = getText(configFile >> "cfgWeapons" >> _objName >> "model"); _objGenmac = getText(configFile >> "cfgWeapons" >> _objName >> "ItemInfo" >> "_generalMacro"); if ((_objName!="") && (_objGenmac=="VestItem")) then { _output = format ["class %1 { quality = x; price = y; sellPrice = z; }; // %2",_objName,_objDname]; diag_log _output; }; }; };
-
HOW to use the Arma 3 3DEN Editor with the Exile and the M3-eDen plugin
Korwiin replied to theduke's topic in Setup
Hello @theduke thanks for sharing the video. At 4:28 I see you saving and reloading to view the changes. I believe this is what the plugin option "Synchronize Simple Object 0 [Num]" is for. Hope that helps, and thanks again for sharing! -
@Mezo thanks for the reply. The real question I should have asked is: When adding decorations to a trader area, would it be BETTER for server performance to use createVehicleLocal inside the initPlayerLocal.sqf instead of the conventional createSimpleObject inside the initServer.sqf? From the wiki createSimpleObject uses very little network traffic while createVehicleLocal the created object is not transferred through network in MP games. So the assumption is that simpleobjects still use some network/memory/cpu on server and local vehicles don't.
-
Okay, I see now... createVehicleLocal is used for NPC traders. So for custom map edits/decorations, and most of the trader cities, wouldn't it be better if it was in InitPlayerLocal as a createVehicleLocal instead of a simple object on the server?
-
I can see why that would be a problem. So the NPC Traders are loaded in the initPlayerLocal file by default. Are they somehow local client side only?