Korwiin
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Everything posted by Korwiin
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I tested the revive feature tonight, it works with a bug/side effect. The dead player can't loot his poptabs. When they try, the poptabs went in my inventory instead (Admin revive fee + taxes? lol). I dropped the poptabs on ground, they could see but not loot them. Relogging fixes it.
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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; }; }; };
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P.S. I just saw this:
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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.
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Yeah i wrote that query to filter just vests. So you need vests, backpacks, anything else?
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When this happens try to track who loses stuff vs who was the last person to sit in the pilot's chair.
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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.
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Have you tried: RESTART_WARNING_SOUND = "";
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@infiSTAR On your website, https://update.infistar.de/ the support link in the toolbar takes us to https://support.sealdrop.de/
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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; }; }; };
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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! -
I noticed that the default Tanoa Exile mission has Vendor NPCs created in the initPlayerLocal file, but the trader city objects are in the InitServer file. I am curious why not have both in the initPlayerLocal? I am thinking along the lines of any walls or barrier objects would need to be server side so that AI will walk around them, but the decorative stuff like beer bottles, photos, guns on the walls could move client side only, and possibly conserve server resources?
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@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.
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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?
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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?
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Moving Custom Buildings Client-side increases performance?
Korwiin replied to GolovaRaoul's topic in Performance
I like the idea of releasing custom edits on the forums here as a solution to the problem. The author gets credit and "respect", if people see the content on someone else's server, there is a good chance they will know where it came from. -
Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
Korwiin replied to happydayz's topic in Scripts
One possible problem I see with following the instructions to a "T", if you run a Linux server there is a case sensitivity discrepancy here: class CfgExileCustomCode { ExileClient_object_player_death_startBleedingOut = "custom\EnigmaRevive\ExileClient_object_player_death_startBleedingOut.sqf"; //Happys Revive ExileClient_object_player_event_onInventoryOpened = "custom\EnigmaRevive\ExileClient_object_player_event_onInventoryOpened.sqf"; //Happys Revive AntiDupe ---NEW with v0.65 }; the folder is named Custom, not custom. Try changing these to a capital "C" and retest. Also, if you do not see a loading message for Enigma in the chat when you enter the server, make sure you didn't' skip the part about init.sqf -
Moving Custom Buildings Client-side increases performance?
Korwiin replied to GolovaRaoul's topic in Performance
@Z80CPU We're not talking about pirated copyright software, we are talking about Exile server admins putting objects on a map.... and hiding it server side to keep other server admins from copying it. Surely you are not suggesting that people can take the Exile.Tanoa.pbo file which is already protected under Creative Commons copyright, edit it, and call it their own copyright protected under DMCA??? -
Dedicated Server preconfigured to Exile
Korwiin replied to par4na's question in Ask a Game Server Provider
How much per Month? -
Moving Custom Buildings Client-side increases performance?
Korwiin replied to GolovaRaoul's topic in Performance
Thats was where I was heading @BetterDeadThanZed what happens if someone steals your custom content? Maybe someone else takes credit for your work right? That could be mitigated by sharing the work with the community so that you get some respect and admiration for creating it. -
Moving Custom Buildings Client-side increases performance?
Korwiin replied to GolovaRaoul's topic in Performance
What happens if someone steals your custom placed map content? -
I noticed after adding A3XAI my thread counts went up from 8ish to 20ish, and my average CPU% went up from 20% to 60%. I also saw on another thread someone mention something about A3XAi vs DMS and thread counts. So other than seeing more threads than you have cores, is there a performance problem? I would like to toss out the idea that unless your riding a >85% Cpu% and lagging because of it, then the extra threads may be helping you get more work out of your available processing power.
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Linux or Windows server?
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Also on Linux here. I read somewhere that in order for a in game script to access time on the host, would require a custom .dll I am "guessing" that .dll files only work on windows servers, and that the linux equivalent is an .so file. Infistar comes with 2 dll files and no .so files. Does this feature work only on windows servers?