mokdevel

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About mokdevel

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  1. mokdevel

    [SOLVED] Overwriting CfgWorlds

    The whole thing starts to slowly make sense. Once I have the new .pbo created, is it enough to have this only on the server side? I can see in .rpt that the mod is loaded, but I can not see any of my changes anywhere (clutter etc...). I had the mod included in -mod start parameter.
  2. mokdevel

    Players Dying at Halo Spawn

    Thank you for your time. Setting haloJump = 0; opens the parachute immediately and spawning works. This is not optimal but works for now. I'll continue debugging the issue.
  3. mokdevel

    Players Dying at Halo Spawn

    This did not fix the issue. The drop-to-dead happens around 20% of the time. Any other ideas to try?
  4. mokdevel

    [SOLVED] Overwriting CfgWorlds

    Thank You so much for a quick reply. I will be testing and studying this later.
  5. mokdevel

    [SOLVED] Overwriting CfgWorlds

    Change some settings on Chernarus_Redux - especially clutterGrid and clutterDist. I think I have the basics missing like which file to edit and where to include the CfgPatches. Sometimes (most times?) the BI sqf stuff is not logical... Creating .pbos and .sqf in general I know well. This is the first time playing with CfgWorlds and CfgPatches.
  6. mokdevel

    [SOLVED] Overwriting CfgWorlds

    Any chance you could share what you did? TIA.
  7. mokdevel

    Players Dying at Halo Spawn

    Same issue on mine. Issues seen on map Chernarus Redux - no issues in Taunus.
  8. Bumping an old issue that seems to be there still in the latest update of Arma. Did anyone find a solution that works?
  9. mokdevel

    xcam Taunus spawn points and traders

    I used the lootpositions.hpp mentioned and noticed the same issue. There are a lot of incorrectly put lootpositions in it which you need to fix by hand. Some of the issues are loot in the air, others related to buildings (eg. one huge barn) that are built from pieces. The latter buildings have a lootposition set to a floor tile and when the building is built from tens of tiles, the amount of loot multiplies. You should take some time to find those tiles and remove them from the lootlist. In addition to that, use a loot position creator to fix the incorrect ones. (I don't remember which one I used, but it had a glowing yellow ball that you could use for setting the position). HTH
  10. Where should I find the CfgWorlds details? I'm unsure where to change these for Taunus - the wind is too loud.
  11. mokdevel

    maximumNumberOfLootSpotsPerBuilding appears broken

    I had a similar situation with a building spawning huge amounts of loot. The issue was that the loot position (Taunus) was set to a floor tile. So, if you have a building built from wall pieces set on multiple floor tiles, each tile will spawn stuff respecting the rules set in config. Thus, the whole "building" is filled with stuff.
  12. mokdevel

    xcam Taunus spawn points and traders

    Thank you for the effort. There are places where the loot spawns in the air (for example big barn in Rettershof). Have there been any updates to the position file?
  13. mokdevel

    DMS - Defent's Mission System

    I've been running Tanoa for quite some time and decided to jump to Taunus. DMS missions spawn nicely to the new map, but for some reason, the AI is invisible. The .rpt has no errors. Any ideas anyone? SOLVED: Disabling Occupation Military, makes everything fine again. For some reason the building scan ends up running 'forever' and eats all resources.
  14. mokdevel

    xcam Taunus spawn points and traders

    Thank you for the files. I've previously run Tanoa without any problems and decided to jump to Taunus. I added the lootpositions from the first post. For some reason no loot spawns anywhere. The .rpt logs do not show any errors. What could be the reason for this? On a side note, I activated DMS, Occupation and added the triggers for ExileZ. The zombies spawn but they do not attack or move - they just stand. DMS AI move, but seem to be blind as in not able to see the player. Any ideas why? SOLVED: Disabling Occupation Military, makes everything fine again. For some reason the building scan ends up running 'forever' and eats all resources.
  15. mokdevel

    [Done] ExtDb3 Compatibility with Exile

    I updated to v1026, latest Arma dev and took the latest overrides. I get this in .rpt: 13:33:14 "ExileServer - Initializing game world..." 13:33:14 "ExileServer - Loading families from database..." 13:33:14 Error in expression <uery_selectFull; _numberOfClans = count _clanIDs; if (_numberOfClans > 0) then > 13:33:14 Error position: <_clanIDs; if (_numberOfClans > 0) then > 13:33:14 Error Undefined variable in expression: _clanids 13:33:14 File exile_server\code\ExileServer_world_loadAllClans.sqf, line 20 Debug versions for extDB3 logs: [13:46:50:930110 +02:00] [Thread 8184] extDB3: Input from Server: 9:VERSION [13:46:50:930110 +02:00] [Thread 8184] extDB3: Output to Server: 1.026 [13:46:52:748341 +02:00] [Thread 8184] extDB3: Input from Server: 9:VERSION [13:46:52:748341 +02:00] [Thread 8184] extDB3: Output to Server: 1.026 [13:46:54:449057 +02:00] [Thread 8184] extDB3: Input from Server: 9:VERSION [13:46:54:449057 +02:00] [Thread 8184] extDB3: Output to Server: 1.026 [13:46:56:111268 +02:00] [Thread 8184] extDB3: Input from Server: 9:VERSION [13:46:56:111268 +02:00] [Thread 8184] extDB3: Output to Server: 1.026