NIkita Bel
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У этого парня переопределено около 20 функций Exile. Еси будет обновление, то придется переписывать все заново, что бы обеспечить совместимость.. Похоже придется дожидаться официальной поддержки extDB3..
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[FIXED][LINUX]Call extension 'extDB2' could not be found
NIkita Bel replied to The Walking Bread's question in Serverside
Its not mine idea, but it works! How we fix it: 1. copy extDB2.so to root arma folder 2. rename it to @ExileServer\extDB2.so dont forget to escape '\' type it in linux console cp extDB2.so @ExileServer\\extDB2.so 3. restart server 4. Now new directory extDB w'll be created in root folder. Copy folder sql_custom_v2 from \@ExileServer\extDB to \extDB 5. restart server it looks very bad (slash in name) but it works. -
After updating server we have this error on loading: extDB2.so file is in @exileserver folder. Copying it to root game folder not helped we checked dependencies - all good
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Кто перешел на 64bit сервер - есть сравнения по производительности с 32bit версией?
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finally i done this. You pointed me to the right direction! My first mistake was because ExileClient_system_radiation_thread_update.sqf works client-side, and mission script works on server side. i seen that marker can be removed from both server and client map, and that helped me to make checking if marker still exist and clear ExileContaminatedZones in ExileClient_system_radiation_thread_update.sqf. If ExileContaminatedZones array on client-side doesn't contain zone coordinates - no effect at this location applies on player.
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i tried.. i found, that all radiation checks goes inside foreach loop for ExileContaminatedZones array. I can substract my zone from it: _arrRemoveZone = [[[21845.1,20977.6,0],300,400]]; ExileContaminatedZones = ExileContaminatedZones - _arrRemoveZone; or just reassign ExileContaminatedZones ExileContaminatedZones = []; but i do it in mission script, and it doesn't help me.. maybe those scripts have different scopes for variables? i mean setting ExileContaminatedZones array in mission script doesn't affect ExileContaminatedZones in ExileClient_system_radiation_thread_update.sqf function file? Maybe solution is in ExileClient_system_radiation_event_onPlayerDied function?
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Hi all! I want remove radiation effect from zone after 'dynamic mission' complition.. i can remove marker 'ExileContaminatedZone', but effect is still on player.. i can go outside removed zone radius - it will be offed, but when player comes back - effect is still applies.. { _currMarker = toArray _x; _currMarkerName = toString _currMarker; if(_currMarkerName == "ContaminatedZoneGhostHotel") then { deleteMarker _x; }; } foreach allMapMarkers; How can i totally remove radiation effect on some events?
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we have the same thing pin code is not 0000.
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in MySQL base find you user uid (like 76561198124921036) in player table. change 'last_paid_at' date and UID in query to your needs UPDATE `territory` SET `territory`.`deleted_at` = Null, `territory`.`last_paid_at` = '2017-02-16 19:17:09' where `territory`.`owner_uid` = 76561198124921036; Then you need ID from table territory, it will be territory_id in next queries: UPDATE `construction` SET `deleted_at` = Null where `construction`.`territory_id` = 5; UPDATE `container` SET `container`.`deleted_at` = Null where `container`.`territory_id` = 5; Now you need to restart server. This helped me to restore user base.
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yes, but how can i write UID to database, on vehicle object creation into the table 'vehicle', in same row, in column 'player_uid' ?
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Thx alot! Bu how can i store UID in DB table? I realize i need to send NetworkMessage request, but in 'purchaseVehicleRequest' from CfgNetworkMessages there is no UID parameter. Do i need to write own request function?
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Hi! I'm new in SQF syntax, but have experience on other programming languages.. i want to made my first small app/mod. What this app (or mod) will do: 1. When player buys vehicle, players UID must be stored with vehicle data in 'player_uid' column in 'vehicle' table in Exile DB. 2. When any player wants to sell vehicle - check must be performed: if vehicle.player_uid is not Null: if player.uid != vehicle.player_uid: throw error: "Only owner can sell this vehicle!" brake sell process This is starting functionality.. Can someone help me with development process - point where to read, how to organize code?
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I just want to make rocket-launchers salable to trader.. (now its 'unsalable'). i added weapon classes to config.cpp class launch_NLAW_F { quality = 4; price = 2500; }; // PCML Launcher class NLAW_F { quality = 4; price = 1500; }; // PCML Rocket class launch_RPG32_F { quality = 4; price = 2500; }; // RPG-42 Alamut class RPG32_HE_F { quality = 4; price = 1500; }; // RPG-42 HE rocket class RPG32_F { quality = 4; price = 1500; }; // RPG-42 rocket in to the CfgExileArsenal class.. but those items still unsalable.. what do i need to do more?
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I have a problem with spawned persistent vehicles.. it costs 0 on trade zone.. How can i fix it? "Exile_Chopper_Huey_Armed_Desert", Exile_Chopper_Hellcat_FIA", "Exile_Chopper_Hellcat_Green" in AVS_configuration.sqf: All vehicles in mission config file have there cost definitions.
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Hi all! I create Exile_Trader_Vehicle trader.. but when i buy vehicle it sometimes explodes right after spawn. after some tests i found it happens when ground on spawn area found is not flat.. any recommendation for fix?