Rifle0311

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About Rifle0311

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  1. Rifle0311

    Tanks Cant Flip Repair Hotwire Lock or Unlock

    class Tank { targetType = 2; target = "Tank"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class PackDeployedVehicle: ExileAbstractAction { title = "Pack Vehicle"; condition = "call ExAd_XM8_DV_fnc_canPack"; action = "call ExAd_XM8_DV_fnc_pack"; }; }; }; Fixed it Nevermind .
  2. Hello everyone , in need of some technical assistance . In my server i only have the ability to flip , refuel , drain fuel , lock and unlock certain vehicles . In my Mission.PBO in config.cpp i see this for cars and Air . I'm assuming this doesn't apply to Tanks . Should i just copy and paste the line and add tanks where cars is ??? Thank you in advance . wish me luck class Car { targetType = 2; target = "Car"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class PackDeployedVehicle: ExileAbstractAction { title = "Pack Vehicle"; condition = "call ExAd_XM8_DV_fnc_canPack"; action = "call ExAd_XM8_DV_fnc_pack"; }; }; };
  3. Rifle0311

    AVS - Advanced Vehicle System

    Is there a more recent version of this some where that works ?
  4. Rifle0311

    Cant cut down trees

    Nope still the same results . When swinging i see a hit marker on the ground in front of the tree like its hitting the ground
  5. Rifle0311

    Cant cut down trees

    Thanks for this i wondered if there was class names for all trees . Will give it a try and let you know
  6. Rifle0311

    Cant cut down trees

    Yes server is up to date .
  7. Rifle0311

    Cant cut down trees

    Hey guys and gals , I'm having an issue with cutting down trees in the server . Some trees will come down but only produce a pile of wood you can only pick one piece up at a time . But not all trees in server can be cut nor do they produce the wood piles . is there another place to look besides Exile.Lythium.pbo \config.cpp and the Exileserver.pbo class WoodSource { name = "Trees"; models[] = { " t_", " bo_t_", " str_", " Smrk_", " les_", " brg_", " jbad_t_" }; }; /** * ExileServer_object_tree_network_chopTreeRequest * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_sessionId", "_parameters", "_treeNetId", "_tree", "_isTree", "_player", "_treeHeight", "_newDamage", "_treePosition", "_spawnRadius", "_weaponHolders", "_weaponHolder", "_weaponHolderPosition"]; _sessionId = _this select 0; _parameters = _this select 1; _treeNetId = _parameters select 0; try { _tree = objectFromNetId _treeNetId; if (isNull _tree) then { throw format ["Cannot chop unknown tree! %1", _treeNetId]; }; if !(alive _tree) then { throw "Cannot chop already chopped tree!"; }; _isTree = [_tree, "WoodSource"] call ExileClient_util_model_isInteraction; if !(_isTree) then { throw "Can only chop down trees, you twat!"; }; _player = _sessionId call ExileServer_system_session_getPlayerObject; if (isNull _player) then { throw "Unknown players cannot chop trees!"; }; if !(alive _player) then { throw "The dead cannot chop down trees!"; }; if ((_player distance _tree) > 30) then { throw "No long distance tree chopping! Nope!"; }; _treeHeight = _tree call ExileClient_util_model_getHeight; _treeHeight = _treeHeight max 1; _newDamage = ((damage _tree) + (1 / (floor _treeHeight) )) min 1; _tree setDamage _newDamage; if (_newDamage isEqualTo 1) then { _tree setDamage 999; }; _treePosition = getPosATL _tree; _treePosition set[2, 0]; _spawnRadius = 3; _weaponHolders = nearestObjects[_treePosition, ["GroundWeaponHolder"], _spawnRadius]; _weaponHolder = objNull; if (_weaponHolders isEqualTo []) then { _weaponHolderPosition = getPosATL _player; _weaponHolder = createVehicle ["GroundWeaponHolder", _weaponHolderPosition, [], 0, "CAN_COLLIDE"]; _weaponHolder setPosATL _weaponHolderPosition; } else { _weaponHolder = _weaponHolders select 0; }; _weaponHolder addMagazineCargoGlobal ["Exile_Item_WoodLog", 1]; } catch { _exception call ExileServer_util_log; }; true
  8. Let me start off by saying thank you . Mod is installed and working One slight Problem is i have zombies fighting other zombies before they come to attack Players
  9. Is it Possible to have the zombies spawn in one area like a contamination zone and no where else on the map ? If so please elaborate
  10. Rifle0311

    [SOLVED] New infi error (SOLVED)

    Fixed
  11. Rifle0311

    CallExtension loaded: armalog

    Same Problem , No Other errors CallExtension loaded: armalog (.\armalog.dll) []
  12. Rifle0311

    DMS - Defent's Mission System

    I have a fresh installed server with @exile @Jbad @Lythium . My map works . When i use the install button in my control panel to install DMS it does its thing and I start server . Then i get a loop while im watching the command console this just keeps going and going @Defent am i doing something wrong or is there something here unrelated to DMS ? select 0) call ExileServer_sy> 13:04:50 Error Generic error in expression 13:04:50 File exile_server\code\ExileServer_world_loadAllClans.sqf, line 25 13:04:50 Starting mission: 13:04:50 Mission file: Exile (__cur_mp) 13:04:50 Mission world: Lythium 13:04:50 Mission directory: mpmissions\__cur_mp.Lythium\ 13:04:51 "SC/BIS_fnc_log: [BIS_fnc_preload] ----- Initializing scripts in Exile -----" 13:04:51 No speaker given for 13:04:51 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionTasksLocal" 13:04:51 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionConversationsLocal" 13:04:51 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionFlow" 13:04:51 "SC/BIS_fnc_log: [preInit] BIS_fnc_feedbackMain (0 ms)" 13:04:51 "SC/BIS_fnc_log: [preInit] BIS_fnc_missionHandlers (0 ms)" 13:04:51 "SC/BIS_fnc_log: [preInit] BIS_fnc_storeParamsValues (0 ms)" 13:04:51 "SC/BIS_fnc_log: [preInit] BIS_fnc_getServerVariable (0 ms)" 13:04:51 "SC/BIS_fnc_log: [preInit] ExileClient_fnc_preInit (88.9969 ms)" 13:04:51 "ExileServer - Server is loading..." 13:04:51 Client: Nonnetwork object 43e2f700. 13:04:51 "ExileServer - Installed extDB2 version: 70" 13:04:51 "ExileServer - extDB2: Error extDB2 is already setup & locked !!!" 13:04:51 "ExileServer - Check your server rpt for errors, your mission might be stuck a loop restarting" 13:04:51 "SC/BIS_fnc_log: [preInit] ExileServer_fnc_preInit (45.0058 ms)" 13:04:51 Warning Message: Script \x\addons\dms\map_configs\lythium_config.sqf not found 13:04:51 "DMS_DEBUG :: You need to set the config value ""DMS_Use_Map_Config"" to false! |::|::| (DMS_Version: ""June 8, 2017"" | time: 0 | diag_tickTime: 94.794 | 11.7216 FPS)" 13:04:51 "DMS :: Initializing Static Mission Variables" 13:04:51 "DMS :: Initializing Dynamic Mission Variables" 13:04:51 "SC/BIS_fnc_log: [preInit] DMS_fnc_DMS_preInit (6.99615 ms)" 13:04:51 "SC/BIS_fnc_log: [script] initServer.sqf" 13:04:51 "SC/BIS_fnc_log: [postInit] BIS_fnc_missionFlow (0.999451 ms)" 13:04:51 "SC/BIS_fnc_log: [postInit] BIS_fnc_initParams (0 ms)" 13:04:51 "SC/BIS_fnc_log: [postInit] BIS_fnc_initRespawn (0 ms)" 13:04:51 "SC/BIS_fnc_log: [postInit] BIS_fnc_reviveInit (0 ms)" 13:04:51 "SC/BIS_fnc_log: [postInit] ExileClient_fnc_postInit (0 ms)" 13:04:51 "ExileServer - Job with handle 10000 added." 13:04:51 "ExileServer - Job with handle 10001 added." 13:04:51 "ExileServer - Job with handle 10002 added." 13:04:51 Weather was forced to change 13:04:51 "ExileServer - Job with handle 10003 added." 13:04:51 "ExileServer - Job with handle 10004 added." 13:04:51 "ExileServer - Initializing game world..." 13:04:51 "ExileServer - Loading families from database..." 13:04:51 "ExileServer - Database Error: Error Unknown Protocol" 13:04:51 Error in expression < to _numberOfClans - 1 do { ((_clanIDs select _i) select 0) call ExileServer_sy> 13:04:51 Error position: <select _i) select 0) call ExileServer_sy> 13:04:51 Error Generic error in expression 13:04:51 File exile_server\code\ExileServer_world_loadAllClans.sqf, line 25 This sticks out like a sore thumb You need to set the config value ""DMS_Use_Map_Config"" to false!
  13. Rifle0311

    DFG

    We're a new community , looking for Veteran Players who can appreciate a good server when they see one . The loot is a little high in certain areas but worth it to get a little poptabs . Your next load out might be your last at some of the missions , but with a little tactical gameplay the Missions are worth the effort . Fully militarized and adding new tanks and jets along with some of the other modded stuff lets players fly in jets and drive tanks with or with out DLC . So come play for a little while and help us out by bringing in new players . Thank You ..
  14. Rifle0311

    Help adding UAV's to Exile server

    Hate to open an old thread , I have followed all directions in the Above quote and I get and error when loading server . 18:12:46 Error context �= "Overrides\server\ExileServer_object_vehicle_carefulCreateVehicle.sqf"; ErrorMessage: File mpmissions\__cur_mp.Chernarus\config.cpp, line 1214: '/CfgExileCustomCode.ExileServer_object_vehicle_carefulCreateVehicle': '�' encountered instead of '=' Please Help ! Thank you
  15. A player in my server got banned after trying to log into the server while he was broken with Error creating player UID , this was not recorded by battle eye or infistar I'm the Ban.txt as usual bans are this error for the player cannot be found nor can his UID or player name be found in the SQL or PHPMYADMIN . I need help please