StevieP
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Everything posted by StevieP
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I'm hoping someone might know what this error is, my server seems to be working fine, most people are able to play but some are just dc'd instantly when trying to join and retrying doesn't help them get on. My rcon shows no error or BE problem so i assumed it was client side and it was something they were doing wrong but i did look at my RPT just to see if anything was mentioned in there that would enlighten me, i found this: 11:47:48 NetServer::SendMsg: cannot find channel #1045935740, users.card=4 11:47:48 NetServer: users.get failed when sending to 1045935740 11:47:48 Message not sent - error 0, message ID = ffffffff, to 1045935740 (player's name) Pasted only one instance because this was spammed many many times over and over for the same player. Anyone know how to fix this? i read on some google search someone said it was down to the player's steam being in offline mode (i verified this and the player was not offline mode). I also read something about it being down to out of date dll's... i don't even know where to start with that idea... Anyone got any suggestions?
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Hello folks, just a bit of fun but i was wondering about how easy it would be to add a broadcast "toast" message when an animal was killed OR at the point when you are gutting it would be better. I.E you kill a chicken/rooster and start gutting and up pops a toast "Winner winner chicken dinner!" I like the new toast message style in 1.0.3 for when you enter and leave trader zones so that would be a cool font/style to use. Anyone? i'm not amazing at Arma code but i can imagine it wouldn't be too hard to slip in a toast message into the gutting process.
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because it's a "general" question?? it's not an error or a bug or glitch, it's just a general idea.
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[Update] Kill the Mayor v2.1 DMS Static Mission (Altis)
StevieP replied to red_ned's topic in Events, Missions & AI
No worries, yep i adjusted that line, ran my server and up pops the ai island, working great now. thanks for the missions its great to have a bit more variety for the players. -
[Update] Kill the Mayor v2.1 DMS Static Mission (Altis)
StevieP replied to red_ned's topic in Events, Missions & AI
I am having problems too, i followed the instructions perfectly plus i also added 2 other mission at the same time, i have added Bomos attack, stop the mayor and ai island to my static missions but on server restart after i uploaded i got no static missions spawning. I checked my rpt and found this: _msgWIN = ['#0080ff',"Convicts have> 18:00:50 Error position: <]; _msgWIN = ['#0080ff',"Convicts have> 18:00:50 Error Missing ; 18:00:50 File x\addons\DMS\missions\static\mayor.sqf, line 252 18:00:50 Error in expression <ng to set up his old home",_difficultyM]]; _msgWIN = ['#0080ff',"Convicts have> 18:00:50 Error position: <]; _msgWIN = ['#0080ff',"Convicts have> 18:00:50 Error Missing ; 18:00:50 File x\addons\DMS\missions\static\mayor.sqf, line 252 I checked mayor.sqf line 252 and it was: _msgStart = ['#FFFF00', "The old Mayors %1 troops are trying to set up his old home",_difficultyM]]; i checked this line against the other missions with the same format and i come to this conclusion, should this line read: _msgStart = ['#FFFF00',format["The old Mayors %1 troops are trying to set up his old home",_difficultyM]]; am i right with that? i watched my server playing for 2 hours after i started it up and not a single static mission spawned which makes me think my error glitched the entire spawning cycle or something. (normal random bandit missions continued to spawn fine) -
Hello, i had the same issue on my server and have now managed to fix it. It seems to occur when the database creates a duplicate of a player with a damage value of 1 (dead) and that instance doesn't get erased so the player spawns dead and stuck in the ground no matter what they do. If you set up a timed SQL event on your database which does this: DELETE FROM `player` WHERE damage = 1 maybe tell it to run every 5 mins or so that should resolve the problem, it did for me anyway.
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I've only had this error since 1.70 but in truth i have random BE kicks all the time, usually a few login attempt will bypass the issue and a player can then join so it's never been a big issue, i have even added the filter code for some of the kicks but when i do that players are just met with a new totally random ass kick the next time so i gave up, the players who get denied first login normally just get on with a few more attempts. Doesn't happen to everyone either so i don't know what some players have in their game files or set up that makes them kick and not others. I'm no expert at BE so i can't really advise on whether you're doing wrong or not.
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Does the post by Gattaca not work then? i've just added it to my scripts and waiting to see if i still get it. On his post he has \"" at the end of the filter which i dont have. I'm giving it a go anways but yeah if all fails i'll change that line to 1 instead of 7. I hate to do that though because at the end of the day it is ignoring a "problem" not fixing it. Damn this update has really dropped a bomb on Exile.
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Yep, i am experienced a LOT! i have added about 8 new filters to scripts.txt since the update and i have one that keeps kicking people even though i have added the exception code.. I keep getting: #9 "imple without class;"; if (_autolog) then { "bi_Logger" callExtension format["_diagSimpleObjectPerformance.csv<<trunc<<%1",_csv" and i have added !="imple without class;\";\n\nif (_autolog) then\n{\n\"bi_Logger\" callExtension format[\"_diagSimpleObjectPerformance.csv< to line 11 of scripts but still people are getting kicked. Have i got that line correct? im not amazing at BE scripting i usually use a filter tool to tell me what to add.
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Hello, i have noticed that after a server restart my base laptop no longer works, the open option doesn't work any more. I can fix this by just moving and putting it back down again until next restart then it's broken again, gets kind of annoying. Any simple solution out there for this one? Also, similar issue is with the floodlight after a restart, they work perfect until a server restart and then they are kind of dull when you turn the generator on, the light doesn't seem to be emitting in the right direction and the floodlight itself hasn't moved or changed position, this also can be fixed by moving it and putting it back down, then you turn on the gen and hey presto bright light in the correct direction. Any ideas?
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ah ok, thanks for the response man, i appreciate it. Is that the same code/fix that sorted out the territory base doors not opening after a restart because that code looks familiar as i had to implement that to my server to resolve the door issue. Should be quite easy for me to locate that and add to it. sweet.
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I am having zero luck finding this fix or even a mention about it, there are posts about flood light issues but they were pre patch 1.0.2 so i am stuck and frustrated at the fact i've spent hours searching and googling this issue, surely i am not the only server owner having this issue.. Like you said, it's multiple base building items like laptop, floodlights and campfire that have to be moved and put down again after each restart for them to function again. It's not killing my server in functionality but it's just frustrating me as the admin that i cant fix it. Any one out there at all have this issue or have solved it and can offer advice?
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Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
StevieP replied to happydayz's topic in Scripts
I asked that question about a month ago on here and didn't receive any answer, thanks for that because the fact that it was a value restriction had me confused when the .log file generated by the kick was a setvariable.log not setvariableval.log. anyways, thanks for clarifying that for me. EDIT: Problem resolved, added !""antidupe" =" !""bleedoutcountdownend" =" !""enigmarevivepermitted" =" to my setVariableVal.txt line 2 and now the revive works perfectly, thanks. -
Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
StevieP replied to happydayz's topic in Scripts
I still cannot get this revive to work, have followed the install exactly but when starting CPR from the scroll option my character starts to do the animation and then i get BE kicked for < Value Restriction #0 "antidupe" = -1 2:3748 Exile_Unit_Player > I have !="antidupe" !=antidupe !"antidupe" !="enigmarevivepermitted" !="bleedoutcountdownend" !=Exile_Unit_Player !="antidupe=1" !="Exile_Unit_GhostPlayer" in my setVarible.txt but still it happens. I could try setting the line to 1 so BE doesn't kick but to be honest that is ignoring the problem not solving it. Anyone help please i am stuck. EDIT: Ok i went into setVariable.txt and changed 7 to 1 for logging only and i STILL got BE kicked for the same damn error... now i am very confused. -
I now get a login screen with some guys profile pic (Jamie Chivers) and i am asked for a password. can we have it? whats going on? My server administration has come to a massive abrupt halt because it would take me 10 times longer to work out the filters manually, i NEED a tool like this.
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Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
StevieP replied to happydayz's topic in Scripts
I really wanted this to work, but my server is falling over on a BE kick (Value Restriction #0 "antidupe" = -1 2:3258 Exile_Unit_Player) I shoot my test subject, i have a defib in my bag, i get the scroll option to revive and my character kneels and after about 5 seconds of animation i get this kick every time and i have added the be filter lines that are mentioned in this forum so as of right now i am confused. This kick is Value restriction, does that mean i need a !="antidupe" in my variableval txt file? right now i have this: setVariable.txt //new 7 "" !="exilexm8isonline" !="bis_fnc_selectrespawntemplate_respawned" !="exilecamerainuse" !="bis_accesscounter" !="isrunning" !="saved3deninventory" !"ryanzombiesinfected" !"ryanzombiesimmunity" !="antidupe" !="enigmarevivepermitted" !="bleedoutcountdownend" setVariableVal.txt //new 7 "" !="true" !="false" !="[0-9]{1,2}" !"ryanzombiesinfected" !"ryanzombiesimmunity" !="[0-9]*" !="[0-9].[0-9]*e\+[0-9]*" !="[0.0-9.9]*" !="[0-9]*e\+[0.0-9.9]*" 7 "" !""bis_fnc_selectrespawntemplate_respawned" =" !""exilexm8isonline" =" Any help is very much appreciated as my players have been wanting revive for a long time. (p.s sorry if this has been answered already somewhere on here but 77 pages on this forum... lol, i got to about 24 and lost the will to live -
Hi, im using the exilez-2 mod for the zombies, all is working great apart from the zombies not attacking players when the player hugs close to a vehicle. I thought it only happened with helicopters where you could stand under the props and zeds would just refuse to come under to get you but it's the same with ground vehicles too, the zeds just stand back as if blocked by an invisible wall. Is there any way to change this or a simple setting to edit to maybe lift this block or maybe reduce it to like 2M (zombie arm reach)? I dont mind it happening under a heli but for every vehicle is a bit OP, not much risk to a player if all they need to do is stand next to a vehicle.
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I don't think so mate, when a player is actually inside a vehicle the zeds go nuts bashing the crap out of it but when you jump out and stand next to the vehicle they hit a barrier they don't go past like an unoccupied vehicle has some kind of safe area maybe.
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Hello, i've finally made a start with concrete walls for my base. I noticed that i can loot some metal components from loot crates etc (part of occupation ai) but other than that i found a sledge hammer and went hitting the shipping containers but they dont break. I read somewhere on another forum post that a recent exile update stopped it from working on shipping containers, so it got me thinking, would it be possible to get all the dynamic vehicle wrecks around the map to be breakable for metal salvage? those rusty vehicle wrecks that are dotted around and totally useless.. is there any way to code in easily a way to make them break with a few hits of a sledge hammer and give off some scrap metal? I remember in old arma 2 epoch those wrecks could be salvaged with a toolbox in your inventory and you got random car parts back, this would work very similar. Anyone got any ideas or is this just something that would break the game, or please if there is an easier alternative to making scrap metal/metal parts easier to obtain. (i dont want to give them away, i still want people to work for them but allow grinding in some respect for persistent base building types).
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I hate to sound negative but i tried this container bug fix and it hasn't worked for me. I put the pbo into the exileserver addons folder but still i got random people reporting the vanishing of uniforms, vests and in one instance a backpack too. I tested to see if it was just ghillies and gear looted from ai that it happened to but no, people who had bought their gear from the traders still were losing it. I also checked to see if it was vanishing on players who were logging in too early after a server restart but no, personally i was playing for hours and logged out for 30 mins, back in again (no server restart) and boom, no uniform, no vest. Any idea on this guys? i'm starting to lose my mind over the endless griping and moaning by people who are losing this gear at random.
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thanks Skaror, i'll take a look
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Does anyone know if it is possible to get the roaming ai from a3xai to spawn closer to player's territory flags? I'm wanting some cool encounters where players will be shooting from their bases in defense from passing ai but currently it seems like the territory protection stops any ai from spawning anywhere close. I swear i saw the distance settings somewhere before but i cant seem to recall where.
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nah man, i'm not looking to change to different mods, i just want to tweak a couple simple settings in what i have, my server right now is running smooth with no major problems and i really dont want to jinx that. There must be some lines within the sqf and cpp files that will just reduce the radius of the territory flag exclusion zone so that roaming ai dare to come a little closer, i cant see it being that hard i just need to know where it's located. Thanks for the reply anyway.
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Just a minor issue i'm having, i installed the TAW view distance script, this gives players the scroll wheel menu "Settings" which allows view distances to be modified real time and grass settings to be adjusted or turned off. It is working great BUT only after you die and re-spawn.. I've tested and the only way i can get the menu to appear is to die and come back in then it works perfect for the duration until a server restart then it is gone again until i die. Any ideas please on where i need to look to fix this? i'm getting no RPT log errors so i don't know where to even start looking within the code.
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Hello, i need help understanding what is wrong with my a3xai config. The ai ground troops are working perfect; the ground vehicle patrols are a little glitchy (sometimes there is just 4 enemy in a stationary car that just dont attack when you are in range, players shoot them dead in the car and they don't respond) but this is random, most of the time they do engage players correctly. The main problem i'm getting is the air patrols, i have set 3 to fly around the altis map and we see them quite often in pawnee or hurons flying over but they never engage players, i have set them to 90% chance to spot a player and still they ignore us. I have flown past them in my heli or a plane and they have not engaged me in the air either. I can't see any other settings within a3xai_config to actually tweak or resolve this issue. I read on another forum that they were only attacking players when they were in their cars but as soon as they got out the heli patrol instantly ceased fire. I would prefer if the heli patrols were more deadly (i.e they attack players on foot, in car and certainly in the air) if that was working correctly i would turn down the ai spot chance a little to make it more fair. Any ideas folks? sorry if this is answered somewhere else but i have been searching a lot for people with this same issue.