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Everything posted by Pattoh
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Have you changed anything in these two files? Maybe the background image filepath? #include "xs\spawn\Dialog\xsSpawnDefines.hpp"#include "xs\spawn\Dialog\xsSpawnDiaglog.hpp" If you haven't changed anything. To get to the bottom of it, Just paste both the above hpp's in full to Description.ext remove both those include file paths as well, then start up your server and it should direct you to the culprit's actual line. Post the error again.
- 266 replies
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Looks pretty good. Sorry I can't help you, I don't know much about ASDG. Here is another thread which might be handy if you haven't seen.
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error Error does not have accepted keys to join server. CANT JOIN ANY EXILE SERVER
Pattoh replied to OrangeOrange's question in Clientside
You might have old versions of the same mod still inside the same folder that didn't get deleted when you updated. You need to delete each of the old versions inside your arma 3 mod folder. -
Also another thing I noticed in your command line you have "-nolog" remove that; it's "-nologs" but you want to see errors always so don't use it.
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I think you're right about the extDB3 issue, I just did a test on a extDB2 server and it came with the same thing. My bad. Show us your DB logs in your @ExileServer\extDB\logs folder, at the exact times the issues occur.
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23:41:57 CallExtension 'extDB3' could not be found You have overwrites of extDB3 in your mission file or exile_server\code folder when you should be running extDB2. One or more of these overwrites will be the culprit. ExileServer_system_database_connect ExileServer_system_simulationMonitor_initialize ExileServer_system_process_noobFilter ExileServer_world_initialize ExileServer_util_time_uptime ExileServer_util_time_currentTime ExileServer_util_time_addTime ExileServer_system_trading_network_wasteDumpRequest ExileServer_system_trading_network_sellItemRequest ExileServer_system_trading_network_purchaseVehicleSkinRequest ExileServer_system_trading_network_purchaseVehicleRequest ExileServer_system_trading_network_purchaseItemRequest ExileServer_system_territory_network_territoryUpgradeRequest ExileServer_system_territory_network_restoreFlagRequest ExileServer_system_territory_network_purchaseTerritory ExileServer_system_territory_network_payTerritoryProtectionMoneyRequest ExileServer_system_territory_network_payFlagRansomRequest ExileServer_system_territory_network_flagStolenRequest ExileServer_system_territory_maintenance_recalculateDueDate ExileServer_system_territory_database_insert ExileServer_system_database_query_selectSingleField ExileServer_system_database_query_selectSingle ExileServer_system_database_query_selectFull ExileServer_system_database_query_insertSingle ExileServer_system_database_query_fireAndForget ExileServer_system_database_handleBig ExileServer_object_vehicle_database_load ExileServer_object_vehicle_createPersistentVehicle ExileServer_object_vehicle_createNonPersistentVehicle ExileServer_object_player_event_onMpKilled ExileServer_object_player_database_load ExileServer_object_player_createBambi ExileServer_object_container_database_update ExileServer_object_container_database_load ExileServer_object_container_database_insert ExileServer_object_container_createContainer ExileServer_object_construction_database_load ExileServer_object_construction_database_insert ExileServer_object_vehicle_network_retrieveVehicleRequest Easy way to find it, would be to use Notepad ++ and use the "find in files" search in your mission folder and type in "extDB3" then it should show itself.
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Nice work, this comes in very handy.
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- restart
- no extra files
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That wont work out of the box on the server. That is if you are using "ExileServer_object_player_createBambi.sqf" to use the loadouts. _rank = "Badass"; _respectreq = 5000; [_sessionID, "toastRequest", ["InfoTitleOnly", [format ["You are %1, you need %2 until next loadout!", _rank, _score -_respectreq]]]] call ExileServer_system_network_send_to; Something like that, you get it.
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It's in exile_server_config.pbo (Config.cpp) . Set Frag to 0. in the "Percentages" class. If you want to make a penalty for frag kills, check out ExileServer_object_player_event_onMpKilled.sqf in Exile_Server.pbo. case 7: is the best place to do it. you could do something like this in case 7: _newVictimRespect = _oldVictimRespect; //respect stays the same for getting fragged _newKillerRespect = _oldKillerRespect - 1000; //losing 1k respect per frag Replace what is below with the above. Inside ExileServer_object_player_event_onMpKilled.sqf _newVictimRespect = _oldVictimRespect - _respectTransfer; _newKillerRespect = _oldKillerRespect + _respectTransfer; repack Exile_Server.pbo
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I hope people get behind it still.
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Remove the "Napf" and "CUP_Terrains_Core" from the addOnsAuto and addOns sections. make sure "exile_client" it looks like that with no comma for both sections of them; because its the last item in the array. Those won't help you enter your server at all. That will only stop you from entering the server. If that doesn't sort it, post your server RPT again to see if Cup_Terrains_Core is still the issue.
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What does your command line for your server look like? I don't know the name of it because it can be unique. Post it here, should be like. But below is a example, don't take it literally. -mod=@CBA_A3;@TRYK;@Extended_Base_Mod;@CUPTerrainsCore;
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EDIT: The above is a good find.
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If you have the exile plugin installed already, just place any marker down (doesn't matter which); once its down, double click on the marker you placed. of the dialog that pops up look down the bottom, it should say. "Marker: Exile" Choose what you want, safezone, trader city or whatever. Also add something in the "Text" box in that dialog, so you can tell it easier what it is for, because you will need to edit it a bit more later on. When you have your markers placed. Look at the drop down menu up the top called "Exile" click "Save Markers and Zones" Once that is done you need to merge it with your current Mission.sqm in your mission folder. You can also export the items you build as well using the "Exile" drop down menu. "Save initServer.sqf" NPCs with. "Save initplayerLocal.sqf" I also marked below how to make the zones radius bigger, also you can obviously change the colour as well but copy the ColorName variable to the icon object because that will only change the border colour the one that is printed there. class Item12 { position[]={14599.966,22.349989,16797.193}; name="MafiaTraderCity"; text="Mafia"; type="ExileTraderZone"; markerType="ELLIPSE"; colorName="ColorBlack"; fillName="Border"; a=175; //Safezone Sizea b=175; //Safezone Sizeb drawBorder=1; }; class Item13 { position[]={14599.966,22.349989,16797.193}; name="TraderCityMarkerIcon"; text=""; type="ExileTraderZoneIcon"; };
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1. What is your Arma 2 and/or 3 experience? Post a screenshot below. https://gyazo.com/9b1149cef7752be5a7c78ae1b6b25966 https://gyazo.com/30b92992c51281b2498312cfb68f1f8c 2. How often do you realistically play, please don't waste our time BSing this. Can play quite often 3. How old are you? 16+ is preferred but if you genuinely seem like a mature smart player we wont have problems. 26 4. Do you have a particular play style? Depends of what weapon I have, flanking usually and moving around a lot.
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Bat file, the beauty of it is that sometimes you get workshop updates but the server hasn't updated yet, so you wont have to deal with incorrect signs because you copied those files locally on the side that you use with the bat file. Honestly I would only do this if the server is your home, it does require a bit of manual upkeep if the server updates but its worth it for me. You can find Arma launch bat files on google if you're interested, shouldn't be too hard to find.
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@Monkeynutz You might be interested in this. Here is something i worked on to make air and ship deploys more clean. Replace fn_spawnDeployableVehicle.sqf in the ExAd_DV.pbo in the server addons, of course pack once overwritten. /* fn_spawnDeployableVehicle Copyright 2016 Jan Babor Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ params ["_playerNetId","_configClass","_player","_spawnPos","_spawnDir","_usePositionATL","_vehObj","_vehicleClass"]; _player = objectFromNetId _playerNetId; _spawnDir = direction _player; _vehicleClass = getText(missionConfigFile >> "CfgXM8" >> _configClass >> "vehicleClass"); switch (true) do { case (_vehicleClass isKindOf "Ship") : { _spawnPos = [(getPosASL _player), 20, 5] call ExileClient_util_world_findWaterPosition; _usePositionATL = false; }; case (_vehicleClass isKindOf "Air") : { _defaultSpawn = _player modelToWorld [0,8,2]; _FirstPrefPos = _defaultSpawn findEmptyPosition [0,20,"RwG_Mozzie_Carl_Black"]; if !isNil {_FirstPrefPos} then { _spawnPos = [(_FirstPrefPos select 0), (_FirstPrefPos select 1), ((_FirstPrefPos select 2) + 1)]; } else { _spawnPos = _defaultSpawn; }; _usePositionATL = true; }; default { _spawnPos = _player modelToWorld [0,6,0]; _usePositionATL = true; }; }; _vehObj = [_vehicleClass, _spawnPos, _spawnDir, _usePositionATL] call ExileServer_object_vehicle_createNonPersistentVehicle; if( getNumber(missionConfigFile >> "CfgXM8" >> _configClass >> "packable") > 0 ) then { _vehObj setVariable ["ExAd_DV_Packable", true, true]; }; if( getNumber(missionConfigFile >> "CfgXM8" >> _configClass >> "autoCleanUp") > 0 ) then { [_vehObj] spawn { private ["_wait","_tick", "_vehObj","_driver"]; _wait = true; _tick = 0; _vehObj = [_this,0,objNull] call BIS_fnc_param; while {_wait} do { UISleep 1; if(isNull _vehObj)exitWith{_wait = false}; _driver = driver _vehObj; if(isNull _driver)then{ _tick = _tick + 1; }else{ _tick = 0; }; if(_tick >= ExAd_DV_DESPAWN_IDLE_TIME)exitWith{_wait = false}; }; moveOut (driver _vehObj); _vehObj call ExileServer_system_vehicleSaveQueue_removeVehicle; _vehObj call ExileServer_system_simulationMonitor_removeVehicle; deleteVehicle _vehObj; }; }; true I have done some changes to the mission file, that adds checks for deployable vehicles so they don't blow themselves up or deploy a boat while on land. Below in the ExAdClient\XM8\Apps\DeployVehicle\config.sqf file overwrite it with the below. then in missionfile config.cpp just add options like below depending on if its a air vehicle or an water vehicle. airVeh = 1; waterVeh = 0; class ExAd_Mozzie { title = "Deploy Mosquito"; config = "ExadClient\XM8\Apps\DeployVehicle\config.sqf"; bambiState = 0; vehicleClass = "RwG_Mozzie_Carl_Black"; recipe[] = {{"DDR_Item_Gold_Bar",1}}; packable = 1; airVeh = 1; waterVeh = 0; autoCleanUp = 1; quickFunction = "['ExAd_Mozzie'] call ExAd_XM8_DV_fnc_spawnVehicle"; };
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A good start is this. Name the above Randout.sqf and place it in a folder called 'custom' inside the mission file folder. Add the below to your own ExileClient_object_player_network_createPlayerResponse.sqf (you will need to override in the CFGcustomCode section) add this right down the bottom but just before the last like where it says 'true'. [] execVM "custom\Randout.sqf"; Make sure you remove any starting items in your config.cpp then you should be good then. This also adds extra clips for the starting guns, that scale with your respect.
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UPDATED AGAIN - BUG FIX 5/15/2018 This stops players from selling attachments when they are attached on to the weapon, if they aren't attached to the weapon you can sell them though or the weapons themselves as well. I covered gear, vests, uniforms, vehicles and backpacks, I haven't tested mission boxes or crates but I think they are covered, if they aren't let me know and I'll make a fix for them. Copy the contents below to a blank page. save it as Put it inside your custom code folder or where ever, update it accordingly were ever you put the override. Add the file to the "class CfgExileCustomCode" section in config.cpp mission root or your external. we are done here. If you have anything to add let me know.
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Should be fine for making traders and some barracks, just don't go overboard with objects like making fences that are a hundred parts and you should be good. Depending on what building classnames you place down, you will need to source a lot of CUP or Jbad Lootpos yourself but if you go with default Arma 3 stuff you should be fine, they are most likely added. If not a program I use is this for getting loot positions https://steamcommunity.com/sharedfiles/filedetails/?id=625259647 . Load what ever mods your server loads + the eden stuff, that's what I do. Like if you have CUP Terrains Core or something on your server, make sure you load it, if you don't then don't.
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Interesting, the spawn selection one gave me a idea. Really good stuff.
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You don't have a extra dialog control? Should look similar to below in xsSpawnDiaglog.hpp. class xsSpawnLogo: xsSpawnRscPictureKeepAspect { idc = 1101; x = 0.0771875 * safezoneW + safezoneX; y = 0.054 * safezoneH + safezoneY; w = 0.156 * safezoneW; h = 0.156 * safezoneH; text = "xs\spawn\xslogo.paa"; }; colorText[] = {1,1,1,1}; Remove the above if you have that control in the logo dialog. If not, how are you exporting and what file type are you using as your logo? also this. https://forums.bohemia.net/forums/topic/157041-wrong-color-with-paa-files/
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[Release] Exile Tembelan Traders + Spawn Zones
Pattoh replied to noelite's topic in Traders & Safe Zones
You can but, you can source that script yourself. look for that, and make a override in your cfgcustomcode section. Change the direction and the classname of the prop that positions the vehicle spawn, in that script. _dirAir = (random 360); // set rotation of air vehicle spawning, default = random change the _dirAir to which ever direction you need it to face. "0" direction is north. So if you need to go south you go 180