Numbat177
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Updated OP with further troubleshooting steps.
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WURSTKETTE thanks for your reply, New knowledge regarding the defaulting back to exile_client configs... thanks for that, is good to understand the protocols. Mods are 100% running on server - there haven't been any other mod updates, that I am aware of... already checked CUP changelogs, didn't note they removed any items. *Need to add CBA into the updated mods list as well* lol.. my mission file is quite possibly very obfuscated ; but as mentioned above I have tested my previous versions of both mission file and server config (which were running 100% perfectly on the server) to try and troubleshoot with no luck... which tends to make me lean toward updated changes to one of the mods items that I've missed, maybe. 'Tis the holiday season here and for some reason we're the destination for family gatherings, so I am a little pressed for personal time... When I can sneak some time in I will definitely have another look at all the files (including the mod items) and will redo, from scratch, the loot tables. Here's hoping that will nail it!
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I am needing help with custom loot spawns reverting back to original vanilla settings on hosted server. After running customised loot settings on our server for over a month, I am now finding loot has reverted back to the vanilla loot classes and locations, nothing I am trying has fixed. I don’t know if pertinent, noted this started after the recent CBA, Arma and CUP updates. And I possibly should add that even though I have worked to update files, they were originally sourced from… Tested so far: Re-ran LootCompiler with raised loot tables and settings, to spawn premium loot and more of it. Ran Stream update on server (just in case). Re-installed Exile and ALL mods (including CUP), as well as their BIkeys, on server to ensure no corrupted or erroneous files, etc. Double checked all mods called correctly in server command line. Tweaked both the mission.pbo’s CfgExileLootSettings and exile_server_config.pbo’s GarbageCollector. Ensured lifetime of spawned loot, in both files, matched. Rolled back both mission.pbo and exile_server_config.pbo to previous ‘known’ working version, actually went back thru my change log folders and tried several. Removed NATO_Rus_Weapons, PROJECT UNCUT & CUP items from loot tables, reran complier etc. Re-tested above after removing NATO_Rus_Weapons, MiddleEastWarfare & PROJECT UNCUT mods from server command line. Replaced mods and re-built loottables, from scratch. Re-worked mission.pbo. Cross referenced EVERY file with older (August ‘17) pbo. Tidied up things as best as I could and removed what I believe is outdated scripting. ***Tested 3rd Jan*** I noticed there were buildings listed in the original CfgBuildings I have not noted on Al Rayak i.e. a pub! So thought that may have been issue with loot reverting to vanilla (don’t know why loot worked beforehand though, if that was the issue). So off I went creating new loot positions in Eden, I have probably overlooked 1 or 2 buildings (definitely one). Since overwriting CfgBuildings, loot is spawning at the designated new positions and at the desired levels (yay it’s talking to mission config!). Unfortunately the tell-tale “somethings messed up” thermal buddies are spawning everywhere, when they have been completely removed from LootTables altogether! It is not spawning the designated loot types for locations, as set in LootTables; I have medical, food and drink items spawning in UpperCivilian, Tourist and Military areas, after having removed them completely from the pertinent loot table sections, yet they still spawn. Also noticing shotguns and pistols etc. spawning in Shop buildings where, yet again, I don’t have them listed in that section. The bigger issue... mod loot is still not spawning! I went through and removed, once again, mas mod items... then the adfu mod items, to no avail, loot is still all over the place. I am hopeful I am getting closer to solving the issue or (fingers crossed) help someone with superior knowledge of this sorta thing go... “Aha!” Hey, at least I’m trying! Does anyone out there have any hints, tips... complete answers? Please?? ***Updated files 3rd Jan*** Rpt log: https://pastebin.com/cm84JDSG exile_server_config config.cpp: https://pastebin.com/bjTxgahq mission.pbo config.cpp: Just in case... LootItemGroups.h: https://pastebin.com/qd0H3Vzi LootTables.h: https://pastebin.com/PqfKpfeP
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Kurewe <---THIS individual is a perfect model of how the gaming community should be!!! The generosity and sharing of knowledge... not to mention the great length of time he gave freely, to help a complete stranger... honestly has me in awe. His scripting post above works perfectly! (if the dufus using it hasn't made an error in the mission.sqm) Thank you again Kurewe so, so much for all of your guidance and suggestions!
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Hi again, Sorry, I wasn't entirely clear on what I had done, my bad, please allow me further explain... Yes, I'm using .ogg file (49.5Kb, mono, 16bit, 11025Hz... which I have read, i think on BI, it needs to be). located in main mission folder , subfolder 'sound' ...and changed the .ogg filename to match yours. Yes updated your pos co-ords to my pos needs (and flipped the xyz to match the last pos call in script, as your one did), I even tried using a trader position, just in case I had my co-ords wrong. I used the same ID# as in my first post, (which was generated from Eden) . mission.sqm as below... init.sqf as below I am so confused as to what the heck I am doing wrong.. lol.. hopefully it's glaringly obvious to you! Thank you again for your offer of help
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The fact that you gave such an in-depth reply.. is very much appreciated .. and hopefully helps someone else along the track. As for myself, it didn't work. I tried a few variations, I am pretty sure from my earlier readings that playsound3D will only do audio files upto 50kb.. so i ended up chopping my audio file down to that.. I even went as far as changing the audio filename to the one in your example and copied EVERYTHING you had exactly.. apart from the class and ID #s... still no go. Do you still have this operating on on an Exile MP server?
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Regarding the idiot status... yet to be confirmed! hahah Ok so THAT makes a little more sense, loosening the straightjacket (but not removing just yet). After a few unsuccessful variations of the trigger sqf, I placed the playSound "YourSoundHere"; at the very top of my sqf, just to test, the sound played on the server, (THANK YOU FOR THAT) YAAAAAY getting closer!!!! ... I know the descript and iniplayer files are all good it's the trigger inside the sqf call that's killing me... I have googled myself silly, to try and find correct trigger call method, but am finding nought... at the moment, in my sqf I have the following:
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I know you are trying so hard to help.. I have read & re-read your last comments, they have just confused me. I don't understand what you are trying to say... I DO understand that when u know how to do something, it is easy as pie... but when (like me) you're trying to make head and tails from something you don't fully understand, it's not so clear. Is there any chance you could try again to explain with a little more clarity.. think idiot friendly!
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Z80CPU, if you were meaning your earlier post with link to NKZ, I had already looked at all that before posting here... I'm not understanding how to use or alter the NKZ script to create a sound trigger/marker with that. Thankyou anyway though.
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I am so sorry... I didn't receive an alert that someone replied to this post, or I plain missed it lol ... thank you for your reply... I'm not sure which setting is 'amplitude' or 'volume' for that matter. The trigger and sound work great when playing game via Eden editor .. but when running on the server it's a no go.
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Sorry to bump an older post... but I am stuck with getting this to work... was thinking maybe it's the filesize at 192kb.. I cannot shrink sound file anymore. And is there a way to get the sound to play from a further distance.. and grow louder at approach to sound source? Not just quietly play at centre of trigger location. ANY help would be so appreciated! In description.ext I've added #include "soundcall.cpp" In soundcall.cpp file Current mission.sqm
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Firstly, thank you so much for sharing your files... it has honestly saved my sanity, in trying to get Al Rayak up and running ASAP... much appreciated! I was receiving the same issues of AI/NPC not showing up at Traders, all signs etc are there, just not the actual AI...they actually are there... the configs are off badly, I'm guessing due to a few updates since OP shared the files, it's messed things up.... I have spent a lot of tedious hours going back and forth to adjust and test Trader AI (testing in editor was a no-go for these files, so had to run on actual dedi server to test) anyway, to save anyone else the hassle I will share what I have so far... NOTE: I have added an OFFICE trader to Elborah, he'll show up in the hardware/equipment building. Fallout Island traders have NOT been amended/tested as yet, so i have not included them in spoiler. All airport trader objects (i.e. office table) still need fixing. my current traders from initPlayerLocal.sqf Good luck and happy gaming!
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- al rayak
- al rayak exile
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Hey gfourth, Yes, spot on! ...the 2nd "random" in "_group=" should be the new class-name you've created (i.e. "diver"). To actually call them to spawn, try adding the code below, this is from my waterCrates.sqf (Author: NedFox [TZW]). //Infantry spawns using the DMS _AICount = 0 + (round (random 7)); _spawnPosition = [_position select 0, _position select 1, 0]; _group = [_spawnPosition, _AICount, "moderate", "diver", "bandit"] call DMS_fnc_SpawnAIGroup; _group setVariable ["DMS_LockLocality",nil]; _group setVariable ["DMS_SpawnedGroup",true]; _group setVariable ["DMS_Group_Side", "bandit"]; [_group, _spawnPosition, 100] call bis_fnc_taskPatrol; _group setBehaviour "STEALTH"; _group setCombatMode "RED"; "_AICount = 0 + "can be changed to whatever number you want its the minimum AI to be spawned... and the "(round (random 7));" sets a random possibility of a max 7 AI spawning at crates. I set mine to 0 + 7 as i wanted it to be a lucky-dip, some (not many) crates have 0 AI others have upto 7! The 1st "random" in your group is the difficulty level and otherwise can be set to "easy, moderate, difficult and hardcore ", mines at moderate for the moment.. coz I'm a sook! lol I also run BigfootsShipwrecks which, like yours atm, has ZERO AI, which I've called "Noob Dive". I've adjusted the crate loot, so not as good as the AI dive crate loot.. but its a cruisy dive for newcomers... with roaming boat AI (from a3_exile_occupation) just for spice. Something for everyone. Anyway.. hope the code works. Happy gaming!
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Not sure if anyone answered .. or you figured this out.. but I use "a3_exile_extras.pbo" (put it in @exileserver\addons) on my server and it works great! If you get an error... you may have to remove the init.sqf below.... not sure though: [] execVM "watercrate.sqf"; Anyway here's the link: http://exile.majormittens.co.uk/topic/12517-release-exile-occupation-roaming-ai-more-updated-2016-08-15/?do=findComment&comment=101220 Hope it works for you!
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Did you ever receive an answer to this? I have been trawling everywhere... cannot figure out what to do, to add divers instead of the bobbing Ghilli suited AI lol UPDATE: So I bit the bullet and had a crack at what i thought SIr_Joker meant... the config.sqf (that needs to be amended to create your own custom class such as divers) IS in a3_dms! After opening the config.sqf (from a3_dms) head down to where you find //Assault Class ...that's where you will find the available inputs, such as: "DMA_assault_weps = , DMS_assault_pistols =" etc. use these as guides to create and name your cusom class i.e. DMA_diver_weps = ...ended up creating mine right above the assault class entry for ease.. watch the "," they are a code killer if u miss them! Below is the very simple and basic code I used for anyone that wants it: After you have created your new class.. dont forget to ADD it into the DMS_ai_SupportedClasses = further down the config.sqf page. Good luck!