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Everything posted by Chernaruski
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corrupted arma 3 data? validate in steam
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@Flakvest https://github.com/maca134/exile-loot-compiler-js
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Is Discord good enough for Exile community threads?
Chernaruski replied to Sgt Smash's topic in General Discussion
@Kuchenplatte , whatever fits the community, I've just offered a free and , in my opinion , convenient alternative. Your offer sounds legit too of course, but you coming back to the same possible future problem of hosting/domain renewal costs and what not. @Sgt Smash , sorry , I'm not the one to decide where the "New home for Exile" will be. I offered alternative, if majority of people move and stay at Exilemod Club @ BI forums, we always can inform rest of users on Discord or ask admins to do it a mass message (@everyone) , if they see it necessary, at the end of the month. -
Is Discord good enough for Exile community threads?
Chernaruski replied to Sgt Smash's topic in General Discussion
Who knows what the next day will bring... maybe Exile mod will become open source *wink wink* -
Is Discord good enough for Exile community threads?
Chernaruski replied to Sgt Smash's topic in General Discussion
Discord is just mish-mash disaster when it comes to information reference or any proper discussion on a specific topic/issue. If anyone have a different platform/forum in mind , let me know. I was even thinking get some people aboard to BI forum club... at least some place to discuss exile related stuff... @Knocks the info wont dissapear, few people already said they are going to keep the forum topics archived and available for public. -
I've created a entry/exit messages this way: Add this to Mission.sqm: * Change position[]= where you want your trigger to be. * Change onActivation sqf script to be executed on entry to trigger zone. * Change onDeactivation sqf script to be executed on leaving the trigger zone. * Don't forget to change class Item# to a proper one, so you don't have duplicates and increase the overall class Entities > items= ; class Item13 { dataType="Trigger"; position[]={x,z,y}; class Attributes { name="LocationPvPvE"; text="LocationPvPvE"; condition="call{this && (local player) && (vehicle player in thisList)}"; onActivation="call{LocationPvPvE = [] execVM ""enterpvp.sqf"";}"; onDeactivation="call{LocationPvPvE = [] execVM ""exitpvp.sqf"";}"; sizeA=200; sizeB=200; repeatable=1; activationBy="ANY"; }; id=148; type="EmptyDetectorAreaR50"; atlOffset=-402.07001; };
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Could be anything from overloaded with scripts server , potato hardware, etc... Some recommend turning lag check in infistar server addon config OFF. Its a server thing, nothing you as a players can do to fix this.
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I'm no fan of the exile loot-n-shoot game play , so my suggestions may sound out of place for some. But still , here are a few things to consider , if its possible to implement: * - In addition to the random loot boxes, randomly spawn (or not) custom location stashes. Yeah I'm a control freak, I want to decide where to put some of them :-). If you played STALKER series you remember how fun it was to look for these dozens of stashes hidden all over the map. No markers. Just you and your instincts to look for this. I've tried implementing something similar on my server via Darth_Rogue & Chisel script of custom crates, but the custom locations where pretty constant and players farmed the same box over and over after restarts , instead of boxes spawning once in a 4-5 server restarts or only 1 out of 5 predefined locations. * - Meeting a random traveling/sitting somewhere trader is fun. If you have no trade zones even better. But still you need to use pop tabs currency for this. I find it would be much more immersive to meet and trade with them item per item , instead of currency involved. Food for food , food for ammo , ammo for food , etc. * - I've noticed you have "outdoor loot box" in the middle of village. You might want to spawn them , even further in the woods/desert far from any named location of the map. * - "When spotter and fired upon , your location will be marked on map for other players to see" - I suggest adding some kind of a bandit radio transmission , as if they report you location to others. Plus add check for specific items for players to have , before they can see the marker. Well , radio to hear the bandit transmission and GPS to have the "exact" coordinates of other players. ? - BTW , how is the performance? Anyone tried this addon and seen any issues as @Irkutsk86 says? Does it have some sort of self-cleaning system to clean looted loot boxes, far from player ai , etc . to boost frames a bit?
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add another code line/s at line 133. for example 4 more fishes: player addItem _fisharray; player addItem _fisharray; player addItem _fisharray; player addItem _fisharray;
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
Chernaruski replied to [RG] Salutesh's topic in Scripts
Sure, I've tried it and it worked, but so you know some animations will get you stuck after searching. Not sure why, but I reverted all animations back after testing this. you probably need to use the Exile_SledgeHammer_Swing01.rtm or just use mining directly via exilemod functions and not Scavenge Framework Nope. It also doesn't work if you add ponds p3d models to the scavenge (water gathering part) script.- 255 replies
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Так и есть. Проблема с багом в базе данных. Пиши админу (или твой друг), чтобы ручками исправил в базе данных твою запись в таблице players. У тебя там в колонке damage стоит -1 , пусть заменит на 0. Вряд ли достучитесь до админа. Сервер на 4 игрока, клановый какой-то . Просто найдите другой, будет проще и быстрее.
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Damn, I really hoped its possible to combine the two ... Well , I think I will have to give up on PvPvE zones @infiSTAR handling at the moment , I love Reborn unconsciousness and bleeding ... too bad. I did try , couldn't make it work. Also didn't spent too much time on dwelling on it , since I moved on to Ravage Mod zombies module spawner.
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[Release] DMS Chernarus Static AI Base Mission
Chernaruski replied to clarkycalLad's topic in Events, Missions & AI
Its not just 2 clicks thing. Its a good way of importing & editing objects of an already existing missions , but yeah I'm aware of the wrong vector direction. As for height it keep the originally created mission height , on different maps it will be in the sky and sometimes underground. Just rotate and lower the objects manually and you good to go. -
your dms mission have set the objects to a simple objects type & you can't interact (open doors) with simple objects you will need to dig the code of that specific mission (dynamic, static , whatever its called) and change that building type in objects spawning script to have enableSimulationGlobal on. depends on how the objects spawning script in your version of DMS looks like...
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
Chernaruski replied to [RG] Salutesh's topic in Scripts
I would go step after step , file after file to re-check that they are configured and merged correctly. Follow installation steps and re-check everything. CfgRemoteExec, RscTitles, ExileClient_object_player_initialize. See if all CPP files were copied to where they should. Its scrupulous process , but it will find the problem. @Lady Val- 255 replies
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It only fixes current vehicles in DB. Next time AVS will spawn new vehicles with empty ammo cell, and you will get the same rpt error again. Still looking for assistance with my problem. Update: Fixed I think, I've just set permanentlyDeleteTime = 0; so the exile remove completely the deleted vehicles from DB. Looks like AVS was having troubles with it.
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I'm having hard times finding this annoying bug, that I think is somehow related to AVS spawning a new vehicle. 1 out 3 times , sometimes 1 out of 5 times server stuck on init (locked) and spits error. Very hard to track since it have no consistency , but imho its related to AVS spawning a new vehicle , after one of the vehicles gets destroyed. First error is related to the AVS and incorrect creation of a value in DB , the ammo column empty instead of empty array [ ]. 6:02:20 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:20 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." This one I pretty much ignore since it have no impact on gameplay (I don't use vehicles with ammo ) and server just loading with RPT error nothing else. This error never stopped server from loading. The second ones is the one I get every time server is stuck in init state: 6:02:24 "getSpawnedVehicleTracker: RoadCars" 6:02:24 "getSpawnedVehicleTracker: RoadTrucks" 6:02:25 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:25 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." 6:02:25 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:25 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." 6:02:25 Error in expression <s, rectangular _this, -1]}; if (_this isEqualTypeArray [[], 0, 0, 0, false]) e> 6:02:25 Error position: <isEqualTypeArray [[], 0, 0, 0, false]) e> 6:02:25 Error isequaltypearray: Type Number, expected Array 6:02:25 File A3\functions_f\Misc\fn_getArea.sqf [BIS_fnc_getArea], line 30 6:02:31 "SC/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 49800 ms -----" I can't find what is behind this error. Its clear to me that when it gets to AVS init getSpawnedVehiclesTracker: RoadTrucks its gets stuck. Could it be bugged vehicle that can't be spawned ? Could it be some deprecated BIS or exile legacy command that is used in my version of AVS 1.4.4 ? Would appreciate your help with this. - FULL RPT (pastebin) - the AVS version I use
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I'm going to experiment with AVS hooks and legacy files that are related to server vehicles init and see if it helps. (fn_preInit.sqf). I have my own custom code override files , and I've just noticed AVS overrides them with files of its own (hooks). Probably something outdated called. I've seen this A3XAI error before. Not sure what I did , but its gone now. @NutzMcKracken Yeah, some of the related commands have been changed. I've google for these errors & it seems server with Invade & Annex having exactly the same errors.
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It seems there was some change in one of the "recent" Arma 3 updates. BIS_fnc_randomPos command was changed ... and if you use old version of AVS , every time AVS spawn a new vehicle it makes the server stuck on init (locked). yeah well , old AVS deprecated and can make you sweat
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Add warning message & a trigger that resets vehicle fuel to 0 , if players are inside X meters from the mission. I know its maybe harsh or hardcore , but it forces players do the mission on foot and adds a bit of planning before they even go in.
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[Release] DMS Chernarus Static AI Base Mission
Chernaruski replied to clarkycalLad's topic in Events, Missions & AI
Go to aibase_nwaf.sqf and change [false,false] to [true,false] , to all buildings classnames you want to be able to open. for example: ["Land_Mil_ControlTower_EP1",[4121.652344,10920.859375,339.0680542],[[0.732248,-0.681039,0],[0,0,1]],[true,false]], When I was placing the objects I forgot about the buildings that require enableSimulationGlobal to be on to be able to open doors. PS: same thing for other missions, if it have the enableSimulationGlobal parameter = false , you wont be able to open doors. -
New A3_DMS Static "Radioactive Mission" (Defent's Mission System)
Chernaruski replied to =CF=Dragunov's topic in Events, Missions & AI
Is it possible to make radiation zone to spawn and despawn with mission ? -
[Release] DMS Chernarus Static AI Base Mission
Chernaruski replied to clarkycalLad's topic in Events, Missions & AI
sorry my bad add "aibase_nwaf" to DMS_BasesToImportOnServerStart , not to DMS_StaticMissionsOnServerStart to load objects on server start this is where it should be -
[Release] DMS Chernarus Static AI Base Mission
Chernaruski replied to clarkycalLad's topic in Events, Missions & AI
From a look into your PBO, I found that you didn't add aibase_nwaf to DMS_StaticMissionsOnServerStart and not even calling the right static mission. Try this