psychopathHUN

Map Marker Can't Fix

5 posts in this topic

Dear Exile Forum Members!

 

i Can't fix for map markers... 

Look for my problem on pictures:
(Why show text and red and green "circle" and "point" ??)

(And always can see on map low distance "random ai (Man&Rifleman) and all traders.

 

Before Thank you for helping!
(Sorry for bad english)

 

 

map1.png

map2.png

map3.png

map4.png

Edited by psychopathHUN

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Hello mate,

This related to your difficulty which is either recruit or regular.

I will post a link to another thread which has a fix for this and how to do it :)

Hope this helps.

Kappa

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40 minutes ago, Kappa Slappa said:

Hello haver,

Ez kapcsolódik a nehézségi amely vagy toborozni, vagy rendszeres.

Én is hozzászólok egy linket egy másik szál, amely javítja ezt, és hogyan kell csinálni :)

Remélem, ez segít.

Kappa

hmmm, okey, i going and testing, before thank you :)


Really thank you bro!
Working fix!! :)

You saved my life :) Thank You !!!!

Edited by psychopathHUN
Working for helping
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@Kappa Slappa You can help me for new problem?

 

My Profile Config:

Spoiler

version=1;
blood=1;
gamma=1;
brightness=1;
maxSamplesPlayed=96;
difficulty="Custom";
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=2;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=2;
            weaponInfo=2;
            stanceIndicator=0;
            reducedDamage=0;
            staminaBar=0;
            weaponCrosshair=1;
            visionAid=0;
            thirdPersonView=1;
            cameraShake=1;
            scoreTable=1;
            deathMessages=0;
            vonID=1;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
        };
        aiLevelPreset=2;
    };
    class CustomAILevel
    {
        skillAI=1;
        precisionAI=0;
    };


class Recruit
    {
        displayName = $STR_Difficulty0;    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = true;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 2;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 2;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 2;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = true;        // Stamina bar
            weaponCrosshair = true;   // Weapon crosshair
            visionAid = true;         // Vision aid
 
            // View
            thirdPersonView = true;   // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = true;        // Extended map content
            autoReport = true;        // Automatic reporting
            multipleSaves = true;     // Multiple saves
        };
    };
};

vonRecTreshhold=0.29999989;
singleVoice=0;
sceneComplexity=1000000;
shadowZDistance=100;
viewDistance=3800;
preferredObjectViewDistance=3200;
terrainGrid=3.125;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;

 

 

 

And Custom Overrided Config:

Spoiler

class CfgPatches
{
    class exile_client
    {
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "a3_characters_f",
            "a3_characters_f_beta",
            "a3_characters_f_epa",
            "a3_characters_f_epb",
            "a3_characters_f_epc",
            "a3_characters_f_gamma",
            "a3_data_f",
            "a3_weapons_f",
            "a3_weapons_f_beta",
            "a3_weapons_f_bootcamp",
            "a3_weapons_f_epa",
            "a3_weapons_f_epb",
            "a3_weapons_f_epc",
            "a3_weapons_f_gamma",
            "a3_rocks_f",
            "a3_map_altis_scenes",
            "a3_map_vr_scenes",
            "a3_map_stratis_scenes",
            "dbo_old_bike",
            "gnt_c185"
        };
        units[]={};
        weapons[]={};
        magazines[]={};
        ammo[]={};
    };
};
class CfgDifficultyPresets
{
    defaultPreset = Regular;
 
    // Parameters that affect difficulty and which are shared among presets
    myArmorCoef = 1.5;
    groupArmorCoef = 1.5;
 
    //Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
    //They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
    fadeDistanceStart = 40.0;
    fadeDistanceSpan = 10.0;
 
    recoilCoef = 1;
    visionAidCoef = 0.8;
    divingLimitMultiplier = 1.0;        //Multiplier to limit capacity of lungs for soldiers.
 
    animSpeedCoef = 0;
    cancelThreshold = 0;            //Threshold used for interrupting action.
    showCadetHints = true;
    showCadetWP = true;
 
    class Recruit
    {
        displayName = $STR_Difficulty0;    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = true;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 2;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 2;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 2;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = true;        // Stamina bar
            weaponCrosshair = true;   // Weapon crosshair
            visionAid = true;         // Vision aid
 
            // View
            thirdPersonView = true;   // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = true;        // Extended map content
            autoReport = true;        // Automatic reporting
            multipleSaves = true;     // Multiple saves
        };
    };
 
    class Regular
    {
        displayName = $STR_Difficulty1;   //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 0;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 0;          // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 0;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = false;       // Stamina bar
            weaponCrosshair = true;  // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = true;  // 3rd person view
            cameraShake = true;      // Camera shake
 
            // Multiplayer
            scoreTable = true;       // Score table
            deathMessages = false;    // Killed by
            vonID = false;            // VON ID
 
            // Misc
            mapContent = false;       // Extended map content
            autoReport = false;       // Automatic reporting
            multipleSaves = false;    // Multiple saves
        };
    };
 
    class Veteran
    {
        displayName = $STR_Difficulty2;    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 0;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 0;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 0;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 1;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 1;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 1;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 1;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = false;       // Stamina bar
            weaponCrosshair = false;  // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = false;  // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = false;       // Extended map content
            autoReport = false;       // Automatic reporting
            multipleSaves = false;    // Multiple saves
        };
    };
 
    class Custom
    {
        displayName = $STR_Difficulty_Custom;        //Name of the difficulty preset.
 
                //All options of the Custom preset are set by the engine. The values in config
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 0;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 0;          // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 0;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = false;       // Stamina bar
            weaponCrosshair = true;  // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = true;  // 3rd person view
            cameraShake = true;      // Camera shake
 
            // Multiplayer
            scoreTable = true;       // Score table
            deathMessages = false;    // Killed by
            vonID = false;            // VON ID
 
            // Misc
            mapContent = false;       // Extended map content
            autoReport = false;       // Automatic reporting
            multipleSaves = false;    // Multiple saves
        };
    };
};

 

 

Mission:  ( I tested on "Recruit" do not work or "Regular" )

Spoiler

class Missions
{
    class Exile
    {
        //template = Exile.Altis;  // Exile.Namalsk
        template = Exile.Napf;
        difficulty = "Custom"; // ExileRegular or ExileHardcore
    }; 
};
 

 

 

And Server Start Parameters:

Spoiler

@echo off
cls
echo Starting Exile Auto-Restart Scripts
title Exile Auto-Restarter
:arma
echo (%time%) Exile Started
start /wait arma3server.exe -server -mod=@Exile;@CUP_Terrains_Core;@Napf_Island_A3;@ASDG_JR;@CUP_Units;@CUP_Vehicles;@CUP_Weapons;@3cb_baf_equipment;@3cb_baf_units;@3cb_baf_vehicles;@3cb_baf_weapons;@CBA_A3;@Extended_Base_Mod; -servermod=@ExileServer;@infiSTAR_Exile;@A3XAI;@Enigma; -config=@exileserver\config.cfg -port=2302 -profiles=SC -cfg=@exileserver\basic.cfg -world=empty -nosplash -noSound -noPause -enableHT -autoinit -malloc=system
echo (%time%) Exile crashed or closed, restarting.
goto arma

 

error.png

 

Edited by psychopathHUN

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