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Posts posted by DEH4NK
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Create a folder for example nagyszebi07.Napf (any name, and after the dot, the name of your .Napf card is required) In the following way: C:\Users\Your computer name\Documents\Arma 3\missions\nagyszebi07.Napf. In this folder, put mission.sqm taken from your mpmissions. Open the editor and select a file nagyszebi07.Napf
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There are many guides on how to do this, use Google, here is one example
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@ExileServer\addons\exile_server_config\config.cpp haloJump = 1; ???
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This version also works on my clean server, this script does not need exad.
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You can find most of the answers to your questions by carefully studying these two files - @ExileServer\addons\exile_server_config\config.cpp and mpmissions\your card\config.cpp
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Here is another version, it seemed to work on my server. https://github.com/AdamKadmon/ExAd-HaloParachute-Standalone
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upload your mission.sqm from the mpmissions folder to the editor and change it as you need.
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This is a texture error of the mod itself.
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I install ZEUS on my server using the @SLZ mod as follows:
1. Place @SLZ in your server root folder.
2. copy and paste the userconfig folder from inside @SLZ to the root folder of your server.
3. Edit your slz_settings.sqf file and add the uid of the person(s) you want to have Zeus access.
4. Add -filepatching to your startup script.
5. Add @SLZ to your -servermod lists (ie. -servermod=@exileserver;@admintoolkitserver;@slz;)
And it works well, except for spawn in client.rpt of the following error:
Error position: << 0) then {"-:--:--"} else {[_countdown >
Error Common error in expression File A3\ui_f_curator\UI\displays\RscDisplayCurator.sqf..., line 297
Error in expression <meLeft; _countdownText = if (_countdown < 0) then {"-:--:--"} else {[_countdown >
And one error in server-side .rpt
"Exile / log: ERROR: [BIS_fnc_activateAddons] The function can be activated only during the mission init."
Has anyone come across a similar one?
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2 hours ago, Metal695 said:where would i put the livoniaBuildings
@ExileServer\addons\exile_server_config.pbo and include it in config.cpp file
class CfgBuildings
{
#include "livoniaBuilding.cpp"
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16 hours ago, OdinCZ said:Привет, может кто-нибудь посоветовать, как создавать (экспортировать) пользовательские объекты в DMS бандитской миссии (не статичной). Благодарность
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19 hours ago, Davinel said:Привет всем
извините меня снова, я использую миссию DMS и великолепные пакеты миссий red_ned.
и во время всей статической миссии двери здания не могут быть открыты. как я не могу открыть дверь из башни, маленького барака или просто ворот.
У меня есть возможность, но дверь просто не открывается, и когда-то в ней находится юнит, так что из-за его проблемы игрок не может закончить миссию.
ps: я заканчиваю миссию в админке, и то же самое после завершения миссии.
его ошибка или вариант, который я забыл поставить на истину или ложь?
любой способ решить это?
благодарю вас
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8 minutes ago, Dirtslinger said:Я работаю на сервере Livonia / Enoch. Я пытаюсь заставить DMS создавать миссии в предопределенных местах на карте, основываясь на координатах XYZ, которые я извлекаю из редактора Eden. Раздел по умолчанию для этого в config.sqf DMS выглядит следующим образом:
- / * Настройки места появления миссии * /
- DMS_UsePredefinedMissionLocations = false;
- DMS_PredefinedMissionLocations = [// Список предустановленных / предопределенных местоположений миссий.
- / * Список должностей:
- позиция1: [x_1, y_1, z_1],
- позиция2: [x_2, y_2, z_2],
- ...
- позиция N: [x_N, y_N, z_N]
- * /
- ];
Основываясь на том, как я это интерпретировал, я вставил на его место следующее:/ * Настройки местоположения появления миссии * /
DMS_UsePredefinedMissionLocations = true;
DMS_PredefinedMissionLocations = [// Список предустановленных / предопределенных местоположений миссий.
/ * Список позиций:
позиция 1: [10684_1,9415_1,0_1],
позиция 2: [10582_2,6712_2,0_2],
позиция 3: [6973_3,5672_3,0_3],
позиция 4: [913_4,4535_4,0_4],
позиция 5: [4167_5 , 7611_5,0_5],
позиция 6: [11097_6,1827_6,0_6],
позиция 7: [6512_7,3614_7,0_7],
позиция 8: [7430_8,1267_8,0_8],
позиция 9: [7528_9,6889_9,0_9],
позиция 0: [2338_0,8616_0,0_0],
* /];
Что-то должно быть неправильно, потому что миссии все еще появляются в совершенно случайных местах. Я пытался удалить "_ #" после каждой координаты, но это ничего не меняет. Мне было интересно, есть ли здесь кто-нибудь, потому что я не знаю, что еще можно попробовать. Спасибо!
Look at fn_DMS_postInit.sqf switch (toLower worldName) do
{
case "Enoch":
{
DMS_MapCenterPos = [6500,6500];
DMS_MapRadius = 12700;
};
case "altis": // [16000,16000] w/ radius of 16000 works well for Altis
{
DMS_MapCenterPos = [16000,16000];
DMS_MapRadius = 16000;
};
case "bornholm": // Thanks to thirdhero for testing this info
{
DMS_MapCenterPos = [11265,11265];
DMS_MapRadius = 12000;
};
case "esseker": // Thanks to Flowrider for this info
{
DMS_MapCenterPos = [6275,6350];
DMS_MapRadius = 5000;
};
case "taviana"; // Thanks to JamieKG for this info
case "tavi":
{
DMS_MapCenterPos = [12800,12800];
DMS_MapRadius = 12800;
};
default // Use "worldSize" to determine map center/radius (not always very nice).
{
private "_middle";
_middle = worldSize/2;
DMS_MapCenterPos = [_middle,_middle];
DMS_MapRadius = _middle;
};
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Yes, this works with disabled signature verification.
I also found it https://steamcommunity.com/sharedfiles/filedetails/?id=1822535369 but not tested yet.
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File ExileServer_world_spawnVehicles.sqf for those who want to use it with this script: https://web.archive.org/web/20171216095410/http://www.exilemod.com/topic/9184-dynamic-vehicle-spawn-with-items-in-their-inventory/
Spoiler/**
* ExileServer_world_spawnVehicles
*
* Exile Mod
* www.exilemod.com
* © 2015 Exile Mod Team
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*
* Fixed by Michael Cullen, no rights reserved.
*/
private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker","_randomizeFuel","_fuel","_randomizeAmmo","_ammo","_vehicleItemsAllowed","_allowedItems","_maximumItemsPerVehicle","_itemsAdded","_itemsPerVehicle","_itemAdd","_cargoType"];_mapsizeX = worldSize;
_mapsizeY = worldSize;
_gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize");
_gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount");
format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log;
_gridHalf = _gridSize / 2;
_vehicleCount = 0;
_debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1);
_vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground");
_maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage");
_damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance");
_randomizeFuel = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "randomizeFuel")) isEqualTo 1);
_fuel = (getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "fuel"));
_randomizeAmmo = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "randomizeAmmo")) isEqualTo 1);
_ammo = (getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "ammo"));
_vehicleItemsAllowed = getNumber (missionConfigFile >> "SpawnVehicleItems" >> "WorldVehicles" >> "vehicleItemsAllowed");
_allowedItems = getArray (missionConfigFile >> "SpawnVehicleItems" >> "WorldVehicles" >> "allowedItems");
_maximumItemsPerVehicle = getNumber (missionConfigFile >> "SpawnVehicleItems" >> "WorldVehicles" >> "maximumItemsPerVehicle");
_maximumItemsPerVehicle = _maximumItemsPerVehicle +1;
for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do
{
for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do
{
_position = [_xSize,_ySize];
_spawned = 0;
_spawnedPositions = [];
while {_spawned < _gridVehicles} do
{
_positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos;
if(count _positionReal isEqualTo 3)exitWith{};
_spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]];
_spawnedPositions pushBack _spawnControl;
_positionReal pushBack 0;
_vehicleClassName = selectRandom _vehicleClassNames;
_vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle;
_hitpointsData = getAllHitPointsDamage _vehicle;
if !(_hitpointsData isEqualTo []) then
{
_hitpoints = _hitpointsData select 0;
{
if ((random 100) < _damageChance) then
{
_vehicle setHitPointDamage [_x, random _maximumDamage];
};
}
forEach _hitpoints;
};
if (_randomizeFuel) then
{
_vehicle setFuel (random _fuel);
}
else
{
_vehicle setFuel _fuel;
};
if (_randomizeAmmo) then
{
_vehicle setVehicleAmmo (random _ammo);
}
else
{
_vehicle setVehicleAmmo _ammo;
};
if (_debugMarkers) then
{
_debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal];
_debugMarker setMarkerColor "ColorOrange";
_debugMarker setMarkerType "mil_dot_noShadow";
};
if (_vehicleItemsAllowed isEqualTo 1) then {
_itemsAdded = 0;
_itemsPerVehicle = floor (random _maximumItemsPerVehicle);
while{_itemsAdded < _itemsPerVehicle} do {
_itemAdd = _allowedItems select (floor (random (count _allowedItems)));
_cargoType = _itemAdd call ExileClient_util_cargo_getType;
switch (_cargoType) do {
case 1: { _vehicle addMagazineAmmoCargo [_itemAdd, 1, 1]; };
case 2: { _vehicle addWeaponCargoGlobal [_itemAdd, 1]; };
case 3: { _vehicle addBackpackCargoGlobal [_itemAdd, 1]; };
default { _vehicle addItemCargoGlobal [_itemAdd, 1, 1]; };
};
_itemsAdded = _itemsAdded + 1;
};
};
_spawned = _spawned + 1;
_vehicleCount = _vehicleCount + 1;
};
};
};
format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log;
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50 minutes ago, Whitey01 said:Try that.
Fixed by Michael Cullen,
ExileServer_world_spawnVehicles.sqf
/**
* ExileServer_world_spawnVehicles
*
* Exile Mod
* www.exilemod.com
* © 2015 Exile Mod Team
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*
* Fixed by Michael Cullen, no rights reserved.
*/
private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker"];_mapsizeX = worldSize;
_mapsizeY = worldSize;
_gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize");
_gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount");
format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log;
_gridHalf = _gridSize / 2;
_vehicleCount = 0;
_debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1);
_vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground");
_maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage");
_damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance");for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do
{
for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do
{
_position = [_xSize,_ySize];
_spawned = 0;
_spawnedPositions = [];
while {_spawned < _gridVehicles} do
{
_positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos;
if(count _positionReal isEqualTo 3)exitWith{};
_spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]];
_spawnedPositions pushBack _spawnControl;
_positionReal pushBack 0;
_vehicleClassName = selectRandom _vehicleClassNames;
_vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle;
_hitpointsData = getAllHitPointsDamage _vehicle;
if !(_hitpointsData isEqualTo []) then
{
_hitpoints = _hitpointsData select 0;
{
if ((random 100) < _damageChance) then
{
_vehicle setHitPointDamage [_x, random _maximumDamage];
};
}
forEach _hitpoints;
};
if (_debugMarkers) then
{
_debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal];
_debugMarker setMarkerColor "ColorOrange";
_debugMarker setMarkerType "mil_dot_noShadow";
};
_spawned = _spawned + 1;
_vehicleCount = _vehicleCount + 1;
};
};
};
format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log;
trueconfig.cpp
//Vehicle Spawn Fix
ExileServer_world_spawnVehicles = "Custom\VehicleSpawnFix\ExileServer_world_spawnVehicles.sqf";Thank you very much!!! It works.
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2 hours ago, WAKeupneo said:Hey, what do you mean "the transport"?
@ExileServer\addons\exile_server_config\config.cpp --- class VehicleSpawn
As you can see in the screenshot, a large number of vehicles appear outside the map itself, from the bottom and to the left.
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4 minutes ago, chernaruski said:I was sure you need world name / map name in your Pbo name. First part you can call whatever you want , but the .Altis.pbo or Exile.Whateveryourmapis.pbo a must.
That's right, I forgot to mention it.
In addition, to make the server permissible for 50 slots, it is enough to register in @ ExileServer / config.cfg maxPlayers = 50;
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And all errors refer to config.bin (which I don’t have and I can’t compare it).
DMS - Defent's Mission System
in Addons
Posted
I think it's worth taking a look at these two files that are called fnc_SpawnNonPersistentVehicle, fnc_SpawnPersistentVehicle