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About chernaruski

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  1. chernaruski


    Alright. Maybe use the script or something similar instead? Overwriting configs is hardcore ) , very often creates different compat issues. Best regards from our CPU's 😉 more optimization is always welcome.
  2. Thats cool. I wonder how it handles bad models , i.e roofs that have no Roadway LOD, and have the very same floating effect .
  3. chernaruski


    Bug Report: Ravage Mod effects any map that uses terrain object a3\structures_f\dominants\lighthouse\lighthouse_f.p3d it makes the structure unenterable (interaction /door animations are gone, probably because of the Land_xx prefix is missing in the classname). Just happened for ChernarusRedux , after we introduced tall lighthouses. I'm talking about this unknown invisible / not placeable variant integrated into mod.: @haleks Does it have any real purpose in Ravage? Compatibility issue that it would be nice to get rid off.
  4. chernaruski


    Few improvement ideas: - QoL : When placing safe/rad/zed blacklisted zones modules, it should have a zone map marker which is showing the set radius. - Ambient Zed's module customization feature : Option of turning runners/crawlers presence during night time, if you like to use walkers only most of the time, but like to spice things up a bit during nighttime. At the moment Ambient Zeds can be set only to a specific type or both. (Still hoping for that % ratio). One of the types were reduced? I remember there were 3 types : walkers, runners and bolters. - I was messing with blood rvmats and decided to add more blood not only on top of uniforms , but on zeds heads that looked too clean for a flesh eating monstas. Sometimes hands look too clean too, haven't figured out yet how to apply it on them. Any plans on changing the visual side of zeds? Eyes color , hands with broken nasty bloody nails , bite marks , etc. Bug: When I was messing with the blood "effect" , I realized that CUP uniforms when applied as Override , do not get the same blood splatters on zeds as when you get when using default clothes. They look all clean an tidy. Dirty uniform too. Not all uniforms are supported or something? PS: #Reminder about my older recommendations, maybe you forgot about it.
  5. chernaruski

    'Code 13' And CUP

    Niiice. No need to thank me, it's not like I'm the one who found the solution. I was shooting all directions here : Glad you solved this, there are bugs that can be very evasive sometimes. And yeah , one sided info about Code 13 and its possible solution of "making more space for vehicle" isn't helping. Good info for the following generations 😉 PS: If I'm correct, I think you could have avoided that issue by adding requiredAddon to your mission directly. So if you have some mod missing (not loaded in your case) , it just tells you. Instead of "we are fine , let's start things up"
  6. chernaruski

    'Code 13' And CUP

    Lets analyze the "raw" info. No assumptions 😉 Assumptions are bad for the health (server health). My setup is similar including > Exile+Cup+IS and infi vehicle spawns are working just fine for me. RPT logs are crystal clear? Is this happening to ALL CUP Vehicles ? Have you tried re-configuring the traders ? Like placing helipad at different locations? Or make a new trader from scratch ? Whats your mods -params ? No way Cup Vehicles mod updated to a different folder? No spaces, no caps (linux server?) ? Have you deleted old CUP keys?
  7. chernaruski

    'Code 13' And CUP

    Very strange bug. I like strange bugs 😉 they are like riddles that need to be solved. You saying it only appeared after latest CUP update , so how it can be IS issue that has been running at the same version for about 7 months now? Need more info to see the full picture here.
  8. chernaruski

    Chernarus Redux [WIP Release]

    yep, Phase1 👀
  9. chernaruski

    Chernarus Redux [WIP Release]

    Using JSRS myself here, haven't heard any problems with the sounds. You can always load it up yourself and test & if you happen to find any let me know.
  10. chernaruski

    infiSTAR_defines.hpp error

    Check if the file in your mission pbo, along with mission.sqm and rest of potatoes. You can always ask for infistar related help at their discord https://discord.gg/jg8zVFF
  11. its just a quick example , to understand the point
  12. The command , I recommended using, is extracting building position automatically. Positions that are spread inside , including second / third / whatever floors. Will work with other structures. You don't need to hardcode Z values as you did. i.e - place trigger called lootMarker , init the code: weaponArray = [ "arifle_MXC_F", "hgun_P07_F" ]; houseArray = (getMarkerPos "lootMarker") nearObjects ["house",300]; { buildingPositions =[_x] call BIS_fnc_buildingPositions; { weapon = weaponArray select (floor (random (count weaponArray))); itemBox = "WeaponHolderSimulated" createVehicle [0,0,0]; itemBox setPos _x; itemBox addWeaponCargoGlobal [weapon,1]; } forEach buildingPositions; } forEach houseArray; This will spawn random weapons from weaponArray on all positions in all houses in radius of 300 meters from trigger. If you want to you can make some to spawn and some not, as not forEach buildingPosition. The point is , I recommend using "automated" positions of the buildings models and not hardcoded per attached object like helipad.
  13. Maybe this command can be handy to you https://community.bistudio.com/wiki/buildingPos or rather newer version https://community.bistudio.com/wiki/BIS_fnc_buildingPositions
  14. chernaruski

    'Code 13' And CUP

    Any custom vehicle spawner / helipad / ammo fuel repair station scripts? Can you post your ExileServer_system_trading_network_purchaseVehicleRequest or the override if you have any? Never had any troubles with CUP Vehicles, I can spawn them just fine. Can you spawn them in via infistar?