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Everything posted by chernaruski
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Long time ago I thought about integrating ACE into exilemod server, most of the guys said its not possible due to exile having its own damagehandlers / health system. I'm having doubts about it... yeah it may be not easy to integrate , but have anyone tried ?
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yeah, that's the file. it's binarized (therefore .bin), but if you unbin it with arma tools or whatever its just a text file .cpp
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Hey @TeratosPrime Most probably your infistar is blocking it, cause it doesn't like any code executed remotely. A simple thing you could try is turning off some of the infistar (user interface related) blocking functionality first. It's in EXILE_AHAT_CONFIG under: Checks player Actions (mousewheel actions, userinterface actions and inputactions) KCM CMC ... set it to false Turn them off one by one and see if it helps. As for CfgRemoteExec you will have to find specific functions names used for this. Make sure you don't overwrite what you need for base exilemod to run. If the above is your CfgRemoteExec, you already deleted the part of exilemod. Don't delete things. Rather add, in addition to the default class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; // ExileMod When I was running exile, I added quite a lot of custom things and everytime I added more and more stuff, so my CfgRemoteExec looked like this: https://pastebin.com/wXcGjsKy
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z80cpu, you can find a lot of "hidden" hardcoded configurations in ExileMod\addons\exile_client\config file. You can always overwrite it with your own custom one, via addon or like Rabito did via missionConfig variables. It depends on the hierarchy of how things load and what can or can't be overwritten. In this case, there is no need for side-addon. CfgExileDelayedActions class can be overwritten via Description.ext. Instead of calling for classname from addon config (exilemod), it will call it from your mission. @El' Rabito correct me if I'm wrong here. PS: Next time, try giving topics a more informative name & less self judgemental 😉 Cheers
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Nothing in this universe can fix that.
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https://github.com/Torndeco/AVS
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AVS - Advanced Vehicle System
chernaruski replied to chernaruski's topic in Exilemod (Unofficial)'s Addons
AVS logs should be in your server rpt and contain "AVS" string. I wouldn't get your hopes high tho, AVS is deprecated addon. Many problems has been popping up due to people mixing up extDB2 and extDB3 versions (from what I remember , second one handling DB differently) , or between parts of code, some core ARMA commands could be updated since, etc. @CrazyCorky have you managed to load the Enoch map at all , as @IamVenomous did? So the problem now is vehicles spawned in the ground , and well ...blow up due to "collision" ? -
AVS - Advanced Vehicle System
chernaruski replied to chernaruski's topic in Exilemod (Unofficial)'s Addons
how about posting debug logs, with AVS_Debug = true; ? -
Compilation List of my GF Scripts - Mods
chernaruski replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whatsup GF ? Question about the initplayerlocal and gestures... do others in MP actually see your gestures? I mean what is the point of gesturing if its not... I understand correctly, this will run on only on mission start and locally?- 450 replies
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gotcha. @R0adki11
- 133 replies
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- survival
- single player
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delete this. rules!
- 133 replies
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Edit roads mid-range textures
chernaruski replied to haleks's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Nope. Layers.cfg will not help you, in this case. It's higher level terrain editing (satmap), which requires TB to be involved. Have you replaced textures only? I mean , if you did, it does not get rid of the actual grass cutting roads "objects" , so you still can not place generated clutter on top of it. You will have to replace all used road models, with empty ones (empty dummy files and a proper $PREFIX$). Then via map config overwrite , choose what type of clutter you want to place on top of surface that is used under the roads. Update: mmm now that I think of it, if you change the default surface config (CfgSurfaces) that is used under the roads to exactly the same as the surface next to it, it will blend a bit more (there still will be a satmap color bleed tho) -
mod release Vandeanson’s Apocalypse
chernaruski replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@B3OP , that's what VA is aiming for. One way to "encouraged to travel on the map" is making the loot persistent per session. Limited resources in general is customizable , so you can make it as hardcore as you want (me personally like it this way) , @Vandeanson too. As for "missions", it's planned, not in the nearest future tho.- 322 replies
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Edit roads mid-range textures
chernaruski replied to haleks's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
From what I know: When on close range roads are "objects" with real models, at a distance it's not. It's part of the terrains map satmap, so no chance to change it without altering and regenerating the terrain layers. -
Is it possible?
chernaruski replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
No. Moon is "terrain (map) object" . This mod replaces the default moonObject , by changing entry in config class CfgWorlds. Which can be done only via side loaded addon. -
Who runs Armaholic and how can I contact them?
chernaruski replied to Donnie_Plays's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I remember correctly, https://forums.bohemia.net/profile/743852-foxhound/ is / or is a part of the sites administrators. -
Exile Occupation (Roaming AI)
chernaruski replied to chernaruski's topic in Exilemod (Unofficial)'s Addons
How is this related to exile occupation addon , if it's Infistar? And why this is a problem? Solution to what you expect to find here? -
All spawned cars super fast
chernaruski replied to florinel76's topic in Exilemod (Unofficial)'s General Discussion
We will never know , without an actual rpt and/or more information about mods/scripts/mission configuration you have. -
CUP MAPS 2.0 Chernarus 2020 working on Exile Mod??
chernaruski replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
I wonder what were the problems in start it running. How it's any different from any other map? Didn't try running the map myself, but was wondering why it was hard to port regular Chernarus mission in a first place , from the technical point of view. -
CUP MAPS 2.0 Chernarus 2020 working on Exile Mod??
chernaruski replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
If you like clipping or floating houses 😉 sure. With enough time spent, most of the things are fixable. -
CUP MAPS 2.0 Chernarus 2020 working on Exile Mod??
chernaruski replied to Sgt Smash's topic in Exilemod (Unofficial)'s General Discussion
It should be working without any problems. I mean, why wouldn't it? Just make sure you load the Maps 2.0 and Core and using proper terrain map name for mission pbo and server mission config . Exile.cup_chernarus_A3.pbo -
DMS - How to spawn Mine?Not worked
chernaruski replied to nagyszebi07's topic in Exilemod (Unofficial)'s Problems & Bugs
Dude, stop spamming. There is a topic for DMS related questions and you already asked about mines spawn there.- 1 reply
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@Husker-71 , try directly attaching the gold bars to a shipwreck model. So when you place the props , which is using default sea bed height , gold bars will be using relative coordinates to your props shipwreck. https://community.bistudio.com/wiki/attachTo
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Persistent Tree Chopping by flyingdutchmen
chernaruski replied to chernaruski's topic in Exilemod (Unofficial)'s Addons
Lets not discuss this please. Its authors decision , no matter the reasons , lets respect it and move on. You can always google and find it, or even wait for more new cool stuff posted here , this time by the original author. PS: don't want to close this thread, but I will if posts will be adressing this decision and not script related stuff.- 20 replies
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Sudden problems with the database
chernaruski replied to Lord1385's topic in Exilemod (Unofficial)'s Problems & Bugs
Are you running AVS - Advanced Vehicle System by any chance?