Jump to content

chernaruski

Member
  • Content Count

    317
  • Joined

  • Last visited

  • Medals

Everything posted by chernaruski

  1. 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 ?
  2. chernaruski

    Stupid Question

    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
  3. chernaruski

    Claim Vehicles

    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
  4. chernaruski

    Stupid Question

    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
  5. chernaruski

    Roaming AI A3XAI

    Nothing in this universe can fix that.
  6. chernaruski

    AVS - Advanced Vehicle System

    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" ?
  7. chernaruski

    AVS - Advanced Vehicle System

    how about posting debug logs, with AVS_Debug = true; ?
  8. chernaruski

    Compilation List of my GF Scripts - Mods

    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?
  9. 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)
  10. chernaruski

    Vandeanson’s Apocalypse

    @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.
  11. 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.
  12. chernaruski

    Is it possible?

    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.
  13. If I remember correctly, https://forums.bohemia.net/profile/743852-foxhound/ is / or is a part of the sites administrators.
  14. chernaruski

    Exile Occupation (Roaming AI)

    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?
  15. chernaruski

    All spawned cars super fast

    We will never know , without an actual rpt and/or more information about mods/scripts/mission configuration you have.
  16. 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.
  17. If you like clipping or floating houses 😉 sure. With enough time spent, most of the things are fixable.
  18. 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
  19. Dude, stop spamming. There is a topic for DMS related questions and you already asked about mines spawn there.
  20. chernaruski

    Ravage

    @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
  21. 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.
  22. Are you running AVS - Advanced Vehicle System by any chance?
×