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chernaruski

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Posts posted by chernaruski


  1. Was wondering how Sunfactor effects the max zombies per players parameter (the exact values). So I went digging the code and that is what I've found:
    If Haleks don't mind me posting his code> For those who was wondering, just run these lines in debug to get a value according to maxZedsFactor you've set in module:

    maxZedsFactor = 25
    lat = -1 * getNumber(configFile >> "CfgWorlds" >> worldName >> "latitude"); 
    day = 360 * (dateToNumber date); 
    hour = (daytime / 24) * 360; 
    rvg_ZedSunFactor = (((12 * cos(day) - 78) * cos(lat) * cos(hour)) - (24 * sin(lat) * cos(day))) max 0;
    maxZombies = maxZedsFactor * ((100 - rvg_ZedSunFactor*0.5) * 0.01);
    maxZombies

    i.e With max zeds per player set to 25. At noon 12:00 you get minimal possible amount of zeds with sun factor on ,  you get 16.8.  And from around 18:30 to 5:30 (long night 😉 ) , you get the max possible 25 zeds per player.
     

    • Like 5

  2. Sometimes it happens to all of us. That's how things are in Arma , nothing you can do about it really.  Well, not that I'm aware of any solutions for this.

     

    Quote

    Thanks to chernaruski I have achieve to spawn ravage zombies in my exile dedi server, but I have a problem between the vehicles and the zeds.

    Glad you figured it out. Its thanks to your curiosity and tenacity , not me.


  3. from the description it shouldn't spawn the second one... if you set it to max=1 ...
    don't really know why it's recommended to 

    Quote

    It's recommended you set this to the same amount of static missions that you have in total.

    try setting it to 2 as recommended first.

    if the global max doesn't work , try changing the values of mission timeout then... from what I see , second mission indeed spawns "on top" of the first static mission before it times out.

    So the 1st mission appears after DMS_TimeToFirstStaticMission = [1200,1400];  which is 20-23 mins.
    Next mission will spawn after DMS_TimeBetweenStaticMissions = [1800,2700]; which is 30-45 mins.
    So the mission timeout DMS_StaticMissionTimeOut  need to be faster then the DMS_TimeBetweenStaticMissions

    Also keep in mind , that missions will not time out if:

    - a player is nearby

    - the number of AI in the mission has changed recently.

    So you can have a situation where you close to first mission, it should timeout but it doesn't. Regardless second mission is spawned.

    Here is the original code author's comments on this issue at his git https://github.com/Defent/DMS_Exile/issues/55


  4. 11 minutes ago, haleks said:

    The loot system also involves a few vanilla functions, but I don't think BIS scripts are blacklisted?

     

    everything is possible ))
    This is how my whitelist looks now (with your recommendations) , different mods do need some of the functions and even commands (required for Achilles mod) to be whitelisted , to work with exile and infistar (antihack thingy)

    Thanks man, gonna test it out.


  5. On 7/23/2019 at 7:23 PM, haleks said:

    @sniperb: iirc, yeah, Exile can be the problem : it probably requires you to whitelist functions so they can run in MP.


    Hey Haleks , I'm trying to make the ravage's object search loot system to work with exile. I've been adding anything loot related to the function "whitelist" , but still no luck.
    What functions you recommend adding to the whitelist for it to run in MP?


  6. On 10/3/2019 at 11:19 PM, GEORGE FLOROS GR said:

     

    Hello there chernaruski !

     

    I remember some years back editing some exile missions and i had used my custom scripts added like the example :

    
    		class CfgExileCustomCode {
    		
    		ExileClient_object_player_death_startBleedingOut = "custom\EnigmaRevive\ExileClient_object_player_death_startBleedingOut.sqf"; //Happys Revive
    		ExileClient_object_player_event_onInventoryOpened = "custom\EnigmaRevive\ExileClient_object_player_event_onInventoryOpened.sqf"; //Happys Revive AntiDupe ---NEW with v0.65
    		};	

    for more stuff check the EnigmaRevive script for Exile.

    and maybe you should also ask Haleks about the holdaction implementation.


    Hey GL , yeah thats where all custom/changed/merged code overrides go. But it doesn't really help , since exilemod loot can be turned off completely in config and Ravage loot system is working as its own thing. so I don't really need to merge it together.
    As for asking Haleks ,  to be honest , I don't even know what to ask exactly... since he is not familiar with exile code. Without it Ravage works just fine, so I can't ask a man to go dig the code of 3rd party mod and find me a solution for it.

    • Like 1

  7. Quote

    When i tested Ravage it was not working properly. On a full server (60 player) we only had like max. 20 zombies (even we set it to like 100 zombies)


    Sounds very strange. If it was long ago, it could be due to global max zeds and the fact the zed hordes that didn't clean up after the player was out of range. Now things work differently, it had many fixes since then.
    Currently I haven't  notice any of the mentioned low zeds count, but I'm not running full server so can't say you wrong.  For 10 players everything, Ambient Zeds and Hordes , is working just fine for all players. And it exceeds 60-80 zeds sometimes.

    • Like 1

  8. Re-check your config. There are few static mission related params , DMS_MaxStaticMissions , DMS_StaticMissionsOnServerStart. As it says in config comments, DMS_StaticMissionsOnServerStart is overwriting the DMS_MaxStaticMissions. Maybe you have it set on something different or there is a mixup with other types such as special missions or something you haven't noticed. Post your config , we can't read your mind. (Use pastebin.com dont copy paste the whole thing as forum post)


  9. It doesn't really matter, since the its very good framework to start from to build your own thing. There is still a pretty big Exile community which interested in this kind of gameplay. Plus there are always creative people who mod the mod 😉 , tweaks things , change things, add their own scripts on top of latest exile release... So no worries, its not gonna just disappear into oblivion.
     


  10. Oh if so, you only missing the 

    class rvg_fnc_zed_spawn { allowedTargets=2; }; // Ravage Mod

    in your description.ext >  class CfgRemoteExec > class Functions
    just place it there next to class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; };   and you will be good to go.

    On another topic, was wondering if the ravage loot doesn't work for the same reasons (remote functions filtered and blocked )... added almost everything loot related to  class CfgRemoteExec > class Functions too. Still, no luck 😞 . Experiment continues.

    • Like 2
    • Thanks 1

  11. 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 ? 


  12. 13 hours ago, Desperta Ferro said:

    Thanks for the quick answer and for the info!! I will wait to see if he (or any other) enlighten me with his wisdom.

     

    I'll take a look to the Exilemod club too. 😄

     

     

     

     

    Join the discussion> 

     

    • Like 1

  13. Let's discuss Ravage Mod and Exilemod integration.

    If you not familiar with Ravage , you definitely should check it out. I mainly use it for the zombies, as a better alternative to Z&D mod. So far I've managed to get the Ambient Zeds and Hordes modules to work.
    Btw ( @Desperta Ferro)   , it's done by placing the Ravage Mod modules into your mission. If you can't open your mission.sqm in Eden , to place these modules, you probably have outdated mission file.

    As for rest of modules, I do understand it will require more digging in exile code to get it working. At the moment , I'm looking for solutions on how to integrate the Ravage's object search loot system instead of using default Exile's ground loot spawns. So far no luck. Something is blocking the holdaction thingy , and when you place the loot module you don't even get the "Search" actionwheel to show up. While it works via editor , it doesn't on dedi .

    Anyone done experiments with other modules?

    • Like 3

  14. Hey @RaVeN103.  Good to see you back. Try speaking english from now on, since it's the BI forums rules and requirement. 
    I must agree with @El' Rabito here, don't really see how points system can make players to not use the "ill-considered placement of large objects".  It will degrade the rest of base building, will require a complete rewrite of exile database enquiries , database manipulation, adding new parameter per config for each model [points] , changing the configs of an already existing and used from other mods models, etc.
    What you can do to reduce the immersion breaking bases is:

    1) If you use EBM on your server , just remove the massive structures from loot pool or the crafting menu. Problem solved.
    2) If you don't like the flying in air , gigantic and massive bases limit the objects can be built per level and limit the base maximum height. Problem solved.

    As for creativity, well... you can't control what players build with the parts you provide 😉

    As for the other idea, I think thats what DesolationRedux have at the moment. You place a prefab skeleton of your future structure and you add materials. Until you meet the requirements.


  15. 8 hours ago, JakeHekesFists said:


    very easy to write a script to delete zombies from an area, i use this method in my trader cities on my missions
    the below just checks if theres any zombies within x radius of the position every 2 seconds and deletes them. 

    
    // _pos is your mission position
    // _rad is your deletion radius
    // just set MISSION_COMPLETE to true in the win/fail/end conditions of your mission script so the loop ends.
    
    MISSION_COMPLETE = false; 
    for "_i" from 0 to 1 step 0 do {
    	private _za = _pos nearEntities ["zombie", _rad];
    	if !(_za isEqualTo []) then { { deleteVehicle _x; } count _za; };
    	if (MISSION_COMPLETE) exitWith { _i = 2; };
    	sleep 2;
    };

    canspawnzeds = false; 
    I think the above if executed on a player stops zombies from spawning altogether, but im not sure and unable to test it at the moment. 
    hope it helps. 


    Not so performance friendly I assume, first it spawns zeds then using loop it deletes them... but beggars can't be choosers, thanks @JakeHekesFists will try this out.

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