torndeco
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Posts posted by torndeco
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You are just having issues with downloading CUP Core via Steam Workshop.
Steam Workshop can and does mess up at times, normally it fixes itself after so X amount of days.
I have seen it bug out and random fix itself after 3-4 days
Anyway sounds like you are missing CUP_Worlds pbo which is part of CUP Core
Just download CUP Core manually via http://cup-arma3.org/download
If you want copy the meta.cpp from your steamworkshop download etc -
Your are best off to join arma 3 discord and ask for help there.
Majority of your issues are sqf basics and people there will be able to help you out more etc
You also don't seem to know / much SQL experience either
So i recommend you try use inidb extension, atleast until you got more experience with SQF.
Otherwise you be trying to learn SQF & SQL at same time etc -
1 hour ago, OMAC said:With Terrains 1.4.1 loaded (core, maps, cwa) + all other CUP mods (units, weapons, vehicles) + CBA, I am getting
No entry 'bin\config.bin/CfgWorlds/Thirsk.description'.
when I try to open a saved mission in Eden. Thirsk isn't loaded. Anyone else getting this?
Just ignore the message you will be ok.
Arma is just confused, because CUP Terrains has some custom config changes for some 3rd party maps i.e light fixes.
I did come up with workaround way to prevent the error message, but will display the missions for the maps and if you load the missionfile arma will just error & quit to desktop :/ -
SQLite will prob never happen for extDB3, am busy with other projects & RL.
I might revisit this if/when dayz sa modding support comes out and if dayz sa has some version of extensions. -
There was update earlier with some small bug fixes & using the new ladder engine detection. That got added in last major patch
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I think he wants code to
9:UNLOCK 9:RESET <insert commands to setup extdb3 for his mission 9:LOCK
This way he can edit code and then get extDB3 to reset itself and run the startup commands again, without having to restart arma.
Note: you could skip locking + unlocking extDB3 in this scenario, since security not really an issue during development.
There is also a test application for extDB3 for testing out commands / sql queries etc- 2
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The Original Australia Map was uploaded to steam workshop by original author.
For some reason he removed it and has gone MIA, which is a shame.
As for steam workshop content there is separate section specifically for workshop content, so its not as bad as it used to be etc.
QuoteNotwithstanding the license described in Section 6.A., Valve will only have the right to modify or create derivative works from your Workshop Contribution in the following cases: (a) Valve may make modifications necessary to make your Contribution compatible with Steam and the Workshop functionality or user interface, and (b) Valve or the applicable developer may make modifications to Workshop Contributions that are accepted for in-Application distribution as it deems necessary or desirable to enhance gameplay.
Anyway this is abit off topic, pretty sure there are other threads debating steam workshop on the forums -
Sorry extDB2 is no longer supported and has known bugs etc, just let that extension die etc..
Only some old missions are using and Exile (but community has changes required to implement extDB3)
It is also more awkward to build and slower for database queries etc
Besides with sqf servercommand, there is little reason for rcon commands, that you can implement better with sqf -
It uses a Cmake build system
You may need to edit CMakelist.txt as i think i hardcoded some paths (pretty obvious in the file) to make my life easier when building it on windows.
There is no support/guides on how to build it
But honestly if you can't compile, then you prob shouldn't be messing around with the code.
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You can just make up a bat file / script to use steamcmd to download workshop content
edit: Steam Workshop for arma also requires a steam account that owns arma3. This requirement would effect arma3server aswell with your request -
Really haven't had to work on this at all, been busy with RL & other Projects.
Source files are available at https://gitlab.com/torndeco-aplsa/chernarus_isles if anyone is interested etc
Source directory isn't to clean with images for satmasks/sat images. But everything should be there & plus few extra backups/versions of images
Recommend if you new to editing to look at https://pmc.editing.wiki/doku.php?id=arma3:terrain
I didn't look at that wiki when i did chernarus_isles, so there are prob some tips there that could be useful to setting up the project etc
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Nevermind pretty sure got it figured out.
Change your CHAR -> VAR_CHAR and it should work fine.
I might look at adding an option to enable it for CHAR, don't wanna change default behaviour incase it breaks on someone.
Since its been this way for longtime now. -
https://bitbucket.org/torndeco/extdb3/wiki/extDB3 - SQL
Look at the options when you setup SQL ProtocolSubmit a bug report with extDB3 logs (using debug dll, in the optional directory), including a simple database snapshot so i can replicate the issue. -
You can ignore that error, its normal
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Will be an update tomorrow
- Minor Fixes
- AI Pathing for HouseV_1L2
- Switched over to new door/ladder engine tech.
- Fixed missing Door sounds
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Micovery last i checked hasnt been active in awhile.
Code is on bitbucket, will need changes for 64bit due to how it generates unique key for fetching data.
Also extensions really don't need to parse input data checking for injections anymore, you return everything in an array and use parseSimpleArray instead of call compile. Faster and no security issues- 1
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Version 1.032
Windows Version only atm, Linux sometime this weekend
https://bitbucket.org/torndeco/extdb3/downloads
Changelog
- FIXED: Minor Issue with MySQL Idle Connection
- ADDED: SQL_CUSTOM: "Number of Retrys" Option
More info for Number of Retrys is at https://bitbucket.org/torndeco/extdb3/wiki/extDB3 - sql_custom.ini
It can be defined per call etc
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This version is mainly for people using a remote database connection etc. Or connecting via TCP etc -
I would just use a switch statement and return the particular side.
Using call compile is abit unnecessary and i avoid using it so can make more secure BE Filters. Espeically if you are allowing the player is allowed to type in the side.- 1
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53 minutes ago, kaysio said:Is there a way to remove some of the abandoned vehicles ?
Don't forget eden editor has the ability to hide map objects/buildings now.
You can also script it using https://community.bistudio.com/wiki/hideObjectGlobal- 5
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That is what multi message support for extDB2/3 is for. It passes you the string in pieces that you put back together
Also Arma2 its 2k limit -
Well you messed up then. Or it didn't download from steam workshop fully.
You check arma server rpt for errors etc, you don't look at console (unless you are talking about linux really should be piping that to a file)
It is no different from loading CUPS Core & Maps on your server.- 1
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All you do is load the addon.
It literally couldn't be any easier
Add -mod=@everything_else;@path/to/ds_houses
Copy the @ds_houses/keys to your arma3server/keys
Its exactly the same as every other addon you run on a server/client.- 1
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Update pushed to Steam.
Fixed damage / destroyed models beening offset wrongly- 2
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Will push an update tomorrow with fixes for the Floating Damage Buildings, arma weirdness. Will try do it same time as arma update
There are building positions setup for most buildings, some loot code may use these positions but they are really meant for AI.
Otherwise you will need to setup the loot positions yourself for whatever addon/mission you are running.- 1
Community Upgrade Project - CUP Terrains
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Github version ?
Just start from scratch & try run the bare number of addons etc
Chances are you have a bad download / or messed something up